I need help BADD

Eye Tyrant

First Post
I'm soliciting any BADD members for help/input on creating a Black Dragon encounter. I have the Draconomicon, and its awesome, but would like a bit more insight to make this a memorable encounter.

Specifics:

Location: Lizard Marsh (FR)

Dragon: Adult Black, CR: 13-14

Minions/Cohorts/Followers: Lizardman Tribe (with at least the leader being about ECL: 12)

My PCs consist of the following:

Human Wizard11 (Evoker)
Human Ninja3/Monk2/Assassin7
Half-Orc Cleric11
Human Fighter11
Half-Elf Ranger11
 

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Well, when thinking marsh also think about swamp gasses, some cause some interesting side-effects. I would think a black dragon would use this to protect his lair. Also think about plant life, quick sand while easy to aviod becomes an item eater as characters are pulled from it, items are lost.
 

Hmm... At that level of party I'd guess they'll be flying through the swamp, but the Black isn't old enough to know how to cast Dispel Magic. However, if it had a cohort Lizardfolk of level 9 or so, then he might be able to help with that. Hmm.. Lizardfolk favor druid levels, so what would a Lizardfolk Druid9 add to the party?

Absolutely the terrain will be critical. Use lots of water cover and bad lighting.

A big question - how much ahead of time will the Black know that an invasion of his turf has started?

The fun with half-black dragon Lizardfolk should be fun too. Of course the party will be stocked up on resistance to acid I'm sure, so make sure that any Lizardfolk casters hit them up with other elements.

john

edit: oh and with 5 PCs of level 11-12, the Black will need a good bit of minions on hand to make a good challenge, I'd guess. Either that a bump up in CR, but since you specified a CR you probably already have something in mind.
 
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Greybar said:
Hmm... At that level of party I'd guess they'll be flying through the swamp,...

Marsh mist should be in effect, this is a film of mist and haze at tree top level.

Also, when thinking dragon cross breeds, some need to be flyers! ;)
 

My party and I are in the middle of a fight against a black dragon. Lakes of acid are proving a serious problem for us. :eek:

Make it a natural hazard - something like minerals dissolved into a regular water feature? It can even build a sub lair down there - main one would be a bad idea, as it would dissolve all it's horde. :) Perhaps keep an wand of cure critical wounds down there - just make it out of some acid resistant crystal.

Our foe has been using flyby + snatch + hold under acid lake. Really cuts through Protections from Acid at a frightning rate. Course, it doesn't even bother the dragon.

I'll second a druid - can have a real field day with the PCs in an environment like that. Some of those buffs could work nicely as well.

Depending on what sort of PCs you've got, a spellcaster with illusion magic could sew a lot of confusion. Sorceror would seem quite draconic in theme?
 

He's got to go hit-and-run, he's got to separate them to finish them off piecemeal.

Try to fight them underwater where your breath weapon works fine but most of the wizards damaging spells won't and the fighters will be limited too. If possible drown some of them - the environment is your biggest friend and their most potent enemy.

Hit and run, then fly away very fast, hide and wait for a couple of hours for their buff spells to wear off, then come back and fight them again.

Don't fight them on their terms, fight on your terms. Don't get into melee combat with more than one of them. When you get into melee don't spread your attacks around different opponents - concentrate on one, drop him then concentrate on another.

He only has 1st and 2nd level spells available as a 5th sorcerer. I would recommend that his 2nd level spells are See Invisibility (as soon as his blindsense detects something he can't see, cast this!) and Touch of Idiocy might be an interesting spell to use on the cleric and the wizard - losing 1d6 int wis and cha without a save will at least improve your saves against their spells and at best might cause them to lose some of their highest level spells (if you are very lucky). Mirror Image might be a safer choice though - especially since it makes it harder for them to hit you with a targetted dispel magic.

For 1st level spells old standbys like Protection from Good (keep out any pesky summoned foes), truestrike (to get in a killer power attack), and then mage armour and shield because you can never have too much AC.
 

Oh. And some acid immune cohorts could be fun. How about a black pudding or 2 - think those things are immune and they're always fun to deal with. Fairly low CR and particularly nasty at close quaters. :)

Perhaps put (them) in a pit it could drop/bash/bullrush an armoured PC into?
 

Eye Tyrant said:
I'm soliciting any BADD members for help/input on creating a Black Dragon encounter. I have the Draconomicon, and its awesome, but would like a bit more insight to make this a memorable encounter.

Specifics:

Location: Lizard Marsh (FR)

Dragon: Adult Black, CR: 13-14

Minions/Cohorts/Followers: Lizardman Tribe (with at least the leader being about ECL: 12)

My PCs consist of the following:

Human Wizard11 (Evoker)
Human Ninja3/Monk2/Assassin7
Half-Orc Cleric11
Human Fighter11
Half-Elf Ranger11

Here's some quick advice before work:

Dragons are natural sorcerors. Make sure yours has True Strike. Also, make sure your dragon has power attack. Few things let a wizard know you care like a true-striking, power attacking, dragon bite for 2d8+26.

Take the time to roll up the dragon like it was a character of its own. Give it its own stats. Consider giving it a few class levels (nothing like a sneak attacking dragon to wreck the party's day, add a few levels of monk and open with a stunning claw, then follow up with a sneak attack for a bite).

