Health: 480
Armor: 24
Saving Throw & Skill Check Modifier: 6
Attack To Hit: 3
Attack Damage: 3d12 + 60
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 18
(P) Dragons always have this maneuver and do not have to take it as an option. They have 3 additional 200 hit points.
(P) The dragon has resistance to bludgeoning, piercing, slashing and spell damage.
(P): Enemies within 10 feet of the dragon have 7 penalty on saving throws.
(P): The dragon has a +11 bonus to AC.
(P): The dragon's breath weapon recharges on a roll of 5 or 6. Dealing 98 elemental damage additional die to all creatures within a 100 by 5 foot line or 30 foot cone.
(P) The dragon's melee attacks deal 3 additional damage die.
(P) The dragon is immune to critical hits.
(P): The dragon regains 98 hit points at the start of its turn if it has at least 1 hit point.
(BA) The dragon can use a bonus action to make a tail attack against all creatures within 10 feet.
(BA) The dragon can use a bonus action to impose disadvantage on all attack rolls of a creature within 120 feet.
(R): When the dragon takes elemental damage, it can use its reaction to reduce the damage by half and release a burst of the same element, dealing 98 damage to all creatures within 10 feet.
(A) The dragon can use its action to make two claw attacks and a tail attack against a single target. The target can then take an attack of opportunity on the dragon without using a reaction.
Monsters can have up to 3 damage resistance or 1 immunity, and 1 vulnerability. Level 12 plus monsters can have up to 6 damage resistances and 1 invulnerability and 1 vulnerability. In addition, minions and bruisers can have immunity to 1 type of crowd control. In addition, they have +3 to 1 skill check and saving throw of your choice that fits the monster's narrative.
Each creature or monster has special abilities known as maneuvers to help them feel more unique in combat. Below is a list of the monster types. The maneuvers can be used in combat to spice things up.
Minions - 1 Maneuver
Bruiser - 2 Maneuver
Legendary - 3 Maneuver
In addition to your maneuver each creature has a ranged attack and melee attack dealing the same damage. Flavor the ranged attack as you see fit per your monster.
Minions - 30 Range
Bruiser - 120 Range
Legendary - 240 Range
Legendary Monsters have 3 unique abilities that make them legendary.
Legendary Resistance - They can automatically succeed on a roll of the DM's choice once per round.
Legendary Vengeance - This allows the legendary minion to attack or skill check once after each player's turn.
Legendary Movement - They are immune to crowd control.
Average:
Average length 3-4 rounds
Choose 1.
Challenging:
Average length 3-5 rounds
Choose 1.
Epic:
Average length 3-4 rounds
Choose 1.
These fights will all keep the battles engaging for players without dragging on. ๏ปฟ