Great white wyrm - DEAD

OK, you need like 80 big, large lads, with pikes. Bring a goat to lure it out, and then stab it until dead.

:)

More seriously, if it can cave in its ice cavern on you, why not reverse that and crash a few tons of debris down on it first? Something concussive ought to do it, shout or shatter or a sonic-substituted detonation of some sort.

I think a heightened dispel or two right off the bat might bring down its magical wardings a little. A chance, anyway, I'm not sure of caster levels and such.
 

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Ok if if your DM will let you use this spell from Book of Eldritch Might 2 you will have a great chance of killing this Wyrm quickly. The spell is called "Squamous Pulse", and what this spell does is every creature with a natural bonus in a 50' radius immediatly loses half of its Natural AC. In addition it also damages said creature with d6/per point of natural armor bonus. So say this dragon has a natural armor bonus of 33. If this spell is successful it lowers his AC by 16 points and it does 33d6 points of damage (not wuite sure on this one as I do not have the book in front of me, it might only do 16d6 points of damage, either way it is going to hurt a LOT!!!).

I am assuming that your Touch attack is pretty large so you don't have to fear all that much about getting past his touch AC, considering that now his AC is cut in half. Another thing is to spend 16000 GP and get two Ioun stones with the feats of Spell Penetration and then Greater Spell Penetration. This will give you a +4 bonus to getting past his SR.

Hopefully this will help.
 

Oh, and don't forget slime wave from Defenders of the Faith (Magic of Faerun?) for 1d6 CON damage per 5' square the dragon takes up no SR, no save. :)
 


Forewarned is forearmed. With 2 clerics, feel free to use some Divination and Commune spells to gain information the defenses and other abilities of the dragon. Dragons cast as sorcerers, so figure out as many of its spells as possible, because they aren't going to change.

The dragon has Improved Invisibility. If you can't defeat this spell, expect to lose. A few characters with See Invis and or True Seeing should help. Also, have one of the wizards prepare some Glitterdust spells - or have some scrolls or a wand.

Now that your characters can spot the Dragon, but lose with Greater Dispelings. Your characters will have a slight advantage is caster level. You want to remove some of the Dragon's protection spells and buffs - in particular, its fire protection, and haste. Slow is another excellent spell to use because it will automatically remove the dragon's haste. Not only is it a good idea to remove the dragon's precast spells, you might also find counterspelling a useful option. With many spell casters who will have trouble with the dragon's SR, counterspelling gives them some more productive actions.

Use the Antilife field not only to protect yourself, but to pin the dragon down and shield the other spellcasters. If you use the Field in conjuntion with Walls of Force, you should be able to trap the dragon and entirely neutralize the dragon's melee power. If your spell casters use ready or delay to time the move right, you could use 2 horizontal walls set up in a V around the back of the dragon and some hemisphere walls to block the top and perhaps the bottom, Vek could fly up and block the dragon's moves with Anti-life field. Then you can rain spells on the dragon and counter his. Grumbar could throw javelins or something. 2 Hasted casters would have to use Walls of Force, and Vek would just have to move. A Dimensional Anchor or dimensional lockdown would be neccessary as well to keep the dragon from porting away.

Everyone should be flying, hasted, and have potent cold protections.

The dragon's weakness save is at +20. Most save or negate effects won't work.
 

Banking on Destruction is probably not going to work. First you have to get through the dragon's SR, and even if you do, Destruction is a Fort save, and a great wyrm white dragon is probably going to have a ridiculously high bonus to that.

It might be a better idea to go with Flame Strikes instead. Its Reflex save probably isn't as good as its Fort save, and it'll take a huge amount of damage should it happen to fail its save (since it takes double damage from fire). Of course, you still have to get through the SR.

The SR is your biggest problem, as I see it. How often do your spells get through? If you're up against SR 30, only 1 out of every 5 spells is going to make it. If the SR is too high, you're probably better off healing/buffing your party members then trying offensive spells.

The dragon's caster level shouldn't be very high, so start the fight off with a Greater Dispelling to get rid of its buff spells. Your arcane casters can follow up with empowered/maximized fire spells if you think they have a chance of getting through the SR.

Make sure all your fighters have powerful enough weapons to penetrate the dragon's DR. GMW them if you have to. Fire enchantments on them wouldn't be a bad idea either.

Polymorph Other. Turn your fighters into stone giants (or hill giants, if they're not high enough level for stone). I view it as a cheesy tactic, but when you're up against an opponent like this, there's no such thing as cheesy. With the errataed version of the spell, you don't have to worry about the DC 19 Will save to avoid the -2 penalty to all actions anymore. Doing this will give them a tremendous bonus to Strength and AC, and give them reach as well. They might be able to go toe to toe with the dragon for a while, but then again, they might not.

Obviously, cold resistance/immunity is a must.

Remember that dragons aren't immune to sneak attacks, so a rogue might be able to do some damage.

Oh, and for the level you're at, fighting this thing, Mass Haste is NOT optional.

Of course, when all is said and done, you may simply not be high enough level to beat this thing. I think a great wyrm white dragon is CR 20, so you may just need to go out and gain a few levels before challenging it.

Good luck, though!
 

One other suggestion. I noticed in the story that your fighter types were having lots of trouble hitting the dragon's AC. If your casters are having too tough a time penetrating the dragon's SR, get yourself a wand of True Strike. A hasted wizard/sorceror can True Strike 2 fighters per round with this. With the +20 bonus to hit, they should be able to hit the dragon's AC fairly easily, especially when combined with the extra strength from being polymorphed into giants (if you decide to use that tactic). They could probably throw quite a few points into Power Attack, say 10 or so. That will bump up their damage considerably, especially if they happen to crit.

Sure, True Strike only affects one attack, but if your fighters are having trouble hitting with their best attack, their chances of hitting with any of the others is basically nil, so you aren't really sacrificing anything. And the beauty of this strategy is that they don't have to stand toe to toe with the dragon. Since they only have one effective attack per round anyway, they can (with Haste) move in, attack the dragon, and then move back again all in the same round. Sure, the dragon will get an AoO on them, but it won't be able to use a full attack action.

Be careful, though - the dragon is smart and will probably try to sunder the wand if this tactic is working. Improved Invisibility on the person using it is probably a good idea - hopefully he won't figure out what's going on for at least a few rounds, anyway.
 
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Re: Help me beat a great white wyrm - MY DM KEEP OUT!

Wee Jas said:
This is my only plan so far: I'd cast anti-life shell on myself so it couldn't melee me. I'd attempt a spell battle with it. I have 4 Destructions memorized so I'd pray (get it? I'm a cleric) that one of those would sneak through. The only other spell that might be effective would be blindness. Maybe my mask of the Skull. I'd never close in for the Harm or Slay Living cause the dragon would rip through my hit points. If all that fails I'll word of Recall back to Spellforge to live to fight another day.
Blindness is useless against the wyrm since it will have Blindsight. Plenty of Destructions and Flame Strikes. Buff yourselves up and use energy protections. And pray some more, because Wee Jas just might grant you all the gift of death...:D
 

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