Effective level 8 bad guy (Warded against Halivar)

Ravilah

Explorer
Alright ENworld. Astound me with your cunning.

I'd like to pit my PCs against a necromancer-like villain (not a long term one, probably; just a one or two session diversion). Some specs:

1. It's a gestalt campaign
2. The villain is female
3. She will be alone accept for any creatures she has summoned/created herself.
4. The PCs are level eight, but that doesn't mean the villain has to be.
5. The PCs will probably be getting to her fresh and well-rested
6. It's doubtful she'll know they're coming unless they set off an alarm.
7. I have all the standard SRDs as well as the "Complete" books (arcane, divine, warrior, adventure), Spell Compendium, and Unearthed Arcana.

So I'm asking (and I seriously doubt I'm the first--or even the eighty-first) what people think is the most effective combo of classes, spells, magic items, etc. to make a truly challenging and scary wielder of undeadly power.

Cheers!

R
 

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I would say make her a cleric 7/thaumatergist 3 with undead minions created by her and a lesser planar ally. Have her do a lot of summoning during the fight. The best domains would be any combo of death, trickery, and destruction.
 

Casters can go down very easily when they aren't prepared. Lose initiative, grappled and it's all over. She should be able to hear the party approach. If not possible, perhaps some magic alarms.

For the caster herself flying invisible summoner would be strong. Make sure the summon spells are metamagicked to be silent, possibly using divine metamagic.
 

Hmmm. Off the top of my head, I might try something like:

Gestalt (Rogue 4 / Fighter 4) / Gestalt (Emancipated Spawn 3 / Assassin 3) shadow.

Along with her 20 spawned shadows, of course.

(Emancipated Spawn is from Savage Species.)



Cheers,
Roger
 

This sounds dumb, but the only downside of having an invisible, flying necromantic summoner is that you can't see how cool and evil she looks.
 

How about an evil guardian naga, cr10, from the MM? They can cast as a 9th level sorcerer and get cleric spells too. Could add a caster level or two via sorcerer or a PrC if you want her to have nasty 5th level spells.

Grappling undead minions + cloudkill would be nasty. Or web/evard's black tentacles + cloudkill.
 

Gestalt campaign means gestalt NPCs, too, right? I'm going to assume yes. I'm also going to assume ECL 8 means CR 8, because it's an NPC that they're going to fight. Spells followed by (SC) are from the Spell Compendium.


#1: "Straight Up" -- Human Cleric 8 // Rogue 8
Skills: Bluff, Sense Motive, Listen, Spot, Hide, Move Silently, Concentration, Spellcraft, Kn(Religion), plus Int bonus
1/ Domains: Evil, Trickery -- Improved Initiative, Scribe Scroll
3/ Spell Focus (Evocation)
6/ Craft Wand

Typical spells:
1 - [Disguise Self], Divine Favor, Bless
2 - [Invisibility], Death Knell, Silence, Energy Resistance
3 - [Nondetection], Dispel Magic, Energy Vortex (SC)
4 - [Unholy Blight], Divine Power

Tactics: Make a Wand of Unholy Blight. Use it a lot. Make scrolls of Confusion, too. You'll also enjoy a Wand of Invisibility (for your inevitable escape). If you have time, protect yourself against cold damage, and throw a few Energy Vortex (Cold) spells at the assembled heroes... your skeletons are immune, of course.


#1: "Black Widow" -- Aranea 3 / Sorcerer 4 // Cleric 7
Skills: Bluff
1/ Domains: Evil, Death -- Weapon Finesse
3/ Point-Blank Shot
6/ Precise Shot

Sorcerer Spells known:
1 - Ray of Enfeeblement, Chill Touch, Mage Armor, Shield, Targeting Ray (SC)
2 - Invisibility, Greater Alarm (SC), Stone Bones (SC)
3 - Dispel Magic, Undead Torch (SC)

Cleric spells: basic buffs, see above.

Tactics: It's all about the Strength damage. Your poisonous bite causes Str damage, and so do your spells. If you are forced into melee, cast chill touch. Before that, hit someone new with a ray of enfeeblement every round (after buffing your allies with bless and desecrate and stone bones and undead torch). When you run out of foes to enfeeble, switch to chill touch + bite.


#3: "Surprise!" -- Human Barbarian 8 // Cloistered Cleric 8
Skills: Bluff, Hide, Disguise, Concentration, Spellcraft, Kn(Religion), Listen
1/ Domains: Trickery, War, Knowledge -- [Weapon Focus: Heavy Flail], Power Attack, Improved Initiative
3/ Improved Sunder
6/ Craft Magic Arms & Armor

Cleric Spells:
1 - [Disguise Self], Divine Favor, Bless
2 - [Invisibility], Silence, Lesser Restoration, Bull's Strength
3 - [Nondetection], Dispel Magic, Energy Vortex (SC)
4 - [Unholy Blight], Freedom of Movement

Tactics: Buff self, cast silence, enter Rage, and KILL. Once Rage wears off, cast lesser restoration to remove Fatigue. Repeat as necessary.

- - -

Strategy:

In all three cases, she can cast lesser planar ally, and she should use this spell to bind a Quasit Rogue 3 who will act as an (invisible) lookout, and a hit-and-run flanker of opportunity.

She should make use of her undead minions as warning devices. A skeletal rat in a wall (looking out of a hole) can pull a string to ring a bell whenever humanoids approach. She should ward all obvious entryways with such critters; these rats each eat one HD of undead minion, so she should have at most four.

She should have one "heavy hitter" disguised as furniture -- or just hidden under a table with a tablecloth on it -- in the center of the room. She should have other skeletons concealed around the room -- one under the bed, two in the closet, three behind the dressing curtain, etc. -- all primed to come out when she shouts a command phrase. For skeletons under beds (and similar), they should start out as prone but with cover. One shot with a heavy crossbow each, then they have to stand (provoking an AoO). For the heavy hitter, an owlbear or troll would be fantastic -- perhaps she's attracted attention by buying one of these from another adventuring party recently? In any case, if the heavy hitter is size Large, it should start prone as well, but with cover... it'll take one round to stand up, but won't attract an AoO thanks to the table, and it can position the up-ended table wherever it wishes to give her (or itself) more favorable cover.

Hope this helps, -- N
 
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Nifft said:
Tactics: Buff self, cast silence, enter Rage, and KILL. Once Rage wears off, cast lesser restoration to remove Fatigue. Repeat as necessary.

Two things:

1/ This won't actually work. :\ Unfortunately, you can only Rage once per encounter, even if you get the Fatigue removed.

2/ Forgot to mention greater magic weapon (3rd level spell, makes weapon +2 for 8 hours). Don't bother giving her an actual magic weapon, unless it's human-bane. :)

Cheers, -- N
 

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