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Help with a dragon rematch.

Qwillion

First Post
The set up: Traintmere (listed below), fought the party last time (9 characters 17th level), I have listed the spells I used before, the stratagy last time, was the dragon hiding in the darkness of it's lair (the party has removed all the water from the underground lair, so it is just filled with a few pits now) it preformed a dire chage as a suprise action, it then preceded to melee and breath eventually 2 greater dispel magics removed all it's buffs.

The fight was going back and forth and the red wizard of the party cast maze on the dragon who went to the end of the maze and just sat there setting up all it's buffs and healing.

The party retreated and vowed to come back next session prepared for a black dragon.

My current plan is to have the dragon hide again, invisible, wait for them to approach have them fight an undead creature created by his spell-like ability, his animated breath (draconomicon, spell compendium), then seal his lair with a wall of iron cutting off half the party, teleport to the outside, cast anti-magic shell and take out the healer, the red wizard, and the arcane trickster (along with anyone else who hung back.)

Does anyone else have any suggestions?


TraintmereAdvanced Devil-Bound Great Wyrm Black Dragon
Gargantuan Outsider (Augmented Dragon)

Hit Dice: 39d12+390 (643hp)
Initiative: +2
Speed: 60ft. fly 200 ft. (clumsy), swim 60 ft.
Armor Class: 48 (-4 size, +2 dex, +4 Profane bonus, +36 natural), touch 12, flat-footed 46
Base Attack/Grapple: +39/+64
Attack: Bite +51 melee 4d6+24
Full Attack: Bite +51 melee, 4d6+24, 2 claws 2d8+8, 2 wings 2d6+8, Tail slap 2d8+24,
Face/Reach: 20 ft./20 ft.
Special Attacks: Breath Weapon, Crush (4d6+24), Disease, Fear Aura, Frightful Presence, Spell-like abilities, Tail Sweep (2d6 +24)
Special Qualities: Corrupt Water, DR 20/magic, good and silver, dark vision 120’, Blindsense, Contract Bound, Keen Senses, Regeneration 5 (silver and good), Acid +Fire Resistance 50, Cold Resistance 10, Spell Resistance 37, Water Breathing,
Saves: Fort +31, Ref +23, Will +28 (+20 vs. Poison, sleep and Paralysis)
Abilities: Str 43, Dex 14, Con 31, Int 24, Wis 25, Cha 24
Skills: Appraise +27, Balance +12, Bluff +28, Climb +27, Concentration +31, Escape Artist +44, Heal +49, Hide +32, Jump +58, Knowledge(arcana) +28, Listen +49, Move Silently +44, Sense Motive +49, Spellcraft +49, Spot +49, Swim +58, Knowledge(planes) +29
Feats: Combat Reflexes, Clinging Breath weapon, Dire Charge, Improved Multiattack, Large and In Charge, Multiattack, Power Attack, Quicken Breath, Quicken Spell-Like Ability (Greater Dispel Magic), Recover Breath (X3), Power Attack, Snatch (Action points: rend, Awesome Blow, recover Breath Weapon),
Environment:
Organization:
Challenge Rating: 26
Treasure:
Alignment:
Advancement:
Level Adjustment:


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 36)or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.

Crush (EX):
4d6+24; Flying or jumping land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC39) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Tail Sweep (Ex): 2d6+24, Relex (DC 39) half Sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. Affected

Disease (Su)
A creature struck by a Traintmere’s bite attack must succeed on a DC 39 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su)
Traintmere can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 36 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Frightful Presence (Ex):The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have fewer than 39 HD. A potentially affected creature that succeeds on a Will save (DC36) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Spell-like abilities: 3/day darkness 120‘ radius, fireball, greater dispel magic, greater teleport, Insect Plague, invisibility, persistent image, 1/day Plant growth, create greater undead caster level 26th,

Contract (Ex): Bound to the Service of Kator a Pit-Fiend, granted the Devil-Bound template and the immortality of an outsider in return this dragon must guard a treasure hoard, that holds the only tome within which is written Kator’s Truename, for 5001 years. (it has been 5,000 and Kator tricked the dragon as he no longer advances in age at all, gaining no additional hit dice as a dragon).



15th 9/5/5/4/4/4/3/2
15th level sorcerer
7th Greater Arcane Site,
6th-, Contingency
5th-Greater heroism, Superior Magic Fang, b
4th - Sharptooth,
3rd -Haste, Non-detection
2nd -Cat’s Grace, Bull’s Strength, Bear’s endurance, Invisibility, Scintillating Scales
1st -
 
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Vanye

Explorer
Qwillion said:
Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 36)or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.

Did any of the party use potions? Heck, have it destroy the potions of one of the melee members, esp. if they're separated from the healer....

Frightful Presence (Ex):The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have fewer than 39 HD. A potentially affected creature that succeeds on a Will save (DC36) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Don't forget about this ability. I don't know if your spellcasters tend to summon a lot of creatures, but if the party likes to bring in lots of supporting staff, this could make a difference.

Spell-like abilities: 3/day darkness 120‘ radius, fireball, greater dispel magic, greater teleport, Insect Plague, invisibility, persistent image, 1/day Plant growth, create greater undead caster level 26th,

Persistent image could be useful. Maybe he could "fill" his former lake area with an image of him "lurking" in the water, only to "rise up" and "breathe" on them when the show up? Meanwhile, he's hiding elsewhere?
Oh, never mind. The spell doesn't have the duration I'd associate with the word Persistent....still, if he has any warning, the 15 minute duration will be useful.

