3.5 CO Slayer’s Guide [Archive] - Wizards Community

Post/Author/DateTimePost
necrosnoop110

05-21-04, 01:33 PM
This thread is for posting tactics and strategies for slaying those creatures that are difficult to take down. This is all about vanquishing opponents that require different tactics than simply "chopping the monster to bits".

Just post your ideas and I’ll reformat and catalogue them to fit in with the initial few posts.
(I have listed some ideas below feel free to submit others)

Contents:
•Tactics vs. Dragons
•Tactics vs. Flying Opponents While Grounded
•Tactics vs. High-AC Opponents
•Tactics vs. Regenerating Opponents
•Tactics vs. Spellcasters
•Tactics vs. Swarms
•Tactics vs. Tarrasque (Pre-Epic)
•Tactics vs. Undead

Content Contributors:
• Funny Slaughter
• ck2001wendt
• Khazra



Tactics vs. Dragons
Use Touch Attacks and Ranged Touch Attacks: To beat the high AC of powerful older dragons touch attacks are a good bet. A weapon, spell or ability that allows you to hit a Dragon effortlessly is a good thing. A weapon, spell, or ability that allows you to hit a Dragon effortlessly from outside its Threat range is much, much better.
Deny the Dragon Aerial Supremacy: Dragons can fly fast (200 ft) it allows them tremendous versatility in their tactics. Deny them this advantage. If possible, fight them in an enclosed space or other terrain which negates this ability.
Break the Cycle of Fear: The Frightful Presence of a "real" (Young Adult or older) dragon forces opponents to make an automatic Will save (of DC 38 against a Great Red), or get -2 to Attacks, Saves, and Ability checks for 4d6 rounds (basically the whole fight). Being immune to fear through class/PrC abilities is best but at the very least, have ready spells or abilities that strengthen the party against fear effects.
Take away the Breath Weapon: The best way is through a proven immunity to their energy type. The 6th level Divine/7th Arcane spell Energy Immunity is mandatory for an encounter. More exotic Dragons (those that do ability or energy drain) will require Death Ward or immunity to ability drain.
Ability Drain: CON draining has the dual benefit of reducing a Dragon's Fort save (though this will never be useful enough) AND eating into it's HP (each -2 Con= 40 HP damage). The real benefit, though, comes from the fact that even the Great Red only has a 31 CON and a 10 DEX. This means 31 points of ability damage will kill it, regardless of HP, and more importantly 10 points of DEX damage will effectively immobilize it. 3 Rapiers of Puncturing doing Average Damage will kill even the most powerful Dragon...and it "only" takes 9 attacks.
Ignore the Minions: If you want, deal with them separately (though this might surrender the element of surprise). At best (if they're really hurting you), task your least effective anti-Dragon combatant with crushing the minions.

Tactics vs. Flying Opponents While Grounded

Tactics vs. High-AC Opponents
Touch Attacks and no-save ability drain: If the AC is based on natural armor or manufactured armor, much the same as fighting dragons use Touch Attacks and no-save ability drain
No save spells or battlefield control: If the AC is Dex-based or results in a high Touch Attack, spells that offer no save or focus on the low save, or battlefield control to separate the tank from his low AC allies

Tactics vs. Regenerating Opponents

Tactics vs. Spellcasters

Tactics vs. Swarms
Never use weapons: If you have to, use torches, which at least do fire damage
Dispersion spells: Gust of Wind; Wall of Air (ck2001wendt)
Area-Effect Energy Damage Spells: which do x1.5 damage
Protection spells: like Fire Shield, which they have to get through to attack you
Tactics vs. Tarrasque (Pre-Epic)

Tactics vs. Undead
Bring a Cleric, Especially one Focused on Turning: A ‘Undead Slaying Cleric’ such as a "Turninglord of Lathandar" with a high Cha can be both the party's Face (maxed Diplomacy) and it's most effective undead destroyer
Good cheap mundane items: Have everyone buy a mirror to deal with Vampires. Have a couple of rounds of Holy Water and Alchemist's Fire each, which are very effective against undead you're keeping at bay
Wand of Death Ward: Can go a long way towards making your party resistant to the death spells and negative energy effects of undead
necrosnoop110

05-21-04, 01:34 PM
Saved Space
necrosnoop110

05-21-04, 01:36 PM
•Tactics vs. Dragons
Dragon Slaying 101 (ck2001wendt) (http://boards1.wizards.com/showthread.php?s=&threadid=224389)

•Tactics vs. Flying Opponents While Grounded

•Tactics vs. High-AC Opponents

•Tactics vs. Regenerating Opponents

•Tactics vs. Spellcasters
Caster Killing: Comprehensive Thread (sereg) (http://boards1.wizards.com/showthread.php?s=&threadid=137854)

•Tactics vs. Swarms

•Tactics vs. Tarrasque (Pre-Epic)

•Tactics vs. Undead
Cornbread

05-21-04, 01:44 PM
Neither of these threads are mine, but they will be useful references here.

