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Anti-Illithid tactics
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<blockquote data-quote="daemonslye" data-source="post: 929861" data-attributes="member: 6309"><p>Andargor,</p><p></p><p>While the prospect of fighting one or two (watch those EL</p><p>ranges DM!) flayers is daunting, you have won the most critical</p><p>phase of the match - you know what you are up against </p><p>(assuming these are indeed what you face...).</p><p></p><p>I rather doubt you will have the luxury of surprise when facing</p><p>these creatures - they simply plan too well. After many </p><p>encounters over the years with illithids, I can say protection</p><p>of your combat assets is the most important tactic.</p><p></p><p>Again, because you will not know when they are coming, you</p><p>will more than likely be surprised by the flayers. Always</p><p>remember, "thrall" can be almost any creature - not just </p><p>humanoids.</p><p></p><p>I would caution you to load up on dispel magic and haste;</p><p>with the cleric focusing on dispel magic and buffs such as </p><p>owls wisdom to boost his/her (and your) will saves.</p><p></p><p>Out of the monster manual, mind blast is a spell-like ability</p><p>and, thus, may be dispelled. Another concept would be to</p><p>charm your own party (assuming they would agree - this</p><p>could be unlikely), this could allow you to somewhat counter</p><p>a charm thrown at your fighter (possibly preserving a dispel -</p><p>the old "charm contention rule" goes into effect).</p><p></p><p>More standard tactics - always start with haste on yourself;</p><p>The cleric will focus on keeping the fighter mobile with dispels.</p><p>You protect the thief - using imp. invis seems like a good tactic</p><p>but make sure you have a detect invis going to watch his </p><p>progress and allowing you to target him with your dispel</p><p>magic (imp invis is nice for sneak attacks but because mind</p><p>blast is a large cone, dont expect the rogue will stay mobile </p><p>forever). Note that a targeted dispel will always remove your</p><p>spells cast on the rogue.</p><p></p><p>Have the characters use delay to order the initiative count to</p><p>be spellcaster then combatant (with your "buddy system" in</p><p>place cleric-fighter/wizard-rogue). This allows you to buff</p><p>(or dispel) your buddy each round including the first.</p><p></p><p>Have each spellcaster in sight of the other - in the event that</p><p>one rolls poorly.</p><p></p><p>Expect the flayers to be hiding in inaccessable places - out of</p><p>melee range (until most of you stop moving).</p><p></p><p>Expect thralls to attempt to grapple you or otherwise foul</p><p>your spellcasting (if they are readying ranged attacks, move </p><p>into cover etc. as needed before casting a spell). Try to keep</p><p>your buddies together but the two groups on opposite</p><p>sides of the battle field.</p><p></p><p>Dont forget you can use a fourth level spell slot to memorize</p><p>a dispel magic (along with dim door - always take one of those).</p><p>An additional dm may be worth more than imp. invis. in the end.</p><p>You can always cast regular invis. before the rogue's attack if</p><p>you really want the extra dice. Myself, I would go with another</p><p>haste instead (for the rogue).</p><p></p><p>If you have a "good" round where none of your combatants</p><p>is charmed/stunned/etc., you might try a dispel on the flayer.</p><p>Chances are better than even that it is astrally projected,</p><p>and, if dispelled, it will *wink* out of existence (and wake up</p><p>at home rather put out with you). Note: By the PHB, SR does</p><p>not apply to dispel magic attempts (too lazy to sift through</p><p>errata, FAQ and sage opinions to cross-check).</p><p></p><p>Other items - make sure the fighter has a ranged weapon,</p><p>have backup ranged weapons if possible (sundering thralls), </p><p>don't blow out the stops (ie. casting haste) until you are </p><p>certain you are facing the "real" flayers (when you start </p><p>making will saves is a good clue), write as many dispel magic</p><p>scrolls as you can and keep them handy, get the fly spell,</p><p>carry plenty of throwable magical light if you (or your archers)</p><p>dont have low light vision, and finally, after you "kill" them,</p><p>always watch your back - because you only killed a projection -</p><p>not the actual creature. </p><p></p><p>Oh, and don't let your DM read this. ;^)</p><p></p><p>~D</p><p></p><p>If you and the cleric, through some twist of the laws of</p><p>murphy, both fail will saves in the same round... </p><p>If I were the rogue, I would have a potion of invis and a </p><p>fast pair of boots - Charm is "close" range, blast is only 60', </p><p>and the day I can't outrun a fighter is the day I get my </p><p>brain eaten by a.... well you get the picture.</p></blockquote><p></p>