Do you have the rest of his spell list?
 


Quartz

Hero
How much game time will have passed between the two visits. Could the dragon have refilled his lair (e.g. with a Decanter of Endless Water set on geyser)? Or could he have let the water back in another way. I'd give him Rock to Mud as he can swim through the mud.

Why is he staying in the same lair? Surely he'd move to a backup lair?

What treasure does he have? Any scrolls? Dust of Disappearance? What is his knowledge of the PCs? Are any of his minions left?

Other spells would be Dimension Door, Enlarge / Reduce, Stoneskin, and Limited Wish (surely he must have built up a huge pool of XP).
 

thompgc

First Post
More useful spells
Mage Armor
Shield
Resist Energy/Protection from Energy - against whatever energy types the party used last time

Freezing Sphere could be fun if someone is in one of the pits of water
 

Plane Sailing

Astral Admin - Mwahahaha!
If there are still puddles in the cave, Control Water could be used on puddles that remain in the cavern - suddenly filling at 150ft x 150ft area with 30ft deep water. No save, no spell resistance and suddenly all those fighters are trying to hold their breath in 30ft of water (I don't know whether you'd give spell casters difficulties too).

Control Water
Transmutation [Water]
Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 10 min./level (D)
Saving Throw: None; see text
Spell Resistance: No
Depending on the version you choose, the control water spell raises or lowers water.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).

Limited Wish is an obvious useful other 7th level spell to give him, since it allows him to spoof pretty much any useful spell of 6th level or lower as needed

Simulacrum would be a really neat one to know though, so that the next time the party fight him they waste their best spells and attacks on a simulacrum before he actually bursts into the fight himself.

Forcecage is the other immediate goodie - trap a number in the barred cage and you can breath on them to your hearts content (and get out of missile sight while waiting for your breath to recharge), or trap a number in the non-barred version to divide your enemies forces; so one group can only watch the destruction of the others. Before being eaten themselves. (ideally get the cleric and a.n.other in there, so that there is limited healing of the people outside, and quickly finish off anyone who might be able to disintegrate the forcegage. Avoid attempting to trap any monks in there :)

My final suggestion for consideration is Spell Turning - it doesn't affect many spells, but targetted dispel magic... now that's worth being protected from (and debuffing your enemies at the same time. Excellent!)

Cheers
 

Qwillion

First Post
How much game time will have passed between the two visits.

Unknown, that we be determined by the parties decision as to when to return 8-10 hours at the minimum with no maximum (the party has infinite food and water)

Could the dragon have refilled his lair (e.g. with a Decanter of Endless Water set on geyser)?

the dragon has no gear his lair was looted by the party (it was a hoard golem the party defeated)

I'd give him Rock to Mud as he can swim through the mud.

except on of the party members and a number of spell casters have freedom of movement so they can do the same thing (they are level 17)

Why is he staying in the same lair? Surely he'd move to a backup lair?
He had no choice, in a second lair the pit fiend chose it, the Contract bound him to the treasure if the party even moves on he must go recover it.

What treasure does he have? Any scrolls? Dust of Disappearance?

No part of the bound hoard and was looted by the party.


What is his knowledge of the PCs?
What they did to him nothing more. (ie. classes and who is the most dangerous, ie the red wizard, the arcane trickster, the ur-priest,the cleric, the favored soul);


Are any of his minions left?
no destoryed in the battle he could have a few greater undead and an animated breat weapon at his disposal.

Other spells would be Dimension Door
why when you can greater teleport?


Enlarge / Reduce
Useless in 3.5 only work on people

Stoneskin
useless as his damage reduction is better and the kensi and the dervish have adamantine weapoons. Plus six greater dispells at +17 to +20 vs his cl 15

Limited Wish (surely he must have built up a huge pool of XP).
good idea thank you.

Mage Armor, Shield, Resist Energy/Protection from Energy - against whatever energy types the party used last time

most will be useless as six greater dispells at +17 to +20 vs his cl 15 trust me he was fully buffed and they removed all of this on round 3 not knowing he was buffed.

Freezing Sphere could be fun if someone is in one of the pits of water
the pits of water are gone, but not a bad idea if I refill them.

If there are still puddles in the cave, Control Water could be used on puddles that remain in the cavern - suddenly filling at 150ft x 150ft area with 30ft deep water. No save, no spell resistance and suddenly all those fighters are trying to hold their breath in 30ft of water (I don't know whether you'd give spell casters difficulties too).

not bad though the freedom of movement would not make it as cool as one would think.


Simulacrum would be a really neat one to know though, so that the next time the party fight him they waste their best spells and attacks on a simulacrum before he actually bursts into the fight himself.
true seeing gets right past this if the dragon gets within 60ft of the cleric, red wizard, ur-priest or favored soul. though non-detection on the creature would delay this until the greater displelling hit it, it might get a round or two use. Which could mean a great deal. not bad might be hard to but the dragon did not put all his eggs in one basket.

Forcecage is the other immediate goodie
except for the arcane trickster who can cast disintigrate as a sorceress. and the warloks infinite dimension door

Spell Turning is another very good idea.
 

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