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<blockquote data-quote="Kraedin" data-source="post: 118485" data-attributes="member: 1691"><p>There's those flames. To help defend myself, I'll answer the other part of the thread and create an unbeatable Great Red Wyrm.</p><p></p><p>SPELLS:</p><p></p><p>9th-<em>Disjunction</em> and <em>Miracle</em></p><p>8th-<em>Mind Blank</em>, <em>Screen</em>, and <em>Horrid Wilting</em></p><p>7th-<em>Forcecage</em>, <em>Spell Turning</em>, <em>Greater Scrying</em></p><p>6th-<em>Greater Dispelling</em>, <em>Harm</em>, <em>Heal</em></p><p>5th-<em>Telekinesis</em>, <em>Hold Monster</em>, <em>Cone of Cold</em>, and <em>True Seeing</em></p><p>4th-<em>Stoneskin</em>, <em>Improved Invisibility</em>, <em>Enervation</em>, <em>Bestow Curse</em></p><p>3rd-<em>Protection From Elements</em>, <em>Haste</em>, <em>Slow</em>, <em>Vampiric Touch</em></p><p>2nd-<em>Blur</em>, <em>Mirror Image</em>, <em>Cat's Grace</em>, <em>Darkness</em>, and <em>Acid Arrow</em></p><p>1st-<em>Shield</em>, <em>Obscuring Mist</em>, <em>Identify</em>, <em>True Strike</em>, <em>Magic Missle</em></p><p></p><p>FEATS:</p><p></p><p>Empower Spell, Extend Spell, Power Attack, Cleave, Flyby Attack, Hover, Improved Initiative, Snatch, Wingover, Great Cleave, and Sunder.</p><p></p><p>LAIR:</p><p>This Dragon lives in a cave that lays beneath a once-active volcano. It, and it's horde reside in a enourmous chamber that has only one exit: a small (now cool) lava tube ~6' in diameter. The wyrm uses <em>Polymorph Self</em> to ingress and egress. The entrance is warded with an <em>Alarm</em> spell, set to 90 feet up the tube and set to a mental alarm. The interior of the cavern is warded with <em>Forbiddance</em> and <em>Screen</em> spells. The Wyrm itself is under the effect of a <em>Contingency</em> that casts <em>Heal</em> on the Wyrm if it drops below 100 hitpoints. A double-empowered extended <em>Cat's Grace</em> is in effect on the Wyrm at all times, granting it an average of +7 to dexterity, as is a <em>Mind Blank</em> The lair contains the wyrm, the horde, and one unusual thing: 19,000 crossbow bolts in an pile 10' wide.</p><p></p><p>TACTICS:</p><p>Because of the magical protections on the lair, idiot adventurers are forced to walk the way in, triggering the <em>Alarm</em>, or revealing themselves to the dragon's Blindsight 1200'. As soon as the adventurers are detected, the dragon casts <em>Haste</em> and <em>Protection from Elements (Cold)</em>. If time permits, he also casts <em>Improved Invisibility</em>. Upon visual contact with the adventurer(s) the wyrm casts <em>Telekensis</em>, hurling 4750 crossbow bolts at the victim. This does, at the minimum, 237 damage. (Maximum 19000) If this seemed ineffective, he casts <em>Disjunction</em> at the target. He then continues to kill with <em>Telekenisis</em>.</p></blockquote><p></p>
[QUOTE="Kraedin, post: 118485, member: 1691"] There's those flames. To help defend myself, I'll answer the other part of the thread and create an unbeatable Great Red Wyrm. SPELLS: 9th-[i]Disjunction[/i] and [i]Miracle[/i] 8th-[i]Mind Blank[/i], [i]Screen[/i], and [i]Horrid Wilting[/i] 7th-[i]Forcecage[/i], [i]Spell Turning[/i], [i]Greater Scrying[/i] 6th-[i]Greater Dispelling[/i], [i]Harm[/i], [i]Heal[/i] 5th-[i]Telekinesis[/i], [i]Hold Monster[/i], [i]Cone of Cold[/i], and [i]True Seeing[/i] 4th-[i]Stoneskin[/i], [i]Improved Invisibility[/i], [i]Enervation[/i], [i]Bestow Curse[/i] 3rd-[i]Protection From Elements[/i], [i]Haste[/i], [i]Slow[/i], [i]Vampiric Touch[/i] 2nd-[i]Blur[/i], [i]Mirror Image[/i], [i]Cat's Grace[/i], [i]Darkness[/i], and [i]Acid Arrow[/i] 1st-[i]Shield[/i], [i]Obscuring Mist[/i], [i]Identify[/i], [i]True Strike[/i], [i]Magic Missle[/i] FEATS: Empower Spell, Extend Spell, Power Attack, Cleave, Flyby Attack, Hover, Improved Initiative, Snatch, Wingover, Great Cleave, and Sunder. LAIR: This Dragon lives in a cave that lays beneath a once-active volcano. It, and it's horde reside in a enourmous chamber that has only one exit: a small (now cool) lava tube ~6' in diameter. The wyrm uses [i]Polymorph Self[/i] to ingress and egress. The entrance is warded with an [i]Alarm[/i] spell, set to 90 feet up the tube and set to a mental alarm. The interior of the cavern is warded with [i]Forbiddance[/i] and [i]Screen[/i] spells. The Wyrm itself is under the effect of a [i]Contingency[/i] that casts [i]Heal[/i] on the Wyrm if it drops below 100 hitpoints. A double-empowered extended [i]Cat's Grace[/i] is in effect on the Wyrm at all times, granting it an average of +7 to dexterity, as is a [i]Mind Blank[/i] The lair contains the wyrm, the horde, and one unusual thing: 19,000 crossbow bolts in an pile 10' wide. TACTICS: Because of the magical protections on the lair, idiot adventurers are forced to walk the way in, triggering the [i]Alarm[/i], or revealing themselves to the dragon's Blindsight 1200'. As soon as the adventurers are detected, the dragon casts [i]Haste[/i] and [i]Protection from Elements (Cold)[/i]. If time permits, he also casts [i]Improved Invisibility[/i]. Upon visual contact with the adventurer(s) the wyrm casts [i]Telekensis[/i], hurling 4750 crossbow bolts at the victim. This does, at the minimum, 237 damage. (Maximum 19000) If this seemed ineffective, he casts [i]Disjunction[/i] at the target. He then continues to kill with [i]Telekenisis[/i]. [/QUOTE]
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