RangerWickett
Legend
You guys chipped in with a ton of help for my last dragon. This one is the big climax of the mini-campaign . First, a bit of background.
The PCs come from the nation of Nozama, which is wary of the largest empire in the region, Kequalak. The PCs are all loyalists of Nozama, and have been recruited to a secret mission.
Caliph Ahm-Kazzab, leader of Kequalak, comes from a line of great warriors, and every generation prophets name a dragon which a son of the Caliph must slay in order to be eligible to rule the Caliphate.The Caliph’s son, fifteen year old Ahm-La-i-m, is prophesied to face Lsi Rae Bo, a dragon known as the Lord of the Four Winds.
In previous sessions of the campaign, the PCs managed to win the Caliph's favor, and they now have the honor of aiding Ahm-La-i-m in battle against the fiend. But the Caliph does not know that his trusted warriors' real mission is to make sure the prince dies in battle. The chaos in the line of succession will cause in-fighting among the factions of Kequalak, taking pressure off Nozama to strengthen its defenses.
The Caliph wants to make sure his son succeeds, so the PCs will battle the Lord of Four Winds from the deck of a swift airship (and depending on what they do, they might also have access to a flying carpet and wyvern mounts).
The dragon lives atop a mountain shrouded with a perpetual storm coming through a rift from the Elemental Chaos. The dragon is the guardian of the rift, and fighting it there is suicide because of the wild energies, so they're going to lure it out. They'll fly their airship close to the rift, feigning an attempt to go through it. When the dragon comes after them, they'll high tail it out of there, with the dragon in pursuit.
The first stage of the fight will take place with the PCs on the deck of the airship, with the dragon slowly smashing it to bits as he tries to get to the PCs. After a minute of fighting, they'll reach the staging point, where the Caliph and his advisors will be watching from a small cliff-side villa. So we'll have the (hopefully) rapidly disintegrating airship, and a few choice locations to land.
The PCs will have to make sure the prince dies from the dragon so that no one will suspect them (and by association discover they're working for Nozama), but then they'll have to either escape the dragon or kill it.
It's a bit of a complicated set-up, but I think it should be cool. So without further ado, I present the dragon.
Lsi Rae Bo, Lord of the Four Winds
Huge elemental magical beast (dragon)
Level 15 Solo Brute/Controller (inspired by adult silver dragon in MM2)
Initiative +13; Senses Perception +15; darkvision
Tempest of the Four Winds aura 10; attacks that enter from outside the aura take a -5 penalty to the attack roll.
Speed 8, fly 8 (hover).
HP 608. Healing Surges 2. Bloodied 304. Surge Value 152.
AC 27; Fort 29; Ref 26; Will 25.
Resist 10 cold, lightning, thunder. Saves +5, and see Wind-borne below. Action Points 2.
Sylph
Medium elemental magical beast (air)
Level 15 Skirmisher (half-minion, half-standard)
Initiative +13; Senses Perception +10
Speed 0, fly 12 (hover).
HP 50. AC 29; Fort 26; Ref 28; Will 26.
This is the original version, before I made a handful of tweaks:
[sblock]
Lsi Rae Bo, Lord of the Four Winds
Huge elemental magical beast (dragon)
Level 15 Solo Brute/Controller (inspired by adult silver dragon in MM2)
Initiative +13; Senses Perception +15; darkvision
Tempest of the Four Winds aura 10; attacks that enter from outside the aura take a -5 penalty to the attack roll.
Speed 8, fly 8 (hover).
HP 608. Healing Surges 2. Bloodied 304. Surge Value 152.
AC 27; Fort 29; Ref 26; Will 25.
Resist 10 cold, lightning, thunder. Saves +5, and at start of turn. Action Points 2.
Sylph
Medium elemental magical beast (air)
Level 15 Minion Skirmisher
Initiative +13; Senses Perception +10
Speed 0, fly 12 (hover).
HP 20. AC 29; Fort 26; Ref 28; Will 26.
