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HELP WANTED..tactics, build for UNDEAD DRAGON VS COCKY PC'S
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<blockquote data-quote="Al'Kelhar" data-source="post: 2050849" data-attributes="member: 7884"><p>The following almost caused a TPK on my party of six 10th level characters:</p><p></p><p><strong>Emeraldeye, young adult green dragon wight:</strong> Large Undead; CR 12; AL LE; HD 17d12+34; 144 hp; Init +1; Spd 40’, fly 150’ (poor), swim 40’; AC 26 (-1 size, +1 Dex, +16 natural); BAB/Grap +17/+29; Atk Bite +24 melee (2d6+8/19-20 plus energy drain); Full Atk Bite +24 melee (2d6+8/19-20 plus energy drain) and 2 claws +22 melee (1d8+4 plus energy drain) and 2 wings +22 melee (1d6+4 plus energy drain) and tail slap +22 melee (1d8+4 plus energy drain); Face/Reach 10/5’ (10’ with bite); SA Breath weapon, energy drain, spells; SQ Blindsense 60’, desecrate, darkvision 120’, DR 5/magic, frightful presence, immunities, SR 19, undead traits, water breathing; SV Fort +11, Ref +12, Will +14; Str 25, Dex 12, Con –, Int 14, Wis 17, Cha 18.</p><p><em>Skills & Feats:</em> Bluff +14, Concentration +14, Diplomacy +18, Hide +7, Intimidate +16, Knowledge (arcana) +12, Knowledge (religion) +12, Listen +23, Move Silently +11, Search +12, Sense Motive +13, Spot +23, Use Magic Device +14, Swim +25; Cleave, Hover, Improved Critical (bite), Flyby Attack, Multiattack, Power Attack.</p><p><em>Possessions:</em> Emerald keystone to doors in area 61.</p><p><em>Spells Known (6/6 per day; save DC = 14 + spell level; CL 3rd)</em>: 0—detect magic, mage hand, prestidigitation, ray of frost, read magic; 1st—charm person, shield, shocking grasp.</p><p><em>SA—Breath Weapon (Su):</em> Every 1d4 rounds—40’ cone of acid; 10d6 acid damage; DC 22 Reflex save half.</p><p><em>SA—Energy Drain (Su):</em> Any creature struck by one of Emerald¬eye’s physical attacks gains a negative level. DC 22 Fortitude save to remove after 24 hours.</p><p><em>SQ—Desecrate (Sp):</em> The emerald keystone which serves as Emeraldeye’s right eye radiates a permanent desecrate effect (CL 20th). Turn checks against Emeraldeye suffer a –3 profane penalty; Emeraldeye has a +1 profane bonus to attacks, damage and saving throws (already factored into stats above).</p><p><em>SQ—Frightful Presence (Ex):</em> Creatures within 150’ of Emeraldeye when he attacks, charges or flies overhead must make a DC 22 Will save. Creatures up to 4 HD who fail are panicked for 4d6 rounds; creatures of 5 HD or more who fail become shaken for 4d6 rounds.</p><p>[/i]SQ—Immunities:[/i] Emeraldeye is immune to magical sleep and paralysis effects, and acid.</p><p></p><p>It's the level drain which does for them.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 2050849, member: 7884"] The following almost caused a TPK on my party of six 10th level characters: [B]Emeraldeye, young adult green dragon wight:[/b] Large Undead; CR 12; AL LE; HD 17d12+34; 144 hp; Init +1; Spd 40’, fly 150’ (poor), swim 40’; AC 26 (-1 size, +1 Dex, +16 natural); BAB/Grap +17/+29; Atk Bite +24 melee (2d6+8/19-20 plus energy drain); Full Atk Bite +24 melee (2d6+8/19-20 plus energy drain) and 2 claws +22 melee (1d8+4 plus energy drain) and 2 wings +22 melee (1d6+4 plus energy drain) and tail slap +22 melee (1d8+4 plus energy drain); Face/Reach 10/5’ (10’ with bite); SA Breath weapon, energy drain, spells; SQ Blindsense 60’, desecrate, darkvision 120’, DR 5/magic, frightful presence, immunities, SR 19, undead traits, water breathing; SV Fort +11, Ref +12, Will +14; Str 25, Dex 12, Con –, Int 14, Wis 17, Cha 18. [i]Skills & Feats:[/i] Bluff +14, Concentration +14, Diplomacy +18, Hide +7, Intimidate +16, Knowledge (arcana) +12, Knowledge (religion) +12, Listen +23, Move Silently +11, Search +12, Sense Motive +13, Spot +23, Use Magic Device +14, Swim +25; Cleave, Hover, Improved Critical (bite), Flyby Attack, Multiattack, Power Attack. [i]Possessions:[/i] Emerald keystone to doors in area 61. [i]Spells Known (6/6 per day; save DC = 14 + spell level; CL 3rd)[/i]: 0—detect magic, mage hand, prestidigitation, ray of frost, read magic; 1st—charm person, shield, shocking grasp. [i]SA—Breath Weapon (Su):[/i] Every 1d4 rounds—40’ cone of acid; 10d6 acid damage; DC 22 Reflex save half. [i]SA—Energy Drain (Su):[/i] Any creature struck by one of Emerald¬eye’s physical attacks gains a negative level. DC 22 Fortitude save to remove after 24 hours. [i]SQ—Desecrate (Sp):[/i] The emerald keystone which serves as Emeraldeye’s right eye radiates a permanent desecrate effect (CL 20th). Turn checks against Emeraldeye suffer a –3 profane penalty; Emeraldeye has a +1 profane bonus to attacks, damage and saving throws (already factored into stats above). [i]SQ—Frightful Presence (Ex):[/i] Creatures within 150’ of Emeraldeye when he attacks, charges or flies overhead must make a DC 22 Will save. Creatures up to 4 HD who fail are panicked for 4d6 rounds; creatures of 5 HD or more who fail become shaken for 4d6 rounds. [/i]SQ—Immunities:[/i] Emeraldeye is immune to magical sleep and paralysis effects, and acid. It's the level drain which does for them. Cheers, Al'Kelhar [/QUOTE]
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