Adventuring Party Needed!

Creamsteak said:
Should I apply the draconomicon zombie hit dice bonus (+2 hp per dice) or the monster manual zombie hit dice bonus (double hit dice)? This version uses the flat +2 per hit dice.
Double hit dice, I think. That thing needs some beefing up, otherwise it's gonna be toast as soon as one of the PCs sneezes on it. :)

Plus, some kind of freaky attack form; I'm still thinking of a banshee wail/scream, but I'm not sure what effect I'd like it to have. I'm not really keen on fear effects, and certainly don't want the banshee death effect (I hate death magic, too!). Any ideas?
 

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The ghostly dragon's problem is in the incorporeality (as in, how do I ride this thing?), but since you mentioned wail of the banshee... I think that the ghostly dragon's breath weapon could be a very unique bit to add.

Breath Weapon (Su): In addition to any breath weapons it had in life, a ghostly dragon gains a breath weapon that creates a cone-shaped cloud of gray mist. Any creature caught within is affected by a catastrophic ability drain, permanently losing a number of points of Strength, Dexterity, and Constitution equal to the base dragon's age category (Fortitude negates). A creature that successfully saves against this effect cannot be affected by this breath weapon from the same ghostly dragon for 24 hours (though it can be affected by the ghostly dragon's other breath weapons as normal). This breath weapon can be used once every 1d4 rounds and a maximum of three times per day.

Or you could make the creature "ghostly" and either ignore or remove the incorporeality problem.

Edit: Yep, I predicted your next comment :p
 
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Morrus said:
Plus, some kind of freaky attack form; I'm still thinking of a banshee wail/scream, but I'm not sure what effect I'd like it to have. I'm not really keen on fear effects, and certainly don't want the banshee death effect (I hate death magic, too!). Any ideas?

How about frightful presence: when the wyvern screeches it inspires terror in all creatures within 20 feet that have fewer HD or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 10 + 1/2 wyvern's hit dice + charisma modifier) or become shaken until the wyvern is more than 20 ft. away from the opponent.

For a 7 HD wyvern-like creature, it might need some tweaking to challenge 10th-11th level characters: maybe it should be boosted to affect creatures up to double the HD of the wyvern, and maybe the range should be increased.

This version of frightful presence was taken from the monster of legend template.

Corran
 

Iron Sheep said:
How about frightful presence: when the wyvern screeches it inspires terror in all creatures within 20 feet that have fewer HD or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 10 + 1/2 wyvern's hit dice + charisma modifier) or become shaken until the wyvern is more than 20 ft. away from the opponent.
That could work, alhough I'm not overly keen on fear-type effects. Creamsteak's breath weapon suggestion is good, too (maybe toned down and turned into a wail). Ah, decisions, decisions! :)
 

Here is a draft on a custom Wyvern.

Withering Wyvern
Large Undead
Hit Dice: 14d12 (91 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 60 ft. (clumsy)
Armor Class: 21 (–1 size, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +7/+21
Attack: Sting +16 melee (1d6+10 plus poison) or talon +16 melee (2d6+10) or bite +16 melee (2d8+10) of slam +16 melee (1d8+15)
Full Attack: Sting +16 melee (1d6+10 plus poison) and bite +14 melee (2d8+10) and 2 wings +14 melee (1d8+10) and 2 talons +12 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapons, poison, improved grab
Special Qualities: Darkvision 60 ft., immunity to acid, sleep, and paralysis, low-light vision, scent, and undead traits
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 31, Dex 10, Con —, Int 8, Wis 12, Cha 11
Skills: Hide +6, Listen +13, Move Silently +9, Spot +16
Feats: Ability Focus (poison), Alertness, Flyby Attack, Multiattack (b)
Environment: Warm hills or temperate forests
Organization: Solitary, pair, or flight (3–6)
Challenge Rating: 10
Treasure: Standard
Alignment: Lawful evil
Advancement: +2 HD increments, 16–20 HD (Huge); 22–42 HD (Gargantuan)
Level Adjustment:

Breath weapon: A withering wyvern has two breath weapons. A cone of acid and a cone of gray mist that causes permanent ability drain.
The primary breath weapon of a withering wyvern deals 6d8 points of acid damage over a 30 foot cone. A successful Reflex save (DC 17) reduces damage by half. A green corpse wyvern can use this breath weapon once per day.
A withering wyvern also has a breath weapon that creates a cone-shaped cloud of gray mist with a range of 30 feet. Any creature caught within is affected by a catastrophic ability drain, permanently losing 2 points of Strength, Dexterity, and Constitution. A successful Fortitude save (DC 17) negates. A creature that successfully saves against this effect cannot be affected by this breath weapon from the same ghostly dragon for 24 hours (though it can be affected by the withering wyvern's other breath weapons as normal). This breath weapon can be used once every 1d4 rounds and a maximum of three times per day.
Improved Grab (Ex): To use this ability, a withering wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based.
Skills: Wyverns have a +3 racial bonus on Spot checks.
 
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Iron Sheep said:
Sadly, I believe that deathless frenzy isn't much use for undead: they are destroyed at 0 hp. :(

Although I guess it would be a reasonable house rule that an undead with deathless frenzy keeps on going until the frenzy stops.

Morrus said:
<snip>take out the Cloron above in a round or two pretty easily

If you use Iron Sheeps proposed house rule, he should be fine. Also, while we are playing with it, I think that the duration for an undead's frenzy/rage should go up with his bonus to con. for example: a vampire rages, but instead of lasting 3 rnds his rage last for 3+2=5 rnds from the +4 con bonus. It only recieves this bonus for the duration; nothing else is affected.
 

