As most of us know, Calaystryx, the three headed dragon from Monster Vault: Threats of Nentir Vale, is just a really well designed and fun solo monster. A while back, I ran her against my then 13th level party and she pretty much mopped the floor with them due to a variety of circumstances.
A recap can be found here: http://www.enworld.org/forum/d-d-4t...d-calystrx-threats-nentir-vale-preview-6.html (post with details is near the bottom of that page).
So now, I think that the time has come for the party to get another crack at her. By the time they get the chance, they'll be 19th level, which of course means, I will need to level up Calay as well. The damage, to hit, defenses, and even HP (though those I believe were a little off from the standard math) I can adjust easily enough. My question concerns how else should Calay have grown?
I'm planning on upping her to Gargantuan for starters and adjusting her reach accordingly. However, I think that she's also due for an additional power or two. Just as the PCs have developed new tricks since last they saw her, so too should she (particularly since she'll be on the cusp of Epic Tier herself.
One thought, borrowing from the thread I linked above, was to incorporate a wing buffet attack that push the party around to take advantage of certain terrain features. I was thinking of making this a minor action that deals no damage but has a recharge. Not sure if that will be powerful enough though obviously a lot depends on terrain features.
I think her Action Recovery as is will suit just fine. The only potential issue is that the Invoker has a Petrify power with an after effect of immobilized but I also don't want to completely negate the party's powers either.
Still though, I'm thinking that maybe there should be another new trick for her to break out, just not sure what. I want to keep her relatively easy to run (this is actually one of the great parts of her design in my opinion) but she should show some evolution. Obviously she does now have a 4th head, and will spring a 5th when bloodied. Since I'm using different colored heads for each of her heads, one thought was to incorporate an immobilizing effect with her white head, but the party does have a lot of teleportation, etc. Again, I'm not opposed to letting them showcase that either.
At any rate, and ideas would be most appreciated. I'm looking for things that will add interesting wrinkles and give the party more pause to think and/or just look cool. I still want this to be a tough fight as I envision they'll still have at least one more encounter with her before they're through.
Thanks in advance everyone!
A recap can be found here: http://www.enworld.org/forum/d-d-4t...d-calystrx-threats-nentir-vale-preview-6.html (post with details is near the bottom of that page).
So now, I think that the time has come for the party to get another crack at her. By the time they get the chance, they'll be 19th level, which of course means, I will need to level up Calay as well. The damage, to hit, defenses, and even HP (though those I believe were a little off from the standard math) I can adjust easily enough. My question concerns how else should Calay have grown?
I'm planning on upping her to Gargantuan for starters and adjusting her reach accordingly. However, I think that she's also due for an additional power or two. Just as the PCs have developed new tricks since last they saw her, so too should she (particularly since she'll be on the cusp of Epic Tier herself.
One thought, borrowing from the thread I linked above, was to incorporate a wing buffet attack that push the party around to take advantage of certain terrain features. I was thinking of making this a minor action that deals no damage but has a recharge. Not sure if that will be powerful enough though obviously a lot depends on terrain features.
I think her Action Recovery as is will suit just fine. The only potential issue is that the Invoker has a Petrify power with an after effect of immobilized but I also don't want to completely negate the party's powers either.
Still though, I'm thinking that maybe there should be another new trick for her to break out, just not sure what. I want to keep her relatively easy to run (this is actually one of the great parts of her design in my opinion) but she should show some evolution. Obviously she does now have a 4th head, and will spring a 5th when bloodied. Since I'm using different colored heads for each of her heads, one thought was to incorporate an immobilizing effect with her white head, but the party does have a lot of teleportation, etc. Again, I'm not opposed to letting them showcase that either.
At any rate, and ideas would be most appreciated. I'm looking for things that will add interesting wrinkles and give the party more pause to think and/or just look cool. I still want this to be a tough fight as I envision they'll still have at least one more encounter with her before they're through.
Thanks in advance everyone!