So they stuck the supplementary online material for the first dragon hoard adventure thing up.
http://media.wizards.com/2014/downloads ... ement1.pdf
It has magic items and monsters. It
does note work in progress and not final (for the items at least), which is probably a good thing, since the wording on Bracers of Armor makes it a no-brainer must have item for monks, barbarians and people who use mage armor, since as written it stacks with such ACs. Unlike those abilities which set AC to a sum (13+dex or 10+dex+con or wis), it just adds +3 if you aren't wearing armor or shields. So a Monk or Barbarian can rock out with a 19 (better than plate mail) to 23 AC (much better than plate and shield) depending on how they raise their stats.
The adult dragons (blue and white) are... puzzling.
Here is previn's summary of the young green from the starter set, earlier in this thread:
• Young Green Dragon, flees if reduced to half HP. For those not in the know, the young green half dragon is AC 18, 136 HP, makes 3 attacks (+15/+11/+11) for 2d10+2d6+4 damage and 2d6+4 twice. Oh, and it has a 30' cone breath weapon that recharges on a 5 or 6 that deals 12d6 poison damage, save for half. Did I mention the 60' fly speed and 120' darkvision? Because it also happens to be in a good location and is in no way appropriate for a 3rd level party to face even with the caveat of running away at half HP.
The Adult Blue has AC 19, 225 hp, 3 attacks on its multi attack : +12 (2d10+7), and 2 claws for +12 (2d6+7);
It also has a tail attack which can only be used through its 'legendary actions' of which it can make 3, 1 at a time at the end of other creature's turns. the pool of 3 legendary actions recharges each turn. Tail attack is one option, 'detect' (a perception check) is another, and wing attack (which takes 2 actions) is the third- all within 10' save vs damage 2d6+7 and prone
and it flies half its speed
Breath weapon is a DC 19, and 12d10 (average 66), and has a DC 17 frightful presence, which is also used during multi attack.
It can also just auto-succeed at 3 saving throws per day.
The white is unsurprisingly slightly weaker. 18 AC, 200 hp +11 to hit, and only +6 on its damage rolls.
So, just comparing to the young green, it looks like stats either got toned down somewhat, or adult dragon numbers just don't change much at all.
The Blue is CR 16 (15000 xp), and the White is CR 13 (10000 xp). So basically they auto-tank a few saves and generally dick around with bonus not-their turn actions, then fall to save or lose spells. I'm actually not all that impressed if they're actually used at the listed challenge level.
All sorts of other random critters are in here too:
Gargoyles (CR 2, 450xp, 52 hp, resistance to nonmagical weapons.
Giant Frog (CR 1/4) with its overly complex 1e Swallow mechanic.
Giant Spiders, Giant Lizards, Ettercaps. Griffons
Several PC as monster write-ups. Knights, Assassins,
A Mage (9th caster level), which is CR6. Which is probably one of the roughest encounters in the whole set. Greater Invisibility, misty step, fly, fireball, ice storm and cone of cold. (Plus MM, mage armor, shield). So it goes invisible, then flies away and bombards the party. Fuck you guys. Though greater invisibility and fly may both be concentration and not stack. Still. Greater invis and attack spells are bad for parties. Add in some cantrips and bonus action teleporting for invisibility fuckery.
Lizardfolk are boring.
Otyughs are CR 5, and have 114 hp, and multi attack at +6 (bite and 2 tentacles).
Orcs. Hp 15, AC 13, CR 1/2 (100xp) greataxe: +5 1d12+3, or javelin.
Has aggressive as a trait: bonus action can move its speed toward a hostile creature. So orcs move 60' per round and attack. Because reasons.
Perytons are in, which is surprising (but I'll give a pass since they're randomly my favorite critter). Resistant to nonmagical weapons (thanks Roman myths) and a dive attack and flyby attack. Rather annoying to fight.
Ropers. One of the highest Acs I've seen on 5e monsters (AC 20). 93 hp.
CR 5, 4 50' reach tendril attacks +7 and grapple, but the multi attack is 4 tendrils (which grapple), Reel (which pulls creatures 25' toward it) and bites. +7 for 4d8+4.
Stone giants, club, rocks, 126 hp. Meh.
Trolls! CR 5. multiattack: bite (+7, 1d6+4) and 2 claws (+7, 2d6+4), regains 10 hp at the start of its turn, unless it was hit by acid or fire before the start of its turn. Only dies if it is at 0 hp and can't regen. Various cantrips make this trivial.
Vampire is a full goddamn page. CR 13. 144 HP, 16 AC. Legendary actions like the dragons. And legendary resistance too (the auto-save thing, 3/day). Its a goddamn page, though, so I'm not summarizing. Regen 20 is excessive, bite reduces HP maximum (by 3d6 in this case) which is the new level drain. Last until a long rest, which... well. It changes vampire stories, a lot, as the vamp just chews people to death to make new vampires, but it has to kill them with the +3d6 necrotic damage and not the bite damage (1d6+4), since that doesn't raise new vampires. Sigh. Has weaknesses and mistform and an summon, crap and shapeshift into a bat or mist. Oh and charm.
Will o Wisps are kind of cool. They sort of wander around and can shock people, but they're more fun if they're just lurking and start forcing dying people to make saving throws or die, which heals the wisp.
Basically the solution to hard monsters is bonus actions when it isn't their turn and the ability to just shrug off the first couple spells. Other than that, mostly bags of hp and some predictable attacks. Spellcasting monsters, on the other hand....
Finally, it has various spells that are referenced in the adventure but aren't in the basic rules. (But are in the PH). Several changed from the alpha versions.