Fortress of the Yuan-Ti BBeG (Spoilers)

Abciximab

Explorer
I have a particular miniature I would like to use for the BBeG (The Risen King) at the end of Fortress (See image below, the chain fighter next to the creature is for scale). I have taken what was given and made some slight changes, Fly speed, Large size and replaced his Bastard Sword attacks with 2 Claw Attacks. I'm fairly new to 3.5 so I was hoping for thoughts and possible alternatives. Here are the changes I've made to The Risen King. Any thought's would be appreciated.

The Risen King CR16
HP 262 (21HD); Fast Healing 7; DR 15/Good and Silver
CE Large Undead
Init +8; Senses Blindsense 60 ft, Darkvision 60 ft, Listen +5, Spot +5
Aura Awe (80 ft, DC26)
Languages Abyssal, Common, Draconic, Yuan-Ti
Telepathy 50 ft
AC 31, Touch 20, Flatfooted 28
Immune Electricity, Undead Immunities
Resist Acid 10, Fire 10, Fire 10; Turn Resistance +8 (20 Positive Energy Resistance)
SR 23
Fort +20, Ref +18, Will +17
Weakness King’s Relics, Partial Outsider
Speed 40 ft (8 squares), Fly 30 ft (60 ft)
Melee Claw +21 (1d6+5) or Claw +21 (1d6+5) Claw +21 (1d6+5) Tentacle +18 (1d6+5+Poison) Bite +18 (1d8+5)
Space 10 ft Reach 15 ft
Base Attack +10, Grp +19
Attack Options Combat Reflexes, Power Attack, Poison (DC26 2d4 Con/2d4 Con)
Special Actions Hypnotic Gaze, Invoke Serpents Wrath, Poison Blood, Rebuke Undead 9/Day (+8, 2d6+27, 21st)
Spell Like Abilities (CL 21st)
5/Day – Animate Dead, Fear (DC20)
3/Day – Charm Monster (DC20), Confusion (1 Target Only, DC20)
2/Day – Quickened Baleful Polymorph (DC21), Quickened Evard’s Black Tentacles (See Below)
Abilities Str 20, Dex 20, Con –, Int 21, Wis 20, Cha 22
SQ Improved Grab, Unholy Ward, Writhing Reach
Feats Combat Casting, Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Quicken Spell Like Ability (Baleful Polymorph)*, Quicken Spell Like Ability (Evard’s Black Tentacles)*, Power Attack, Multiattack, Weapon Focus (Claw)
Skills Bluff +22, Concentration +16 (+20 Casting Defensively), Diplomacy +27, Disguise +22 (+24 Acting), Intimidate +23 (+4 for every size category larger then target), Knowledge Arcana +19, Knowledge Geography +19, Knowledge History +21, Knowledge Nature +19, Knowledge Nobility +21, Knowledge Religion +21, Knowledge The Planes +21, Listen +5, Sense Motive +21, Spellcraft +23, Spot +5, Survival +5, (+7 on other Planes, +7 avoiding getting lost and hazards, +7 in above ground natural environments)
Aura of Awe (Su): Anyone within 80 ft of the Risen King who attempts to strike or otherwise directly attack him must make a DC26 Will Save to do so (as the sanctuary spell). A creature that successfully saves is immune to the Risen King’s Aura of Awe for 24 hours. This is a mind affecting ability.
King’s Relics (Ex): Merthuvial and the King’s Dagger (area P4, pg 23) bypass the Risen King’s damage reduction. Anyone possessing the King’s Crown (area D5, pg 20) gains a +2 bonus on caster level checks to overcome the Risen King’s spell resistance. Anyone possessing the King’s Scepter adds +1 to the save DC of any spell that targets the Risen King (the scepter must be fully reassembled to grant this benefit).
Partial Outsider (Ex): The Risen King is Susceptible to spells and effects that deal extra HP damage to outsiders (such as bane weapons).
Hypnotic Gaze (Su): Target is dazed for 1 round, -2 on saves against the Risen Kings Charm Monster and Hypnotic Gaze abilities for 1d4 rounds; 30 ft, Fortitude DC26 negates. Creatures that save are immune to the Risen King’s Hypnotic Gaze for 24 hours. This is a mind affecting ability.
Improved Grab (Ex): To use this ability the Risen King must hit an opponent with his tentacle attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and automatically subjects the target to bite and poison damage each round until the creature breaks free.
Invoking the Serpent’s Wrath (Su): Every 1d4 rounds, as a swift action, the Risen King can cause a viper swarm to burst from the flesh of a living creature within 30 ft. The target takes 10d6 points of damage (Fortitude DC26 half). The swarm remains for 4 rounds, serving the Risen King as a summoned creature.
Poison Blood (Ex): Anyone who damages the Risen King with a piercing or slashing weapon takes 2d4 points of damage (Reflex DC26 negates). Creatures immune to poison are unaffected.
Evard’s Black Tentacles (Sp): The Risen King’s Black Tentacles take the form of shadowy snakes. Anyone who takes grappling damage from the tentacles is subject to poison as if struck by the Risen King’s tentacle attack.
Unholy Ward (Ex): The Risen King adds his charisma modifier to his Attack Rolls, Fortitude saves and as a Deflection Bonus to his armor class. He has Bonus Hit Points equal to his Charisma Modifier times his Hit Dice.
Writhing Reach (Ex): The Risen King’s body appears to ripple and shift. Although his arms do not appear abnormally long, he has a 15 ft reach.
Undead Immunities: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
 

