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Defensive Strategy Help Needed (DoH Players Stay Out!)
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<blockquote data-quote="ichabod" data-source="post: 1379345" data-attributes="member: 1257"><p>I've been running a campaign for about a year and a half now. The big climax happened a little early, so these last couple seesions before I move are designed to let the players have some fun with their now uber powerful characters. It's a group of five players with two NPCs, each 25th level with divine rank 1. Last session was "let them have fun plowing through 6 great wyrms, 5 titans, and 20th level cleric titan." This next session is meant to be more challenging.</p><p></p><p>They are looking for Rrrr's Arch, and last session they found out a void serpent (dragon variant) named Lord Markal has a map to it. Lord Markal is 37 HD, and void serpents emphasize mental rather than physical abilities, especially intelligence. He is also a 23rd level wizard, and used a wish to transform his sorceror levels from being a void serpent into wizard levels, making him a 40th level caster. His lair is on the ethereal plane. I was thinking of having it be a spherical asteroid that he has hollowed out, but that is not set in stone.</p><p></p><p>I'm looking for good ideas for defensive strategies for a high powered dragon/wizard, who has built his own lair to suit. His stats are below, but he does have an intelligence of 48. I haven't determined his spells or equipment yet, so that is open to discussion. As far as epic magic goes, I just increase spell levels up to 14th, and Lord Markal can cast that high.</p><p></p><p>Any ideas?</p><p></p><p>Lord Markal: CR 23; Gargantuan dragon wizard 23 (extraplanar); HD 37d12+23d4+400; hp #; Init +18; Spd 80 ft., fly 200 ft. average; AC 55 (-4 size, +10 dex, +36 natural); Atk base/grapple +45/+68, ram +48 (4d6+7), bite +45 (4d6+3), tail slap +45 (2d6+3, +8 to trip); Face/reach: 20 ft. / 20 ft.; SA Charm (DC 32), void bolt (22d8 bludgeoning, DC 43, will DC 41 or random plane shift), spell like abilities (3/day: darkness, antimagic field; 1/day: nondetection, plane shift), destroy air (3/day, 23 10 ft. cubes), spells, improved grab (tail slap), constrict 4d8+10; SQ SR 30 DR 25/magic, immune to fire, sleep, and paralysis, no breath, keen senses; AL CE; SV Fort +38, Ref +39, Wil +39; Str 24, Dex 30, Con 26, Int 48, Wis 30, Cha 22.</p><p></p><p>Skills and Feats: Bluff +69, Climb +38, Concentration +71, Diplomacy +46, Escape Artist +73, Hide +29, Intimidate +42, Knowledge (arcana, planes, religion, history, nature) +82, List +50, Move Silent +41, Search +82, Sense Motive +30, Spellcraft +82, Spot +50, Tumble +41; Speaks 27 languages; Combat Reflexes, Combat Expertise, Multigrab, Improved Multigrab, Quicken Spell, Still Spell, Silent Spell, Empower Spell, Maximize Spell, Improved Flight, Multiattack, Improved Grapple, Improved Trip, Improved Spellcasting x5, Improved Initiative, Superior Initiative, Automatic Quicken Spell x3, Automatic Still Spell, Automatic Silent Spell, Epic Intelligence.</p><p></p><p>Spells (Caster level 40th, DC 39 + spell level, per day: 4/9/9/9/8/8/8/8/7/7/4/4/3/3/3)</p></blockquote><p></p>
[QUOTE="ichabod, post: 1379345, member: 1257"] I've been running a campaign for about a year and a half now. The big climax happened a little early, so these last couple seesions before I move are designed to let the players have some fun with their now uber powerful characters. It's a group of five players with two NPCs, each 25th level with divine rank 1. Last session was "let them have fun plowing through 6 great wyrms, 5 titans, and 20th level cleric titan." This next session is meant to be more challenging. They are looking for Rrrr's Arch, and last session they found out a void serpent (dragon variant) named Lord Markal has a map to it. Lord Markal is 37 HD, and void serpents emphasize mental rather than physical abilities, especially intelligence. He is also a 23rd level wizard, and used a wish to transform his sorceror levels from being a void serpent into wizard levels, making him a 40th level caster. His lair is on the ethereal plane. I was thinking of having it be a spherical asteroid that he has hollowed out, but that is not set in stone. I'm looking for good ideas for defensive strategies for a high powered dragon/wizard, who has built his own lair to suit. His stats are below, but he does have an intelligence of 48. I haven't determined his spells or equipment yet, so that is open to discussion. As far as epic magic goes, I just increase spell levels up to 14th, and Lord Markal can cast that high. Any ideas? Lord Markal: CR 23; Gargantuan dragon wizard 23 (extraplanar); HD 37d12+23d4+400; hp #; Init +18; Spd 80 ft., fly 200 ft. average; AC 55 (-4 size, +10 dex, +36 natural); Atk base/grapple +45/+68, ram +48 (4d6+7), bite +45 (4d6+3), tail slap +45 (2d6+3, +8 to trip); Face/reach: 20 ft. / 20 ft.; SA Charm (DC 32), void bolt (22d8 bludgeoning, DC 43, will DC 41 or random plane shift), spell like abilities (3/day: darkness, antimagic field; 1/day: nondetection, plane shift), destroy air (3/day, 23 10 ft. cubes), spells, improved grab (tail slap), constrict 4d8+10; SQ SR 30 DR 25/magic, immune to fire, sleep, and paralysis, no breath, keen senses; AL CE; SV Fort +38, Ref +39, Wil +39; Str 24, Dex 30, Con 26, Int 48, Wis 30, Cha 22. Skills and Feats: Bluff +69, Climb +38, Concentration +71, Diplomacy +46, Escape Artist +73, Hide +29, Intimidate +42, Knowledge (arcana, planes, religion, history, nature) +82, List +50, Move Silent +41, Search +82, Sense Motive +30, Spellcraft +82, Spot +50, Tumble +41; Speaks 27 languages; Combat Reflexes, Combat Expertise, Multigrab, Improved Multigrab, Quicken Spell, Still Spell, Silent Spell, Empower Spell, Maximize Spell, Improved Flight, Multiattack, Improved Grapple, Improved Trip, Improved Spellcasting x5, Improved Initiative, Superior Initiative, Automatic Quicken Spell x3, Automatic Still Spell, Automatic Silent Spell, Epic Intelligence. Spells (Caster level 40th, DC 39 + spell level, per day: 4/9/9/9/8/8/8/8/7/7/4/4/3/3/3) [/QUOTE]
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