The PCs come from the nation of Nozama, which is wary of the largest empire in the region, Kequalak. The PCs are all loyalists of Nozama, and have been recruited to a secret mission.
Caliph Ahm-Kazzab, leader of Kequalak, comes from a line of great warriors, and every generation prophets name a dragon which a son of the Caliph must slay in order to be eligible to rule the Caliphate.The Caliph’s son, fifteen year old Ahm-La-i-m, is prophesied to face Lsi Rae Bo, a dragon known as the Lord of the Four Winds.
In previous sessions of the campaign, the PCs managed to win the Caliph's favor, and they now have the honor of aiding Ahm-La-i-m in battle against the fiend. But the Caliph does not know that his trusted warriors' real mission is to make sure the prince dies in battle. The chaos in the line of succession will cause in-fighting among the factions of Kequalak, taking pressure off Nozama to strengthen its defenses.
The Caliph wants to make sure his son succeeds, so the PCs will battle the Lord of Four Winds from the deck of a swift airship (and depending on what they do, they might also have access to a flying carpet and wyvern mounts).
The dragon lives atop a mountain shrouded with a perpetual storm coming through a rift from the Elemental Chaos. The dragon is the guardian of the rift, and fighting it there is suicide because of the wild energies, so they're going to lure it out. They'll fly their airship close to the rift, feigning an attempt to go through it. When the dragon comes after them, they'll high tail it out of there, with the dragon in pursuit.
The first stage of the fight will take place with the PCs on the deck of the airship, with the dragon slowly smashing it to bits as he tries to get to the PCs. After a minute of fighting, they'll reach the staging point, where the Caliph and his advisors will be watching from a small cliff-side villa. So we'll have the (hopefully) rapidly disintegrating airship, and a few choice locations to land.
The PCs will have to make sure the prince dies from the dragon so that no one will suspect them (and by association discover they're working for Nozama), but then they'll have to either escape the dragon or kill it.
It's a bit of a complicated set-up, but I think it should be cool. So without further ado, I present the dragon.
Lsi Rae Bo, Lord of the Four Winds
Huge elemental magical beast (dragon)
Level 15 Solo Brute/Controller (inspired by adult silver dragon in MM2)
Initiative +13; Senses Perception +15; darkvision
Tempest of the Four Winds aura 10; attacks that enter from outside the aura take a -5 penalty to the attack roll.
Speed 8, fly 8 (hover).
HP 608. Healing Surges 2. Bloodied 304. Surge Value 152.
AC 27; Fort 29; Ref 26; Will 25.
Resist 10 cold, lightning, thunder. Saves +5, and see Wind-borne below. Action Points 2.
- Bite (standard; at-will) reach 2, +18 vs. AC; 2d8+7.
- Claw (standard; at-will) reach 2, +18 vs. AC; 2d6+6.
- Four Winds Onslaught (standard, at-will) Lsi Rae Bo makes four claw attacks.
- Breath of the North Wind (standard;recharge 6) close blast 5, +14 vs. Ref, 4d8+6 cold damage and the target is slowed (save ends).
- Howl of the East Wind (standard;recharge 6) close blast 5, +14 vs. Fort, 4d8+6 thunder damage and the target grants combat advantage (save ends).
- Stroke of the South Wind (immediate reaction, when an enemy enters a square within 3 squares of Lsi Rae Bo; at-will) The dragon snaps its tail and infuses the target with lightning; reach 3; +16 vs. Reflex; at the beginning of the target’s next turn, it deals 10 lightning damage to itself and each creature within 3 squares.
- Zephyr of the West Wind (minor; at-will once per round) close burst 10; Lsi Rae Bo slides each target 1 square.
- Invoke the Four Corners (standard; recharges when first bloodied) Lsi Rae Bo vanishes and conjures four sylphs (see below) in what had been his space. They act immediately. While vanished, Lsi Rae Bo continues to make saves, take ongoing damage, and make recharge rolls, but can take no actions. When the last of these sylphs is destroyed, Lsi Rae Bo reappears in its space. If it cannot fit, it reappears in the nearest space large enough.
