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<blockquote data-quote="NewJeffCT" data-source="post: 5022989" data-attributes="member: 10784"><p>I think undead are often a bit weak in 3E/3.5, but that's another story.</p><p></p><p>If they are level 20, how about a necromancer or two with the death knight? Have the necromancers focus on <em>Chain Dispels</em> and/or <em>Mordenkainen's Disjunction</em>. A level 17 caster is not unreasonable if you are facing a level 20 party... and Disjunction will auto-dispel any buffing spells. </p><p></p><p>You say the party won't have a problem reaching the death knight - do you mean they will teleport to right next to him with <em>Greater Teleport</em> or similar? If so, have the death knight or an allied caster put up <em>Forbiddance</em>. It has a huge area of effect (20 60-foot cubes at level 20) and would prevent anybody from entering the area via transportation magics. If you don't want to go that route, <em>Greater Anticipate Teleport</em> will give the undead 3 rounds of warning and allow them to ready Disjunction and Chain Dispel once the party teleports into town. 3 rounds of buffing and preparing and readying is a LOT of time at high levels. Heck, have a minor caster cast "Silence" onto a couple of grappling types (size Large or Huge undead) and have the grapplers grapple the party casters. That will likely limit their ability if they don't have Silent Spell or the ability to cast spells in total silence.</p><p></p><p>If the undead leaders know anything about the party, have them focus on the cleric that can destroy 35HD of undead with no save. Or, have some Nightwings in the air casting Greater Dispel Magics and whatnot.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5022989, member: 10784"] I think undead are often a bit weak in 3E/3.5, but that's another story. If they are level 20, how about a necromancer or two with the death knight? Have the necromancers focus on [I]Chain Dispels[/I] and/or [I]Mordenkainen's Disjunction[/I]. A level 17 caster is not unreasonable if you are facing a level 20 party... and Disjunction will auto-dispel any buffing spells. You say the party won't have a problem reaching the death knight - do you mean they will teleport to right next to him with [I]Greater Teleport[/I] or similar? If so, have the death knight or an allied caster put up [I]Forbiddance[/I]. It has a huge area of effect (20 60-foot cubes at level 20) and would prevent anybody from entering the area via transportation magics. If you don't want to go that route, [I]Greater Anticipate Teleport[/I] will give the undead 3 rounds of warning and allow them to ready Disjunction and Chain Dispel once the party teleports into town. 3 rounds of buffing and preparing and readying is a LOT of time at high levels. Heck, have a minor caster cast "Silence" onto a couple of grappling types (size Large or Huge undead) and have the grapplers grapple the party casters. That will likely limit their ability if they don't have Silent Spell or the ability to cast spells in total silence. If the undead leaders know anything about the party, have them focus on the cleric that can destroy 35HD of undead with no save. Or, have some Nightwings in the air casting Greater Dispel Magics and whatnot. [/QUOTE]
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