Looking around in game one time, i noted: We have no shortage of items, mats, and whatnot associated with these creatures; but why haven't we actually SEEN one yet? Throw on to this that for quite a long time, the boss variety is about as expansive as my arsenal of non-starter weapons (a staggering 2); and that beasts are quite commmonly seen as a joke now. I thought about it... and thought about it, and have finally come up with a setup i think works. It is an entire new series of monsters within the beast classification focused on dishing out elemental damage and either fire, freeze, poison, or shock.
I have worked for a few hours today to piece together a functioning writeup proposal for the incorporation of these creatures, and, especially on the boss, attempted quite painstakingly to make it balanced, but still a unique and new challenge; and, as only seemed to make sense, i made them each bare their respective scales as a possible drop. I have chosen to write up the BAB (High Dragon) to be optimized to tip in the direction of either a boss or miniboss as well, so it is quite able to be played with by OOO to go one way or the other. Provided, if it DOES go in the path of boss, dragon scales will still inexplicably drop from things that are not dragons, but it is decidedly the path that is a better option... not that people wouldn't like the thought of another boss anyway.
As with previously, feel free to leave feedback below so the suggestion may be optimized, and i have art which will go up as soon as i get the chance to scan it. Now, on to the dragons. {{TACTICAL WALL OF TEXT INCOMING!!!}}}
Draconic Monster Series
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Reptiles spoken and sung of in countless tales and legends throughout all time, these monstrosities of reptiles have long been heralded for their metal-strength scales, their unprecedented strength, ability of flight, and unquestioned ability to reach monstrous sizes. To fight any of them is a show of ability, and to fight a true dragon is the true test of a warrior's strength and valor.
Mechanical Factors:
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Type: Beast
Immunities: Dependent on status dealt (Statuses that can be dealt include Fire, Ice, Shock, and Poison)
Wyrmling (T1)
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Young dragons that adopt a smaller, developing infancy form. These forms are "larval", and have not developed scales, and have very few of their weak fangs. They have basic adaptations to their environment and elemental attunement, but do not have full-out immunity to their biologically-adopted attunement quite yet, nor have they fully developed the ability to exert their infamous breath attack. In lieu of strong leg muscles, wyrmlings typically fly
Mechanical Factors:
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Special: The Immunity to status is changed to a resistance at this level, members in this group can only fly, and travel slower than the rest of it's family. Almost always drops beast scales and creature carapaces, but may occasionally drop a drake scale.
Attacks:
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Attack 1: A simple bite attack. Inflicts normal damage and has a small chance to deal a status based on which status the creature is themed for.
Attack 2: An attempted breath attack; which, while able to get out some, is more of a spittle than anything, and sends 3 status bolts in shotgun format that do almost no damage on their own, but have a high chance to inflict their status
Drake (T2-T3)
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These beats are smaller, more nimble draconic creatures adapted from dragons for smaller environments. While they are distinctly lacking the fearsomeness of a dragon, and certainly the strength, are still quite a force to overcome. They are entirely able to shrug off the status which they are attuned to, and they are resistant to elemental damage sources as a general given. Their scales, while not as strong as that of dragons, are still stronger than most steel alloys and usable in the making of armor.
Mechanical Factors:
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Special: Ability to walk and fly is gained. Full immunity to it's themed status is gained. Damage divides between elemental and normal, but may be all normal at times. Walk speed inherits approximately that of a chromalisk, while flight operates at about 1.5 times that speed. Flight can be used to dodge ranged attacks, as well as to chase retreating players, or surmount low-lying blockades. Tier 3 can use flight to move behind an unsuspecting knight. All tiers most always drop drake scales, and rarely dragon scales
Attack 1: A more advanced version of the bite attack. Inflicts normal and elemental damage and has a small chance to deal a status based on which status the creature is themed for on the initial bite. It then rips away it's jaw, while still clasping to it's target, dealing additional normal damage, but having no chance to cause status. It shakes it's head around briefly following the withdrawal, leaving it open to attack while it does this. If flying while doing this attack, it will land while the attack is in progress
Attack 2: A clawing attack that can only be done on the ground, the creature rears up on hind legs and does two quick swipes with his claws, each dealing mixed elemental and normal damage within a 60 degree arc in front.
Attack 3: A rear talon attack that can only be done in air. The creature quickly performs a summersault, clawing the player with the back talons and whipping them with the tail. This deals 3 strikes with each doing normal damage.
Attack 4: The signature breath attack. This deals pure elemental damage, plus the status desired in a 3x2 cone (T2), and a 5x3 cone (T3), and can be sustained for up to 3 seconds. This is mechanically similar to an extent to how the slag breath performs.
Attack 5: An in-flight only attack characteristic of the T3 variant, the creature may charge you with it's horns, moving at twice it's flight speed in the manner of how a trojan charge functions. This charge does not lock on, but stops when a barrier is hit or if an attack hits it. Being stopped by a barrier will result in it breaking in air, and turning around to rejoin the fight. Being hit while doing this will result in it falling abruptly out of the air, and being unable to get up for 1.5 seconds following.
