| Post/Author/DateTime | Post |
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| primemover00305-29-07, 09:20 PM | SINGE THE ASHBRINGER OF TORCH CR 13 Female fiendish ½ red dragon smoke drake CE Large Dragon [Air, Extraplanar, Fire] Init +4; Senses Darkvision 60', Lowlight Vision, Blindsense 60'; Listen +19, Spot +19 Languages Common, Draconic, Ignan, Infernal AC 23, touch 13, flat-footed 19 (+4 dex, -1 size, +10 natural) hp 192 (12 HD); DR 10/magic Immune Fire, Sleep, Paralysis Resist Cold 10; SR 17 Fort +12, Ref +14, Will +10 Weakness Vulnerable to Cold Spd 40 ft.; Fly 120 (good) Melee Bite +15 (2d6+8) and 2 Claws +13 (1d8+4) and Tail Slap +13 (1d8+12) Space 10 ft; Reach 5 ft Base Atk +12; Grp +24; Bullrush +16 Atk Options Breath Weapon, Fly By Attack, Smite Good Abilities Str 27, Dex 18, Con 19, Int 12, Wis 14, Cha 15 Feats Alertness, Fly By Attack, Lightning Reflexes, Multiattack, Track Skills Escape Artist +19, Hide +15, Move Silently +21, Search +15 Breath Weapon (Su) Singe has 3 separate breath weapons she must wait 1d4 rounds between use of any of them. • Once every 1d4 round Singe may expel a Smoke Cloud with a 30ft. radius spread. The cloud provides concealment (20% miss chance)and lasts for 1 minute or until dispersed by either a Moderate Wind (11+ mph) in 4 rounds or a Strong Wind (21+ mph) in 1 round. • Once per Day Singe may expel an Incendiary Cloud that deals 2d6 points of Fire damage to all creatures within the cloud each round (Ref DC 20 ½) and functions identically to her Smoke Cloud. • Once per Day Singe my breathe a 30ft. Cone of Fire that deals 6d8 points of Fire damage to all within the cone (Ref DC 20 ½). Smite Good (Su) Once per day while making a normal attack Singe may choose to deal an extra +12 damage to a good foe. All right, so I'm thinking of sicking the titled monster, Singe the Ashbringer of Torch, on my group of 10 PC's and am planning out tactics for her to use. The battle ground is a small Fire gnome Hamlet built at the edge of a 500 ft Chasm on the 1st layer of Ysgard that leads to Muspelheim (the 2nd layer). Arrys, Air Genasi Scout 5 - exp. dodge, mobility Bulwark, Neraph Ardent 5 - Force, Energy (p), Life, Freedom mantles Cyrus, Spellscale Harbinger 6 (variant bard) - Party Face, Bardic music has opposite normal effects (morale penalties, fear affects) Elias, Grey Elf Wizard 6 - likes debuffs (RoE, Blind/Deaf) Havoc, 1/2 minotaur dwarf Galdiator 5 (homebrew class) - Knockback/ Power attack, 20 Str, Powerful Build, Large Dw. Warpike Pierce, Spiker Monk 5 - Grappler Rach, Human Dragon Shaman 5 (copper) - Vigor, Energy Shield Auras, Intimidate, breath weapon (line) Solars, Gloaming Wizard 4 - likes rays Thorn, Fey-ri Rogue 4 - archer/infiltrator ?new PC?, Half-Fey Human Clr 3 of Ralishaz - Chaos, Luck domains The PC's have been escorting two merchants who have the Drake's eggs in their possession. They'll know they've got a Dragon to face by seeing it early in the adventure, they'll dig the info out of their reluctant patrons eventually, and be warned before they reach their destination that the Dragon has been seen in the area. Hopefully this allows them to prepare accordingly (with cold spells, ammo, etc). Now the Smoke Drake in general is pretty weak in ranged combat which is probably why it has the smoke cloud BW. With the Incindiary cloud usable only once per day I figured throwing the 1/2 red Dragon template would add some versatility with the cone of fire BW, especially because both my Wizards have Gust of Wind! I figure to choke the open streets of the hamlet in smoke leaving only rooftops open and hopefully driving them up. I wanna avoid the Minodwaur Gladiator and his knockback cause with a 27 Str and being large he'll have a good chance to knock the Drake back as she only has a 23 AC and his reach weapon prevents her from using FlyBy attack on him. Any other suggestions for tactics? The Hamlet's building are stone with slate roofs most are 1 story but the Alehouse, two Warehouses, the Gates and Watchtowers are 2 stories. The Fire gnomes are of course immune to fire and the PC's who are travelling to this place will have some Fire resistance magic available. The houses in general can withstand some tremendous heat but the Dragon is Large and can do some fair damage. |
| primemover00305-30-07, 05:49 PM | Bumpage~ Really looking for devious ways to hand a TPK to the group, tactics, etc. Because they're fighting on the Plane of Ysgard any PC who dies wakes the next morning with a True Resurrection so it's ok to hammer them in this encounter!!! |
| Morwen05-31-07, 04:36 AM | If you want a TPK, may I suggest using two CR 11 Dragons instead of one CR 13 Dragon? Even with a normal group of 4 PCs, two slightly-weaker opponents will be a harder challenge than one opponent, simply because the PCs get so many more actions each round. With 10 PCs, this problem would simply get worse :) |
| primemover00305-31-07, 12:30 PM | I do realize the advantage in actions of 10 PC's however a dragon 4 to 5 CR higher than their APL should be able to balance out the disadvantages by staying mobile... though I am intersted in hearing more tactics that could be used. |