[QUOTE="daemonslye, post: 929861, member: 6309"] Andargor, While the prospect of fighting one or two (watch those EL ranges DM!) flayers is daunting, you have won the most critical phase of the match - you know what you are up against (assuming these are indeed what you face...). I rather doubt you will have the luxury of surprise when facing these creatures - they simply plan too well. After many encounters over the years with illithids, I can say protection of your combat assets is the most important tactic. Again, because you will not know when they are coming, you will more than likely be surprised by the flayers. Always remember, "thrall" can be almost any creature - not just humanoids. I would caution you to load up on dispel magic and haste; with the cleric focusing on dispel magic and buffs such as owls wisdom to boost his/her (and your) will saves. Out of the monster manual, mind blast is a spell-like ability and, thus, may be dispelled. Another concept would be to charm your own party (assuming they would agree - this could be unlikely), this could allow you to somewhat counter a charm thrown at your fighter (possibly preserving a dispel - the old "charm contention rule" goes into effect). More standard tactics - always start with haste on yourself; The cleric will focus on keeping the fighter mobile with dispels. You protect the thief - using imp. invis seems like a good tactic but make sure you have a detect invis going to watch his progress and allowing you to target him with your dispel magic (imp invis is nice for sneak attacks but because mind blast is a large cone, dont expect the rogue will stay mobile forever). Note that a targeted dispel will always remove your spells cast on the rogue. Have the characters use delay to order the initiative count to be spellcaster then combatant (with your "buddy system" in place cleric-fighter/wizard-rogue). This allows you to buff (or dispel) your buddy each round including the first. Have each spellcaster in sight of the other - in the event that one rolls poorly. Expect the flayers to be hiding in inaccessable places - out of melee range (until most of you stop moving). Expect thralls to attempt to grapple you or otherwise foul your spellcasting (if they are readying ranged attacks, move into cover etc. as needed before casting a spell). Try to keep your buddies together but the two groups on opposite sides of the battle field. Dont forget you can use a fourth level spell slot to memorize a dispel magic (along with dim door - always take one of those). An additional dm may be worth more than imp. invis. in the end. You can always cast regular invis. before the rogue's attack if you really want the extra dice. Myself, I would go with another haste instead (for the rogue). If you have a "good" round where none of your combatants is charmed/stunned/etc., you might try a dispel on the flayer. Chances are better than even that it is astrally projected, and, if dispelled, it will *wink* out of existence (and wake up at home rather put out with you). Note: By the PHB, SR does not apply to dispel magic attempts (too lazy to sift through errata, FAQ and sage opinions to cross-check). Other items - make sure the fighter has a ranged weapon, have backup ranged weapons if possible (sundering thralls), don't blow out the stops (ie. casting haste) until you are certain you are facing the "real" flayers (when you start making will saves is a good clue), write as many dispel magic scrolls as you can and keep them handy, get the fly spell, carry plenty of throwable magical light if you (or your archers) dont have low light vision, and finally, after you "kill" them, always watch your back - because you only killed a projection - not the actual creature. Oh, and don't let your DM read this. ;^) ~D If you and the cleric, through some twist of the laws of murphy, both fail will saves in the same round... If I were the rogue, I would have a potion of invis and a fast pair of boots - Charm is "close" range, blast is only 60', and the day I can't outrun a fighter is the day I get my brain eaten by a.... well you get the picture. [/QUOTE]
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