Dragon Slaying 101 (http://boards1.wizards.com/showthread.php?s=&threadid=224389)



Caster Killing: Comprehensive Thread (http://boards1.wizards.com/showthread.php?s=&threadid=137854)
Funny Slaughter

05-21-04, 02:58 PM
great, thats going to be a good addition to my tactics compendium, great that you picked up the idea.

i would suggest this addition:

- fighting against creatures with regeneration
- fighting against high-AC enemies

more later

gs
Funny
ck2001wendt

05-21-04, 07:43 PM
Tactics vs. Swarms (ahh swarms and oozes, bane of my campaign's 30 AC Savage Species Deva...):
-Never use weapons. If you have to, use torches, which at least do fire damage.
-Dispersion spells: Gust of Wind; Wall of Air
-Area-Effect Energy Damage Spells, which do x1.5 damage.
-Protection spells like Fire Shield, which they have to get through to attack you.

Tactics v. High AC Opponents:
-If the AC is based on natural armor or manufactured armor, much the same as fighting dragons: Touch Attacks and no-save ability drain.
-If the AC is Dex-based or results in a high Touch Attack, spells that offer no save or focus on the low save, or battlefield control to separate the tank from his low AC allies.

Tactics vs. Undead:
-Bring a Cleric :D . A "Turninglord of Lathandar" with a high Cha can be both the party's Face (maxed Diplomacy) and it's most effective undead destroyer. The party I currently DM doesn't even worry about undead at this point...they just bring their Turninglord to the front and let him vaporize 15 or 20 skeletons a pop. Consequently, I tend to stick to living opponents now, but every once in awhile I'll throw a platoon of Ghouls at them to let the Turninglord shine.
-Good cheap mundane items: Have everyone buy a mirror to deal w. Vampires. Have a couple of rounds of Holy Water and Alchemist's Fire each, which are very effective against undead you're keeping at bay.
-Low-level undead are seriously underpowered in 3.5 (were they always?) and not worth a party's concern. It's when they start getting ability drain and energy drain that they get scary (and annoying, setting you back several thousand XP in one hit). A Wand of Death Ward would go a long way in this regard.
Khazra

05-22-04, 05:41 AM
How about fighting unique creature, eg the tarrasque? Is that even possible pre-epic? Although to be fair i know there are a few 20 level builds capable of doing it their selves (king of smack, the hulking hurler & frenzied beserker with ring of sadism).
Vanigo

05-22-04, 11:43 PM
Originally posted by Khazra
How about fighting unique creature, eg the tarrasque? Is that even possible pre-epic? Although to be fair i know there are a few 20 level builds capable of doing it their selves (king of smack, the hulking hurler & frenzied beserker with ring of sadism). I saw one that was basically just a barbarian with lots of DR and acid resistance. He'd get eaten and kill it from inside. Only took like 10 damage a round.

Against dragons:
When you're fighting a dragon, you're typically fighting just one big monster. As such, if you can deny it the ability to act, you're pretty much guarenteed to win. Of course, with dragons' incredible saves, it's very difficult, but not impossible; there's a fourth level spell that can pretty consistently do the job: fire orb. Split the spell into one 1d6 orb per level, and fire them all at the dragon separately. It's a ranged touch attack to hit with each, but that's no problem; you shouldn't miss on anything but a natural one. Each orb that hits may do some damage, but more importantly forces the dragon to make a fortitude save or be dazed for one round. Not even a dragon can count on making fifteen consecutive fortitude saves. If nothing else, he's got a 54% chance of rolling a natural 1. (51% if you missed with one.)
PhaedrusXY

05-23-04, 12:02 AM
Here is a tactic I've both used and seen used when trying to kill a creature that has regeneration and you don't have an appropriate weapon to do real damage to it.

1) Knock it out somehow. You can just beat it unconsciousness using subdual damage, or use a spell or special ability such as the Choke Hold feat from Oriental Adventures.

2) Pour water down into it's lungs. I've seen this done with mudane water skins, the spell Create Water, and even with several gallons of water shrunken via the Shrink Item spell.

Creatures with regeneration are not immune to being killed via suffocation, which is basically what drowning is. And if they are unconscious, they don't get to hold their breath, so they automatically start drowning after 1 round. In 3 rounds, they are dead.