- Bloodied Breath recharges and uses immediately when bloodied.
- Frightful Presence encounter, close blast 5, +14 vs. Will, target is stunned until end of dragon’s next turn. After effect, -2 to attack rolls (save ends).
- Threatening Reach Lsi Rae Bo can make opportunity attacks against all enemies in its reach.
- Wind-Borne Lsi Rae Bo makes saves against conditions that hinder his movement, such as slowed, immobilized, and restrained, at the start of his turn as well as at the end.
Sylph
Medium elemental magical beast (air)
Level 15 Skirmisher (half-minion, half-standard)
Initiative +13; Senses Perception +10
Speed 0, fly 12 (hover).
HP 50. AC 29; Fort 26; Ref 28; Will 26.
- Biting Winds (standard; at-will) +16 vs. Fort; 12 cold, lightning, and thunder damage, and slide the target 1 square.
- Doldrums (when the sylph is reduced to 0 hit points) close burst 3, targets enemies, +16 vs. Fort; the target is knocked prone.
This is the original version, before I made a handful of tweaks:
[sblock]
Lsi Rae Bo, Lord of the Four Winds
Huge elemental magical beast (dragon)
Level 15 Solo Brute/Controller (inspired by adult silver dragon in MM2)
Initiative +13; Senses Perception +15; darkvision
Tempest of the Four Winds aura 10; attacks that enter from outside the aura take a -5 penalty to the attack roll.
Speed 8, fly 8 (hover).
HP 608. Healing Surges 2. Bloodied 304. Surge Value 152.
AC 27; Fort 29; Ref 26; Will 25.
Resist 10 cold, lightning, thunder. Saves +5, and at start of turn. Action Points 2.
- Bite (standard; at-will) reach 2, +18 vs. AC; 2d8+7.
- Claw (standard; at-will) reach 2, +18 vs. AC; 2d6+6.
- Four Winds Onslaught (standard, at-will) Lsi Rae Bo makes four claw attacks.
- Breath of the North Wind (standard;recharge 6) close blast 5, +14 vs. Ref, 4d8+6 cold damage and the target is slowed (save ends).
- Howl of the East Wind (standard;recharge 6) close blast 5, +14 vs. Fort, 4d8+6 thunder damage and the target grants combat advantage (save ends).
- Stroke of the South Wind (immediate reaction, when an enemy enters a square within 3 squares of Lsi Rae Bo; at-will) The dragon snaps its tail and infuses the target with lightning; reach 3; +16 vs. Reflex; at the beginning of the target’s next turn, it deals 10 lightning damage to itself and each creature within 3 squares.
- Zephyr of the West Wind (minor; at-will once per round) close burst 10; Lsi Rae Bo slides each target 1 square.
- Invoke the Four Corners (standard; recharges when first bloodied) Lsi Rae Bo vanishes and conjures four sylphs (see below) in what had been his space. They act immediately. While vanished, Lsi Rae Bo continues to make saves and take ongoing damage, but can take no actions. When the last of these sylphs is destroyed, Lsi Rae Bo reappears in its space. If it cannot fit, it reappears in the nearest space large enough.
- Bloodied Breath recharges and uses immediately when bloodied.
- Frightful Presence encounter,close blast 5, +14 vs. Will, target is stunned until end of dragon’s next turn. After effect, -2 to attack rolls (save ends).
- Threatening Reach Lsi Rae Bo can make opportunity attacks against all enemies in its reach.
Sylph
Medium elemental magical beast (air)
Level 15 Minion Skirmisher
Initiative +13; Senses Perception +10
Speed 0, fly 12 (hover).
HP 20. AC 29; Fort 26; Ref 28; Will 26.
- Biting Winds (standard; at-will) +16 vs. Fort; 12 cold, lightning, and thunder damage, and slide the target 1 square.
- Doldrums (when the sylph is reduced to 0 hit points) close burst 3, targets enemies, +16 vs. Fort; the target is knocked prone.
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