Another reason to love Tales of the Valiant over D&D 5.5E is that the monsters hit hard.
From the SRD 5.2.1, the Ancient Red Dragon, actions:
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version)
1/Day Each: Fireball (level 6 version), Scrying
-SRD 5.2.1, Wizards of the Coast, p319
Legendary actions (3, 4 in lair) are Commanding Presence (level 2 command), Firey Rays (level 3 scorching ray), and Pounce (free Rend attack). The dragon also has 4 or 5 Legendary Resistances that allow the beast to make a saving throw. It is a pretty simple monster, but it feels underwhelming.
Let's look at Tales of the Valiant, from the Black Flag SRD:
Multiattack. The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature’s save is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90‑foot cone. Each creature in that area must make a DC 24 DEX save, taking 105 (30d6) fire damage on a failed save, or half as much damage on a successful one.
-Black Flag SRD, Kobold Press, p276
The dragon can "Boil Over" if it hasn't used their breath weapon, and do a 30-foot AoE that inflicts 2d6 damage on a DC 24 CON save, and inflicts a level of exhaustion. Legendary resistances are 3/day. Across the board, damage is more serious, and the Kobold Press version has a bite attack with fire damage, and claws that do not have that.
The dragon also has access to special "lair attacks" and regional effects.
The legendary actions are where things take a hard turn into lethality. The Kobold Press dragon gets an auto-Detect feature, so it cannot be snuck up on or trapped. A tail attack can be made, along with a wing attack that does 2d6+10 and a DC 25 DEX save, or be knocked prone. The kicker is the Elemental Roar, a DC 21 CHA save to all within 120 feet, and failure makes the character vulnerable to fire damage or removes fire resistance until the end of the next turn.
Yes, this means you take double damage from fire attacks
Instead of being a bag of hit points for level 20 heroes to humiliate, the ancient red dragon in Tales of the Valiant can TPK and entire party and incinerate them all in an elemental roar and fire breath combo. Who cares about the 5.5E scorching ray and single fireball spell at level six? Characters will laugh this damage off.
Hit points in ToV are less: 507 for D&D 5.5E, and 382 in BF-SRD, but in general, the Kobold Press monsters hit harder, but go down faster, leading to faster combats that are more lethal. Kill them quick before they kill you. In D&D 5.5E, we have a lower-damaging dragon that dies much slower, leading to a long, boring, and pretty much easy fight before it even begins.
ToV combats are significantly tighter, faster, and better tuned than in D&D 5.5E. You feel the "squeeze" the designers put into the monsters; these are designed for fast, hard-hitting, brutal, and challenging combats. You will be encouraged to use the monster abilities early and as often as you can, which will address the notorious lack of lethality and pushover fights of 5E.
Do you want spellcasting? Apply a spellcasting template to the dragon. At CR 21, up to second-circle spells are at-will, 3/day up to 5th-circle spells, 2/day seventh, and 1/day 9th. The dragon just got insanely more powerful, and it could have a wish spell handy. Yeah, you're dead.
These are NOT the same games.
Tales of the Valiant is the better game, tuned to how I want things to play.