As far as the Tarrasque, a lone vanilla level 20 wizard can kill it by himself. After all, he's just a big, stupid, hulking brute who happens to be really tough. Here is how to do it:

1) Gate in or summon creatures that can cast Harm. Have them all to continually cast Harm on it, until they get it down into the negatives. They can also use other spells and spell-like abilities as necessary, depending on what version of the game you're playing. Once you get it below 0, you don't have to worry about it munching you while you beat it further below zero with spells and/or weapons.

2) Wish it dead.

Of course, you fly around invisibly the whole time. You can try damaging it yourself, or just wait for your summoned monsters to do it for you. Using some of your spell slots to turn your summoned monsters invisible and/or giving them the ability to fly could help, also.

You will probably need scrolls to pull this off, as your monsters will probably die too easily to just use your own spell slots to summon enough of them. This is much easier to do in 3.0, where the Harm spell was stupendously broken.
Funny Slaughter

05-23-04, 06:14 AM
addition for fighting vs. high AC monsters:

- use trip. with a successful trip you effectively decrease the monsters AC by 4 points as well as increase your own by 4 points.
- use grapple. if you and your partymembers are not proficient in grapple summon monster/natures ally helps a lot there.
a grappled enemy loses his dex to AC, helpful for the rogue but also nice for high-dex outsiders.
- use aid another. summon a lot of monsters and let them all aid your main fighter, each gives a +2 to hit
- use weakening scale (draconomicon) to lower the NA of your enemy

lets execute an example:
your lvl12-party steps into a room and is attacked by a mighty marilith (CR17, AC 29 (–1 size, +4 Dex, +16 natural), grapple +29)

bob the fighter attacks with +18, means 50:50 to hit, his greatsword does 2d6+8 damage (lowered by DR 10)

now we have smarty the trip-master who trips the marilith.
marilith: 4 (size) + 9 (str) = +13
smarty: 4 (size) + 6 (str) +4 (imp. trip) + 4 (wolf bers) + 4 (sweeping) = +22

a tripped marilith has (an effective) AC 25

now the druid/wizard/cleric summons 1d4+1 monsters and 3 come up. they all help bob.

the marilith now has (an effective) AC 19

maybe the druids animal companion (with a buff-spell) or a summoned monster (giant constrictor snake etc) can grapple the marilith.

the marilith now has (an effective) AC 15

bob hits to 100% now and can even power-attack the marilith for 4 points.

of course a marilith is a mighty demon and can cast a bladebarrier for example or teleport away, just wanted to give an example how a well balanced party can get a monster down within a single or a few rounds.

gs
Funny
Oh Well...

05-23-04, 11:20 AM
Swarm killer:

Egoist level 7 with metamorphosis and metamorphic transfer.
Transform into a Jovoc (MMII page 58) and take his "aura of retribution."
Now EVERY creature within 30 ft will take damage you sustain (fort save for half).
March into the swarm and claw at yourself...
Spiralix

05-23-04, 11:43 AM
Originally posted by Funny Slaughter now we have smarty the trip-master who trips the marilith.
marilith: 4 (size) + 9 (str) = +13
smarty: 4 (size) + 6 (str) +4 (imp. trip) + 4 (wolf bers) + 4 (sweeping) = +22

Well, I would peg the marilith at:

marilith: 4 (size) + 9 (str) + 4 (exceptionally stable) = +17

Because, really: how the hell do you trip a snake?
eRaz0r

09-29-04, 05:03 PM
I think a weapon enchanted with Mercy is a great backup weapon to have vs Regenerating creatures, since they always take subdual damage anyway (except from the thing they're vulnerable to).
Yue Ryong

05-10-06, 09:51 PM
Edit: Deleted for lack of research.
catharz

05-10-06, 10:11 PM
A animals (and other creatures with approximately animal intelligence) can be very nasty in their own element.

Thankfully, any sort of touch spell which damages intelligence will take them down so fast you won't even notice that they were ever alive. Basically the dragon issue, but with Int instead of Dex.
Tleilaxu_Ghola

05-10-06, 10:19 PM
What's with this thread resurrection fad...? :whatsthis
EldonG

05-10-06, 11:39 PM
Just a thought, but if you can keep a warlock alive, he's a dragon's bane...with the exception of acid-immune...or resistant dragons, that is. Vitriolic = no SR (empower and/or maximize SLA for extra buttery goodness), eldritch spear = decent range (enlarge SLA for 500')...all with a ranged touch attack...which can, after all, critical.
Tweedledope

05-11-06, 12:14 AM
Tactics with Constructs:

Stay ranged
DO NOT USE SPELLS
Use a Mace of Smiting
Take the 10th level of Techsmith