Pick a concept for your spells. For a black, I'd go with something like ray of enfeeblement and touch of idiocy (if I were being stereotypical) or burning hands scorching ray, and the like (if I were being contrarian).

Here's a sample dragon:

Erilghan, Male Dragon, Black, Young Adult Dragon16/Rog5: CR 14; Large Dragon (Water); HD 16d12+80(Dragon), 5d6+25(Rogue); hp 229; Init +6; Spd 60, Swim 60, Fly, Poor 150; AC:30 (Flatfooted:30 (-1 size, +15 natural, +2 Dex, +4 Mage Armor) Touch:11); Atk +27/22/17/12 base melee, +21/16/11/6 base ranged; +27/+22/+22/+22 (3d6+8, Bite; 1d8+4, 2 Claw; 1d6+4, 2 Wing; 1d8+4, Tail Slap); +27 (10d4, Breath Weapon); SA: Breath Weapon (Su), Spell-like Abilities Darkness 50’ radius 3x/day, Breath Weapon DC: 21, Frightful Presence (Ex), Frightful Presence DC: 19, Spells Sorcerer 1, Breath Weapon Type: 80 ft. Line of Acid, Frightful Presence Radius: 150 ft., Charm Reptiles (Sp), Corrupt Water (Sp), Sneak Attack +3d6; SQ: Immunity: Acid (Ex), Water Breathing (Ex), Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Keen Senses (Ex), Blindsense (Ex): 60 ft., Damage Reduction (Su): 5/Magic, Spell Resistance (Ex): 17, Darkvision (Ex): 60 ft., Low-light Vision (Ex), Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge; AL CE; SV Fort +16, Ref +16, Will +13; STR 26, DEX 15, CON 20, INT 12, WIS 15, CHA 15.
Skills: Bluff +15, Concentration +29, Diplomacy +28, Hide +22, Intimidate +28, Listen +26, Move Silently +26, Spot +26, Swim +32.

Feats: Armor Proficiency: light, Combat Reflexes, Flyby Attack, Hover, Improved Initiative, Improved Natural Attack: Bite, Improved Unarmed Strike, Large And In Charge, Simple Weapon Proficiency, Stunning Fist.
Spells Known (SA Spells: Sor 5/4): 0 -- Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue; 1st -- Mage Armor, True Strike.

And some tactics:

Prior to Combat: Cast Mage Armor, Hide Underwater (if you want to be rude, give the dragon a metamagic rod of silent spell and cast true strike here).

First Round: Burst from the water sneak attacking any obvious wizards or other spell casters with a bite attack (6d6+8) and flying out of range. Assuming average hit points and average damage, the wizard is now at -2 (if you were rude immediately before combat, the wizard now has -22 hp from the extra power attack damage and true strike).

Second Round: Cast Darkness near the center of the party. Fly back into melee range.

Third Round: Full attack the cleric (6d6+8 Bite; 1d8+4+3d6 Clawx2; 4d6+4 Wingx2). Assuming average hit points and average damage, the cleric has taken 103 hp damage. Unfortunately, he's only got 50 hit points.

Fourth and subsequent rounds: Eat remaining party members (using stunning claw as needed and following up with sneak attacked damage).

Hope something like this inspires you!

--G
 
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Unfortunately, my build above won't work. Dragons no longer have blindsight, only blindsense.

However, there's no reason the tactics above won't work. Instead of using darkness, strike improved unarmed strike and stunning fist from its feats and give it leadership and maximize breath weapon. As its cohort, it will take a lizardfolk rogue (with a high tumble ability, improved initiative, and good stealth skills).

The first round will go mostly the same except that the lizard folk rogue will move into position near a PC, and the dragon will end its flyby attack (which has probably killed the wizard), flanking the PC. On round two, sneak attack city on the flanked PC. Round Three: Maximized Breath Weapon against any particularly well armored PCs. Round Four flank and slaughter.

--G
 
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Some really good ideas above...

Just one comment that I wish to add...

On the initial surprise attack - and yes, given the combatants, the dragon can pull off a surprise, whether coming out of the marsh waters or what have you - be sure to 'snatch' the party cleric on your flyby attack - use TS to make sure you nab him. End your movement inside a lake of acid, and stay grappled with the cleric till it stops moving (smary players = bluff usage here). Then attempt to do it to the wizard - you might take a hit or two there. Once the wizard and cleric are out, those that remain are subject to your mercy :) Even if the fight does go south - they are short their cleric for spell healing. Some lizard folk commoners directed to 'swarm' and 'steal items' will limit their ability to do anything at all - much less of there are rogues mixed in among them...

Oh, and one another comment - a half-black dragon lizard man druid of nuetral evil alignment that the dragon has in it's thrall (long string of persuasive lies, etc.) could provide any number of magically summoned animal minions of a significant threat. Given the druids ability to hide in the swamps (+20 even with NO skill ranks - camouflage spell + wieldspell), it'd take a minor miracle for him to be spotted :) Snake swiftness spell en masse w/ swarm of lizardfolk + summoned creatures = pure nastiness.

Make him the dragons cult leader and the dragon is their 'god', if you want cliches.
 

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