Here's my take on an undead wyvern. It would serve as a dangerous mount. The CR is just a guess.

Putrid Wyvern
Large Undead
Hit Dice: 20d12 (130 HP)
Initiative: +1
Speed: 20 feet, fly 60 feet (clumsy)
Armor Class: 25 (-1 size, + 16 natural)
BAB/Grapple: +10/+23
Attack: Sting +18 melee (d6+9 & poison), Bite +18 melee(4d6+9), or talon + 18 melee (2d6+9)
Full Attack: Sting +18 melee (d6+9 & poison), Bite +16 melee(4d6+4), 2 talons + 16 melee (2d6+4), and 2 wings +16 melee (d8+4)
Space/Reach: 10 ft / 5 ft
Special Attacks: Poison, Improved Grab, Breath Weapon
Special Qualities: DR 5/-, Darkvision 60 ft, undead traits
Saves: Fort +8 Ref +8 Will +14
Abilities: Str 29 Dex 10 Con - Int 4 Wis 14 Cha 13
Feats: Ability Focus Breath Weapon, Ability Focus Poison, Flyby Attack, Multiattack, Lightning Reflexes, Great Fortitude, Improved Natural Attack (Bite)
Skills: Spot +25
Organization: Solitary
Challenge Rating: 10
Advancement: 21-30 HD Huge, 31-40 HD Gargantuan
This huge lizard is partially mummified. It has leathery wing, jagged rotten teeth, and a bone barb on the end of its tail. It's stench burns your eyes even at this distance.
Improved Grab(Ex): To use this ability a putrid wyvern must hit with its talons. It can then attempt to start a grapple without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Poison (Su): injury, Fortitude DC 23 initial and secondary damage 2d6 Con. This save DC is charisma based.
Breath Weapon: 3 times a day a putrid wyvern may expel a cloud of noxious gas in a 60 ft cone. Those within the cone must make fortitude saves or be nauseated for 20 rounds. Those who make their saves are still sickened for 20 rounds. This is a poison, and protections against poison also work against the putrid wyvern's breath weapon.
 

Happiest_Sadist said:
Breath Weapon: 3 times a day a putrid wyvern may expel a cloud of noxious gas in a 60 ft cone. Those within the cone must make fortitude saves or be nauseated for 20 rounds. Those who make their saves are still sickened for 20 rounds. This is a poison, and protections against poison also work against the putrid wyvern's breath weapon.
Nauseated! Perfect - I love it! I'll be using that, for certain, although I may make it the effect of the general stench of the wyvern within 20 feet or so (except to undead, of course!)
 

Some advice

I am a strong advocate of challenging tactical combats in making an adventure experience rewarding, but let me take a step back for a moment and be the voice of warning.

Its very easy to find yourself in a situation as a GM where you find yourself with players that have build themselves up to the point that nothing is a challenge anymore. In these situations, its really easy to fall into the "me vs. them" type mechanic, which as was written in the DMG or something similar always results in the GM winning.

This encounter I think, if not carefully assembled could be such a thing. After all, most of us reading here are powergamers in our own regards.

With that said, I'd like to offer some tactics that might make the situation challenging:

1. Use deception to your advantage.

Because the party has previously encountered wyverns that have "breathed" and thus will likely assume that, "oh its just the GM's toy again, we know what to expect." This provides an excellent opportunity for deception, be it in the form of an illusion, or as a templated creature suggested above.

Often I find the most memorable combats to be the ones where the PC's honestly have no clue what they are up against, and the things they come to expect from a monster are all but useless information to them. I would recommend using deception in this encounter to your advantage, that being with the wyverns AND with the undead riding them. After all, the first time that wyvern breathes cold, and his buddy breathes fire, and these DEMONIC riders come at them, the party will wonder what the heck is going on.

2. Often the most memorable villain is the one that is played with the intelligence of a PC.

For example, say for some reason the party gets the jump on these bad guys, and just annhiliates three of the four combatants, say with six arrows a round, or some such thing as players are often apt to do. Often if you can get one good round in and then vanish, you've already done the psychological damage. "When will they be back" or "holy crap, what WAS that thing?" are often what you get result, and the PC's don't get another decent night of sleep.

3. Remember that undead NEVER age, and have hundreds of lifetimes to accomplish their nefarious ends.

Most commonly overlooked with undead, is the understanding that the creatures involved NEVER age. What is 10 years of life to them, but a blink of the eye. Eventually the PC's will lose interest, drop their guard, or move on. They can't remain forever vigilant... and as long as the monsters that got away remain out there, they can likely come back and do serious harm... say a PC on guard goes missing and returns as a villain/spawn.

4. Use illusions to your advantage.

While this is mostly covered in point #1, I would highly recommend you consider taking along a wizard who is an expert in playing mind games. Face it, four monsters aren't very intimidating. Four from one side, four from another side, and more on the way is pretty damn scary. Especially when the PC's start wasting spells. Who knows what is going on then?

Anyway, just some thoughts on how to make this a memorable encounter for the party involved. Make it winnable, but difficult, and the players will thank you... that is if you haven't scared the beejesus out of them.
 

Halloran said:
Its very easy to find yourself in a situation as a GM where you find yourself with players that have build themselves up to the point that nothing is a challenge anymore. In these situations, its really easy to fall into the "me vs. them" type mechanic, which as was written in the DMG or something similar always results in the GM winning.
Oh, I agree. I don't want to kill them. In fact, these guys may end up as recurring villains - depends on how the encounter goes, and how interesting they come across.
 

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