Our long awaited battle against a bbeg (Gargantuan Black Dragon) is going to be anticlimatic due to the fact that two of the players have cancelled at the last minute. The last few sessions have been leading up to this encounter and the PCs are expecting to face the dragon tonight. Just short of cancelling the session or throwing a one-off at the party, what can I do? Do you have any suggestions on how I can keep this from being a TPK?
The battle looks like this:
bard 10/Seeker of the Song 3/arcane archer 1
cleric11/paladin 3
monk 14
vs.
Mavarothix CR 20
Wyrm black dragon
CE Gargantuan dragon
Init +4; Senses superior low-light vision, darkvision 120 ft., blindsense 60 ft.; Listen +34, Spot +41
Languages Aquan, Common, Draconic, Orc
AC 39, touch 6, flat-footed 39
(-4 size, +33 natural)
hp 459 (34 HD); DR 20/magic
Immune acid, sleep, paralysis
Resist SR 26
Fort +26, Ref +19, Will +23
Speed 60 ft. (12 squares), fly 200 ft. (clumsy), swim 60 ft.; Hover, Wingover
Melee bite +42 (4d6+12) and
2 claws +42 (2d8+6) and
2 wings +42 (2d6+6) and
tail slap +42 (2d8+18)
Base Atk +34; Grp +58
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Atk Options Improved Snatch, Power Attack, Quicken Breath, Recover Breath, Snatch, Wingstorm, crush (4d6+18), tail sweep (2d6+18), breath weapon, frightful presence
Sorcerer Spells Known (CL 13th):
6th (4/day) -- fires of purity*, freezing fog* (DC 20)
5th (6/day) -- breath weapon substitution*, dispelling breath* (DC 19), teleport
4th (7/day) -- enervation (ranged touch +34), greater invisibility, sharptooth*, greater wings of air*
3rd (7/day) -- chain missile*, dispel magic, haste, greater mage armor*
2nd (7/day) -- razorfangs*, resist energy, scintillating scales*, greater slide* (DC 16), wraithstrike*
1st (7/day) -- comprehend languages, feather fall, nerveskitter*, shield, true strike
0 (6/day) -- arcane mark, dancing lights, detect magic, detect poison, ghost sound (DC 14), mage hand, mending, prestidigitation, read magic
Spell-Like Abilities (CL 13th):
3/day -- darkness, insect plague
1/day -- corrupt water, plant growth
Abilities Str 35, Dex 10, Con 25, Int 18, Wis 19, Cha 18
SQ water breathing
Feats Flyby Attack, Hover, Improved Initiative, Improved Multiattack, Improved Snatch, Multiattack, Power Attack, Quicken Breath, Recover Breath, Snatch, Wingover, Wingstorm
Skills Concentration +27, Diplomacy +26, Escape Artist +30, Intimidate +24, Knowledge (arcana) +34, Knowledge (geography) +34, Knowledge (local) +34, Listen +34, Move Silently +32, Search +41, Sense Motive +38, Spot +41, Use Magic Device +24
Hoard Value 240,000 gp
Hook "When my immense form comes into view, those who would call themselves my enemies shudder in fear as I swoop down to tear them apart."
Crush (Ex) This special attack allows Mavarothix to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of size Medium or smaller (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 34) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
Tail Sweep (Ex) This special attack allows Mavarothix to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they size Small or smaller. Affected creatures can attempt Reflex saves to take half damage (DC 34).
Breath Weapon (Su) Mavarothix's breath weapon is a line of acid 120 feet long that does 22d4 points of acid damage. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage (DC 34).
Frightful Presence (Ex) Mavarothix can unsettle foes with his mere presence. The ability takes effect automatically whenever Mavarothix attacks, charges, or flies overhead. Creatures within a radius of 330 feet are subject to the effect if they have fewer than 34 HD. A potentially affected creature that succeeds on a Will save (DC 31) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp) Once per day Mavarothix can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 31) or become fouled. This ability is the equivalent of a 1st-level spell with range 330 ft.
The battle looks like this:
bard 10/Seeker of the Song 3/arcane archer 1
cleric11/paladin 3
monk 14
vs.
Mavarothix CR 20
Wyrm black dragon
CE Gargantuan dragon
Init +4; Senses superior low-light vision, darkvision 120 ft., blindsense 60 ft.; Listen +34, Spot +41
Languages Aquan, Common, Draconic, Orc
AC 39, touch 6, flat-footed 39
(-4 size, +33 natural)
hp 459 (34 HD); DR 20/magic
Immune acid, sleep, paralysis
Resist SR 26
Fort +26, Ref +19, Will +23
Speed 60 ft. (12 squares), fly 200 ft. (clumsy), swim 60 ft.; Hover, Wingover
Melee bite +42 (4d6+12) and
2 claws +42 (2d8+6) and
2 wings +42 (2d6+6) and
tail slap +42 (2d8+18)
Base Atk +34; Grp +58
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Atk Options Improved Snatch, Power Attack, Quicken Breath, Recover Breath, Snatch, Wingstorm, crush (4d6+18), tail sweep (2d6+18), breath weapon, frightful presence
Sorcerer Spells Known (CL 13th):
6th (4/day) -- fires of purity*, freezing fog* (DC 20)
5th (6/day) -- breath weapon substitution*, dispelling breath* (DC 19), teleport
4th (7/day) -- enervation (ranged touch +34), greater invisibility, sharptooth*, greater wings of air*
3rd (7/day) -- chain missile*, dispel magic, haste, greater mage armor*
2nd (7/day) -- razorfangs*, resist energy, scintillating scales*, greater slide* (DC 16), wraithstrike*
1st (7/day) -- comprehend languages, feather fall, nerveskitter*, shield, true strike
0 (6/day) -- arcane mark, dancing lights, detect magic, detect poison, ghost sound (DC 14), mage hand, mending, prestidigitation, read magic
Spell-Like Abilities (CL 13th):
3/day -- darkness, insect plague
1/day -- corrupt water, plant growth
Abilities Str 35, Dex 10, Con 25, Int 18, Wis 19, Cha 18
SQ water breathing
Feats Flyby Attack, Hover, Improved Initiative, Improved Multiattack, Improved Snatch, Multiattack, Power Attack, Quicken Breath, Recover Breath, Snatch, Wingover, Wingstorm
Skills Concentration +27, Diplomacy +26, Escape Artist +30, Intimidate +24, Knowledge (arcana) +34, Knowledge (geography) +34, Knowledge (local) +34, Listen +34, Move Silently +32, Search +41, Sense Motive +38, Spot +41, Use Magic Device +24
Hoard Value 240,000 gp
Hook "When my immense form comes into view, those who would call themselves my enemies shudder in fear as I swoop down to tear them apart."
Crush (Ex) This special attack allows Mavarothix to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of size Medium or smaller (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 34) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
Tail Sweep (Ex) This special attack allows Mavarothix to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they size Small or smaller. Affected creatures can attempt Reflex saves to take half damage (DC 34).
Breath Weapon (Su) Mavarothix's breath weapon is a line of acid 120 feet long that does 22d4 points of acid damage. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage (DC 34).
Frightful Presence (Ex) Mavarothix can unsettle foes with his mere presence. The ability takes effect automatically whenever Mavarothix attacks, charges, or flies overhead. Creatures within a radius of 330 feet are subject to the effect if they have fewer than 34 HD. A potentially affected creature that succeeds on a Will save (DC 31) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp) Once per day Mavarothix can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 31) or become fouled. This ability is the equivalent of a 1st-level spell with range 330 ft.