(Psi)SeveredHead
Adventurer
Re: Ogre Mage
Kraken
This assumes the players are on a ship. A kraken is too big to come close to shore (IMO).
Round 0: Cast Resist Electricity. (By being in the water, it is difficult to injure with fire spells.)
Round 1: Cast Control Winds from underwater. This makes sailing difficult or impossible and greatly reduces the effectiveness of ranged attacks - even if the weather was perfectly calm before. Opponents suffer at least a -4 penalty to ranged attacks, and may not be able to use regular ranged attacks at all. In addition, opponents will have a hard time flying, keeping them on the ship and perhaps within your reach.
Round 2: Keep most of your body underwater:
You gain the following benefits - improved cover (+8 AC, +4 Reflex saves) against opponents, except for those in melee who are also using freedom of movement.
Approach the ship (if necessary) and reach up (60 ft. reach with tentacles) and grab an opponent from the ship, preferably a spellcaster. If the opponent is wearing armor (unlikely, but possible) release them. Otherwise constrict them and keep them under the water.
Round 3: Constrict your grappled opponent - if they die, you can try again.
If an opponent has an aquatic animal with them (eg a druid's shark companion) use your dominate animal spell on them.
If any opponents are freely swimming and don't look like they're holding their breath, use your jet (while stilll grappling your previous victim). Do not allow the freely-swimming opponent near you (you can't grapple them).
Round 4: Grapple another opponent, if possible. If overmatched, use ink cloud to escape - preferably using jet (if you haven't used it already) and holding your victim.
Note: the kraken does not have Power Attack, so it will have a hard time damaging a big ship.
PS I haven't used one yet, but this looks like it's higher than CR 12!
At the very least the players will have to use up resources casting multiple freedom of movement and water breathing spells.
Dragons
This is a mini-tactic mentioned at the WotC boards. Use anti-life shell and stay out of melee. This prevents flying fighters from doing anything to you should they catch you, while you're free to use your breath weapon.
If you ask me most dragon's "unique" abilities aren't that special. A blue dragon's voice imitation has wonderful tactical uses, but even if I saw a write-up for the dragon I probably wouldn't use it.
Dang! At only 5 Hit Dice, ogre mages can't change into anything worthwhile, as far as I can tell.
I would use invisibility and flight right away
I wouldn't ever use sleep since it's so unreliable.
I'm not sure how useful this would be, but a flying ogre mage could use darkness on it's armor, giving opponents a 20% miss chance against it, while still dishing out cone of cold. Unfortunately, it has precisely one good offensive spell-like ability, and it can only use it once per day. This could also interfere with it's invisible and maybe gaseous form escape clasue.
I don't think the ogre mage is a CR 8 creature - more like a 6.
Kraken
This assumes the players are on a ship. A kraken is too big to come close to shore (IMO).
Round 0: Cast Resist Electricity. (By being in the water, it is difficult to injure with fire spells.)
Round 1: Cast Control Winds from underwater. This makes sailing difficult or impossible and greatly reduces the effectiveness of ranged attacks - even if the weather was perfectly calm before. Opponents suffer at least a -4 penalty to ranged attacks, and may not be able to use regular ranged attacks at all. In addition, opponents will have a hard time flying, keeping them on the ship and perhaps within your reach.
Round 2: Keep most of your body underwater:
You gain the following benefits - improved cover (+8 AC, +4 Reflex saves) against opponents, except for those in melee who are also using freedom of movement.
Approach the ship (if necessary) and reach up (60 ft. reach with tentacles) and grab an opponent from the ship, preferably a spellcaster. If the opponent is wearing armor (unlikely, but possible) release them. Otherwise constrict them and keep them under the water.
Round 3: Constrict your grappled opponent - if they die, you can try again.
If an opponent has an aquatic animal with them (eg a druid's shark companion) use your dominate animal spell on them.
If any opponents are freely swimming and don't look like they're holding their breath, use your jet (while stilll grappling your previous victim). Do not allow the freely-swimming opponent near you (you can't grapple them).
Round 4: Grapple another opponent, if possible. If overmatched, use ink cloud to escape - preferably using jet (if you haven't used it already) and holding your victim.
Note: the kraken does not have Power Attack, so it will have a hard time damaging a big ship.
PS I haven't used one yet, but this looks like it's higher than CR 12!

Dragons
This is a mini-tactic mentioned at the WotC boards. Use anti-life shell and stay out of melee. This prevents flying fighters from doing anything to you should they catch you, while you're free to use your breath weapon.
If you ask me most dragon's "unique" abilities aren't that special. A blue dragon's voice imitation has wonderful tactical uses, but even if I saw a write-up for the dragon I probably wouldn't use it.
Joshua Randall said:Note: figuring out what the Ogre Mage could change into with polymorph would require an entire post of its own, so these tactics do not use that spell-like ability.
Dang! At only 5 Hit Dice, ogre mages can't change into anything worthwhile, as far as I can tell.
I would use invisibility and flight right away

I'm not sure how useful this would be, but a flying ogre mage could use darkness on it's armor, giving opponents a 20% miss chance against it, while still dishing out cone of cold. Unfortunately, it has precisely one good offensive spell-like ability, and it can only use it once per day. This could also interfere with it's invisible and maybe gaseous form escape clasue.
I don't think the ogre mage is a CR 8 creature - more like a 6.
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