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Abciximab said:
Aura of Awe (Su): Anyone within 80 ft of the Risen King who attempts to strike or otherwise directly attack him must make a DC26 Will Save to do so (as the sanctuary spell). A creature that successfully saves is immune to the Risen King’s Aura of Awe for 24 hours. This is a mind affecting ability.

A DC 26 Will save is going to be very hard for a 13th level fighter. You're essentially making this beastie one for the spellcasters to beat. Perhaps the effect should be negated once the King attacks - a per Sanctuary

Invoking the Serpents Wrath feels wrong - make this a ranged attack that does 10d4 with the serpents' origin being the King, not the target.
 

Quartz said:
A DC 26 Will save is going to be very hard for a 13th level fighter. You're essentially making this beastie one for the spellcasters to beat. Perhaps the effect should be negated once the King attacks - a per Sanctuary

Invoking the Serpents Wrath feels wrong - make this a ranged attack that does 10d4 with the serpents' origin being the King, not the target.

I don't know if your familiar with the module, but those two abilities are as written. The players will have access to action points as well. Having looked it over, I expect this encounter will be a game ender. I will give those ideas some thought...
 

Toward the end of our session, I started the battle with final Abomination. After two rounds my group is convinced if they steal the kings bones from the Altar they'll save the day. If they are able to remove the bones from the altar what happens?
 

wapakguy said:
Toward the end of our session, I started the battle with final Abomination. After two rounds my group is convinced if they steal the kings bones from the Altar they'll save the day. If they are able to remove the bones from the altar what happens?

Look on pg 24 "Mystic energy infused into them (the bones) by the ceremony protects the bones from being touched and no attempt to disrupt or destroy them can now interrupt the rites."

I would say the bones cannot be moved or physically touched or otherwise damaged. If the players try to come up with a creative solution (destroying the bier or some such thing), it's Sulvaugren's life force (upon his death) that provides the energy that allows the forgotten king to rise. (Pg 25)
 

My apologies for the thread necromany, but having recently acquired the adventure (now that the 4E update is available), I was wondering if anyone has actually managed to beat the BBEG in the 3E version? In the 4e version the BBEG has been seriously nerfed.

Looking over the statblock I don't think I'd dare to use that bugger against my group of nine pcs with an average level of 13. Note, that I'm using action points in my campaign.

How is a party of four level 8 characters supposed to beat this encounter? If they did, btw. they'd earn enough xp to gain a complete level!

I don't believe for a second that any playtest group managed to beat this encounter.
 

Upon completion of specific the side quests the BBEG gets weaker. Uses specific items also improve the PCs chances. As written, without the completion of the side quests the PCs are probably not supposed to be able to defeat the final encounter.
 

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