Lsi Rae Bo, Lord of the Four Winds

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.

  • 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.
[/sblock]
 
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This is a very interesting encounter (and plot) you've set up, here. I'd be excited to know how it turns out!

Stats wise, the dragon looks like a dynamic, exciting opponent. The only thing I'd worry about are his hit points; they seem a bit low. Just the other night, I had my group unload on an elite, and all 200 of his hit points evaporated in two rounds. They were a level five party.

I love the sylphs thing when he becomes bloodied. I'm not sure I like them as minions, though... giving them 50 hp each (or something) and a token attack would make them last for more than a breath.
 

Looks like an interesting (and complicated) encounter and a very good plot.

Looking at the dragon, who again themeatically is brilliant (just like your leper dragon) I would make the following points.

1: I think you may have missed off the bonus points to defences from it being a solo (though you say you are doing it in the style of MM2 which I understand does things slightly differently). I think at the very least it's AC should definately be 29, if not a smidge higher.

2: Its got a couple of healing surges, why don't you give it a power where it can make a bite attack and hit or miss spend a healing surge?

3: How is this dragon going to fair better than the ill fated leper dragon? I cannot see any method for it to remove status effects other than when it becomes bloodied. How about having it so when it spends a healing surge it can remove any one effect?

4: I agree with MortalPlague that the Sylphs should have 50 HPs thats enough for them to be killed in two hits, or one bow ranger :hmm:

Anyway, good stuff.
 

Well, the leper dragon managed to get away, and the party will be finishing him off tomorrow night. I think, in hindsight, he could have done fairly well if he'd just stayed and thrashed the party, instead of running.

This dragon, he can use the sylphs power twice -- once at the start of the fight, and again after he's bloodied. I figure that will give him two outs where he can dodge conditions for a round or two. But yeah, the sylphs probably should have a few more hit points so the party cannot reasonably take them all out in one round.

And yes, I'm using MM2 style stats. This dragon has the same defenses and attack bonuses as an adult silver dragon, which is also a level 15 brute solo.
 

3: How is this dragon going to fair better than the ill fated leper dragon? I cannot see any method for it to remove status effects other than when it becomes bloodied. How about having it so when it spends a healing surge it can remove any one effect?

Unless I'm missing something, the dragon gets to roll a save at the start of its turn instead of at the end. This would serve to reduce the chance of it being perpetually stunned.
 


Okay, I've posted the revised version in the first post. It's mostly the same, but with some clarification for what he makes saves against, and the extra HP for the sylphs.

Glad to see this one appears not to have as many issues as the last dragon. Tonight the PCs will be finishing off the leper, so we'll see.
 

And here's the airship they'll be on:

Airship – The Glorious Revolution
Gargantuan vehicle (20 ft. x 45 ft.)
HP 400. AC 4; Fort 20; Ref 2.
Speed fly 12 (hover)
Crew twenty skymen, captain, pilot. In addition to the pilot, the crew must spend at least five standard actions each round to keep the ship flying at top speed. Reduce the ship’s speed by 2 for each missing crewman. At fly speed 6 (missing 3 crewmen), the ship flies out of control.

Out of Control It moves forward at speed 6. Each round it has a 50% chance to start descending. The first 10 rounds it descends 5 squares a round, thereafter it descends 10 squares a round. Even while out of control, five standard actions can change its heading one step, or change its descent rate by one step (fast, slow, none).

Layout There is a main deck, aftcastle, captain’s cabin, and lower deck. No hold. This is a skirmish ship.

Fragile For every 50 damage the airship takes, and a 2 by 2 square of the deck is destroyed. At 300 HP, the ship cracks. Each round thereafter, the stresses deal 2d20 damage to it. At 200 HP, the ship breaks into two pieces – one with 50 HP, one with 150 HP. They separate by 1 square, then stay in the same relative position, but the smaller piece falls away at a rate of an additional 1 square per round.

Djinn’s Blessing Any creature that starts its turn on the deck of the ship gains a fly speed equal to its speed until the end of its next turn.

Other Options: The group can request up to 34,000 gp of mounts, and can have up to five minion warriors with them.
 

Fragile For every 50 damage the airship takes, and a 2 by 2 square of the deck is destroyed. At 300 HP, the ship cracks. Each round thereafter, the stresses deal 2d20 damage to it. At 200 HP, the ship breaks into two pieces – one with 50 HP, one with 150 HP. They separate by 1 square, then stay in the same relative position, but the smaller piece falls away at a rate of an additional 1 square per round.

I love this bit. Picturing this encounter unfold makes me want to play in your game.

The airship looks spectacular.
 

I never posted a follow-up. The PCs basically flew in close, attacked, then 'kited' the dragon so it would follow them toward a spot where they'd have ground support. But since the goal was more to kill the prince than the dragon, one of the PCs took control of the ship, and did a crazy half-flip where he pulled up the ship's nose, pointed straight vertical, then actually tilted backward so the ship stalled and started to fall upside down.

I let him make an improvised attack roll against the dragon, and he hit, so I ruled the dragon got stuck under the ship, and they all started to fall together. A few NPC minions pegged the dragon with ballista bolts, and the barbarian had a chain prepared, secured firmly to the hull, so he flew around the dragon, taking more than a few opportunity attacks. But when tied off the chain, the dragon was stuck.

The fight started at a high enough altitude that it actually lasted 10 rounds, with the PCs staying on until the last second to make sure no witnesses could escape. The PC rogue garroted the prince, then tossed him at the dragon, and the whole party abandoned ship, flying away and using various tricks to reduce the amount of damage they took. The ship smashed to bits, and as far as anyone can tell, the prince died fighting the dragon to his last breath.
 

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