High Dragon (Boss/Miniboss)
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These towering creatures are the highest challenge any warrior can ever be faced with. These creatures strength is only matched by their territorial aggression, and the fear and awe they inspire. Standing about as tall as project Roarmulus as an estimated full-grown average, these creatures are at the peak of the reptilian evolutionary tree. They have paramount strength, and have been known to level buildings with a single swipe of the tail; they are gargantuan, and require at least enough calories just supporting their build to clear the entire lot of the jelly line of royalty in just a few sittings; yet they also are mobile, and can fly with enough adequacy to outperform anything spiral HQ had ever made for flight back on Isoria; compile this with their natural scaley armoring, with enough endurance to outperform the skylark's built-in armoring; and if anything dares challenge them, they are either unsalvageable insane, or brave to an unmatched extent.
Mechanical Factors:
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Details: It is a 3-phase boss. The first one consists of simply hitting the dragon until you amass enough damage; after which it will take off and become invulnerable to damage, and you must hit it as it swoops in to attack (or hit it enough with ranged attacks to equal 700 damage against a neutral target (any added damage beyond this will apply as critical damage and actually affect it's health)) to bring it down, temporarily disabling it from flying for about 20 seconds, and making it return to ground-based phase 1 attacks; and in the final phase, the dragon returns to phase 1's strategy… but resists all damage beyond normal, as opposed to the standard alignment, and may shield off damage with it's wing if it is not in the process of an interruptible attack. After each phase, it's attacks get 1.5 times stronger (discounting attacks gained at that phase, of course), and it's roster of attacks grows (though at phase 2, it omits some that require briefly taking off for that phase). During phase 2, wyrmlings will spawn around it on a per 50-second basis to support it (or 15 seconds after they are killed), and T2 drakes replace them at phase 3.
Special: Retains the immunities to it's status (in the case it is used as a normal boss as opposed to a miniboss, fire), and all attacks can deal deal mixed elemental and normal damage, pure elemental damage, or pure normal. The creature walks at approximately the same speed as vanaduke, and can fly at about the speed of snarbolax. Flight may be used to sidestep, moving from corner to corner while maintaining focus on a target, but it may also be used to close the gap if the target moves too far away, in which case the flight speed increases by 1.5x it's initial speed. Due to the nature that the boss area is likely to adopt, the boss can only freely fly in it's flying phase. If a miniboss, the creature will likely drop 3-5 dragon scales. In the event it is a full-out boss (tokens and all (unlikely)), it's tokens would likely be tradable for items that can be crafted with the scales, or for an all-new dragon scale-based set... Or something of the like
Attack 1: The creature reaches out to gnaw at a foe, hitting once to deal normal damage with a moderate chance to inflict it's status of choice, and knocking back the knight 1.5 blocks
Attack 2: The creature rears up and uses it's front legs to strike all foes in a 130 degree arc, dealing 3 strikes with each doing split elemental-normal damage, and then it moves to fall back on it's front legs. The impact of it falling, should the player be in the way, does normal damage with a chance to stun. This attack cannot be used until grounded on phase 2
Attack 3: The creature bites the player with an uninterruptible attack, holding him in place temporarily as it shakes it's jaw around 4 times, before ripping away. This does a total of 5 hits of elemental and normal damage for the first 4, followed by normal for the fifth. The first and last have a chance of dealing it's chosen status. This is not used until phase 3, and may not be used more than once over a period of 30 seconds
Attack 4: The creature rears back on hind legs, raises it's head, and roars; before lashing out with a 6x4 breath attack that does pure elemental damage with a chance of inflicting a status. This attack has a 20 second cooldown.
Attack 5: This attack may only be used if a foe is within a 30 degree arc of it's hind leg and draws aggro. The creature looks back, before kicking the foe with his hind leg, dealing normal damage, a 3-block knockback, and having a chance to stun the player. The creature than lifts off to turn around and face the otherwise-ambushing foe, making it it's primary target. Due to the nature of this attack, this cannot be used while in phase 2; where the creature will simply turn around.
Attack 6: The creature roars, before proceeding to engulf a 7x1 line in front of it in it's breath attack, moving it's head slowly to cover a total 75 degree arc as it does this. This cannot be used until phase 2 when grounded
Attack 7: The creature lifts off briefly, before drawing it's wings inward to pull foes 4 blocks closer to it, making them vulnerable to attack; but dealing no damage itself. Given the nature of this attack, this cannot be used in phase 2 due to the nature of the attack
Attack 8: The creature crouches slightly, and bends itself, as if readying to turn around; then proceeds to lash out with a tail attack in a 360 degree spin, dealing low normal damage with a chance to stun, and yielding a 3 block knockback. This attack will trigger if surrounded on all sides, or if it's agroed target circles it too much.
Attack 9: A more standard claw attack, The creature simply lifts it's front limb and does a quick swipe, with slight knockback, and normal-elemental mixed damage.
Attack 10: Only able to occur while aloft in phase 2, the creature targets a player, and proceeds to charge at them a little slower than a trojan charge, knocking back the player 5.5 blocks, and dealing mixed elemental and norma damage. This does, however, bring the creature close enough for a sword to strike, and should one strike it, the creature is immediately grounded and disabled from flight temporarily (see details for the specifics on this factor of phase 2)
Attack 11: Used in response to ranged attacks while flying in phase two, it spits projectiles dealing status and elemental damage at the one utilizing the ranged weapon. The attack is not guided, and travels at approximately the rate a gun puppy bullet travels.
The Dragon Princess endorses this idea.