heirodule
First Post
I have a second level eberron party that I'm sending on an undersea adventure.
I want to make my baddie a Sea Hag. (CR 4) so a tough encounter. They will have action points.
Sea hags have a DC 13 fortitude save-or-die effect. (you have to fail the will save that leads to 3 days of dazing first, if I read it right)
1) is this unfair
2) What should I put in the advanture to make it fair?
a) warning about the evil eye, so the party can prep
b) providing a darkness effect to protect the PCs?
c) providing access to remove fear to give a +4 on the save (evil eye seems to be a fear effect)
Access to a-c would rely on thorough investigation and roleplaying with the sea elves who need the PCs help to deal with the sea hag.
Thoughts?
anything else?
Evil Eye (Su)
Am I reading that right?
I want to make my baddie a Sea Hag. (CR 4) so a tough encounter. They will have action points.
Sea hags have a DC 13 fortitude save-or-die effect. (you have to fail the will save that leads to 3 days of dazing first, if I read it right)
1) is this unfair
2) What should I put in the advanture to make it fair?
a) warning about the evil eye, so the party can prep
b) providing a darkness effect to protect the PCs?
c) providing access to remove fear to give a +4 on the save (evil eye seems to be a fear effect)
Access to a-c would rely on thorough investigation and roleplaying with the sea elves who need the PCs help to deal with the sea hag.
Thoughts?
anything else?
Evil Eye (Su)
Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.
Am I reading that right?