Keeping in mind that I am running an above average intelligent creature who realizes the fight is a lost cause, I would definitely NOT have opted for a CDG.
"take one down with me" is not a good sign of being a smart adversary. All it really shows is a vindictive streak. Was there no better/smarter action(s) the creature, when faced with a helpless foe, could come up with? Citing high int followed by a "take one down with me when i go" choice seems to be highlighting a MISMATCH between stats and play, not a match.
My INT 13 varmint would have grabbed the paralyzed foe and setup a CDG. he would have then offered to spare the life of the helpless victim in exchange for getting away. Its a hostage situation. Do the heroes want to let the bad guy go, keep their friend alive and still take the temple, or do thewy want to risk seeing their friend die in order to kill the last or last two varmints?
Not only does this make sense in terms of "an intelligent adversary when things are bad taking desperate actions" but it also works on several story levels too.
1. The (all important to some) "threat of death to keep things interesting" comes up as a big whammy, driving the drama of the scene's climax.
2. This scene now winds up putting the death of PC issue firmly in the hands of the characters. ("failed a save then cdg follows" is really putting the whole death thing on the dice, not on the characters.) A character doesn't die because the Gm made a (questionable to some) decision to just kill him after a failed save, but because the characters decided to let him die. That should take some of the heat off the GM.
3. It really sets the villain's trait of "intelligent adversary" up front and shows it off. This creature thinks and does not just keep bashing until his hitpoints are gone. (As an aside, i find opportunities to get the players out of the mindset of "beat them until hit points are gone" play to be a good thing.)
4. Finally, it creates the possibility of this villain getting away and coming back. A recurring character is usually a nice touch and much better than just another dead one.
To my style of gaming and way of thinking, assuming your campaign isn't the sort where being "dead" is just a littloe more inconvenient than being hurt cuz it takes bigger spells to "fix" you when you are dead, a helpless character is an opportunity and a dead character is wasted potential.
So the CDG would be a choice i would normally not take as it would be aji-keshi, potential destroying. Sometimes it could be taken but doing so would be, for me, admitting a flub, a setup where i should have been able to do better, but for some reason didn't.
I doin't get where people get so happy and warm over killing PCs when they are a GM. Any Gm can kill characters anytime. Its not hard when you control the entire universe, right?
Killing is easy and it ends easy. There are so many more interesting things that you can do to live characters.
Destan said:
The facts:
1) This was an intelligent (Int 13) creature. (And since my Int is 7, I'm already playing over my head when running this guy.)
2) The party had already mowed through many of the undead's buddies. The proverbial writing was on the wall. The PCs would "win", eventually.
3) The party was engaged in plundering the undead creatures' burial chamber. Their home, so to speak.
4) The undead creature saw an opportunity to "take one of the invaders down with him" and took it.
5) Other than the CDG-delivering (badly wounded = 4 hp) undead, there was only one other undead creature still standing (out of an orginal grouping of six).