Best way to kill a dragon?


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Oh maybe I found what you need in order to keep this dragon quiet :

From MM p.205

Colossal Centipede poison, DC 36, 2d6 Dex initial and secondary
Colossal Scorpion poison, DC 54, 2d8 Str initial and secondary

The colossal centipede is CR 8 and maybe the easiest to find and more efficient to use vs the Dragon low Dex. Maybe with that you could really surprise the big red beast :D

[Edit] Wow Nvvyn, you sure are answering fast :)
 
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You can argue that the effect from those poisons come from the amount of poison injected and not from the poison itself. But I think this DM won´t be a problem.

A question. How does your DM handle clerical spells and dragons? Had the blue dragon clerical spells?
 
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HEHE, thank you. Good idea's not enough time though. I'll have to pass on the whole poison thing, unless I am forced to retreat and come back a month later with two missle launchers strapped to my back. (another house rule (missle launchers))
I think I'm just going to use as many spells as possible to lower his SR and Saves, then use all the freezing spells and dex reducing spells I have. hehe

[(edit) Just joking about the missle launchers, my DM uses very few house rules]
 
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So there you go, just combine my super cheesey greater magic weaponed TK arrow trick with Colossal centipede venom on the arrows and next thing you know your a Mega-munchkin Dragon-busting supermage who can make Elminster take your housecalls.
 

Gargantuan Dragon (Fire)
Hit Dice: 34d12+306 (527 hp)
Initiative: +4
Speed: 40 ft, fly 200 ft (clumsy)
AC: 39 (-4 size, +33 natural)
Attacks: Bite +47 melee, 2 claws +42 melee, 2 wings +42 melee, tail slap +42 melee
Damage: Bite 4d6+17, claw 2d8+8, wing 2d6+8, tail slap 2d8+25
Face/Reach: 20 ft by 40 ft / 15 ft
Special Attacks: Breath weapon, locate object, other spell-like abilities, frightful presence
Special Qualities: Fire subtype, immunities, DR 15/+2, blindsight, keen senses, SR 28
Saves: Fort +28, Ref +19, Will +28
Abilities: Str 44, Dex 10, Con 29, Int 25, Wis 29, Cha 25
Skills: Bluff +41, Concentration +43, Diplomacy +41, Escape Artist +34, Knowledge (arcana, geography, history, religion) +41, Listen +45, Scry +41, Search +41, Sense Motive +43, Spellcraft +41, Spot +45
Feats: Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Quicken Spell-Like Ability, Large and In-Charge, Wingover

--------------------------------------------------------------------------------
Challenge Rating: 22
Alignment: Always chaotic evil

SA–Breath Weapon (Su): Cone of fire, 60 feet long, every 1d4 rounds; damage 20d10, Reflex half DC 36.
SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 300 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 34 HD) that succeeds at a Will save (DC 34) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
SA–Locate Object (Sp): This dragon can locate object 10/day as the spell of the same name.
SA–Other Spell-Like Abilities: 3/day - suggestion; 1/day: eyebite.
SQ–Immunities (Ex): Immune to sleep, paralysis.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 300 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 1000 feet).
SQ–Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Spells Known (cast 6/8/8/8/7/7/7/5; as a level 15 sorcerer): 0–detect magic, resistance, detect poison, read magic, dancing lights, ghost sound, mage hand, open/close, mending; 1–endure elements, mage armor, divine favor, cure light wounds, shield; 2–bull's strength, cat's grace, blur, endurance, fog cloud; 3–haste, dispel magic, protection from elements, slow; 4–spell immunity, dimension door, improved invisibility, detect scrying; 5–cloudkill, righteous might, dominate person, teleport; 6–heal, greater dispelling, harm; 7–spell turning, destruction.
 
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See look, none of the sample dragons took plane shift! have an unseen servent place a portable hole into the bag of holding withing 10' of the dragon. No save, no SR, no chance of failure.
I say send him to the astral, the horde of two dragons should make up the cost and give you cool stuff to use against it whenever it gets back. Trust me after looting it's horde, you don't have to worry about fighting in nasty terrain because it will come after you and then YOU have home field advantage. Maybe it will meet some Githynaki in the Astral and decide to become a mount. Problem solved.

Kugar
 

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