Prep to kill a dragon

SPREAD OUT!!!


Make sure that the party is spaced evenly around the dragon so that only ONE character can be affected by any ONE use of the dragon's breath weapon.


Now you may *think* that a bunch of spells will automatically nullify the dragon's breath, but what if the dragon has an unforeseen counter for these protective spells/devices?


Play if safe. NEVER attack a Dragon in a cluster!
 

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Radiating Gnome said:
5. Your breath weapon is great against hordes of little targets, but it will be remarkably useless against the PCs. They'll be protected from the energy type you can breathe (unless they're profoundly stupid), about 1/3-1/2 of them will have evasion or improved evasion and will take little or no damage from it, and you can only use it every once in a while. Don't bother.

Good advice, Radiating Gnome. I'll just address this point. You're basically right here .. but it might be useful to try to Greater Dispel the Immunities (or let your lackey do it for ya, wink wink) and then breathe. Few characters will make the DC 40 save. Even tricked out Elf archers.

Sadly the DM won't probably be using 'Breath Weapon Substitution' spell from the Draconomicon .. 24D10 Cold damage. They wouldn't see that one coming ;)
 

The Brilliant Energy enchantment doesn't bypass natural armor, which makes Brilliant Energy one of the most useless enchantments ever.

Why wouldn't the Ethereal Plane impinge upon the PEP? The PEP is part of the inner planes, after all.

Do your fighters have a high enough AC to discourage 20 to 30 point power attacks?

More importantly, do your spellcasters have high enough ACs to discourage that? If the dragon can Haste himself before the fight starts, it's a rather simple matter for him to teleport right into the middle of your casters and chow down.
 

Possible in-close dragon tactics, for when they can't take advantage of guerilla fighting:

- Grapple then crush spellcaster looking types. Mage HPs don't stand up well to 4d8+25 worth of otherwise unavoidable automatic damage every round (going off average great wyrm red stats).

- If it's in heavy armor and doesn't seem particularly speedy, espicially if it's a cleric snatch it, and fling it as far away from the rest of the group as you can. All those rounds of movement it spends to get back to its allies are rounds in which it's not healing a single dang thing.

- You have blindsight, they probably don't. Limit visibility with dust clouds, fog, darkness or whatever else you can.

- You have spells too. Use them. Gate or Summon in something to keep their melee from being able to focus on any one target... or if they do focus on just one target... make them regret it. Dispel their buffs. Use cold damage spells - Polar Ray on someone that has a spell that gave them the (Fire) subtype is worth a good long laugh. Maze things that look stupid.

- Two words, one colon. Contingency: Heal.

- Have something liquid nearby? Water, or better yet.. lava? Snatch and toss things that are bogged down in heavy armor into it and let nature take its course.

- Always have a way out. Nothing is worth dying for. Nothing. A flight route, teleport, etherialness, plane shift (to the plane of fire is a fun one.. follow that ya pesky humans). Have some ace up your sleeve just in case.

- You, as a dragon, control a vast hoard of wealth, very likely including several large gemstones. If you're about to die, cast Magic Jar on yourself and possess one. Your body falls over (as far as anyone can tell) dead, and while they're diivying up your swag, possess one of the weaker ones. The lower the potential will save the better. Then, whenever the opportunity arises, sneak back to your body and place your soul back where it belongs. If they made an effort to butcher your body, taking trophies (as dragon hunters almost always do...) cast Ressurection on one of those trophies. Once your wonderful self is intact again, end the magic jar and see how those adventuring types like a second go at you.


Notes to PCs: uh.. find ways to deal with all the stuff described above.
 


MerakSpielman said:
That dragon's gotta roll a 1 sometime, and if he's being hit by 6+ arrows per round, that sometime should be within 4 rounds... Statistically...
Assuming the arrows beat his Spell Resistance, anyway.
 


buzzard said:
Grapple has me mighty worried of course. I'm thinking maybe grease as a possible escape route.

Still Spell is your friend... or any spell without Somatic (possibly Material as well, can't remember off hand) components (Teleport is chief amongst those). You'd still have to cast defensively or make a concentrationn roll, but...
 

Needless to say, prep any cold you can but expect him to be protected from it. Try to dispel whatever standing spells and effects he has in place.

Good luck. A well-prepared party of your level should be able to take him if he isn't expecting you. Make a plan and make it a good one.
 

the Jester said:
Good luck. A well-prepared party of your level should be able to take him if he isn't expecting you. Make a plan and make it a good one.

I don't know about that - if their average level is 17 and his CR is 25 then one would rather expect them to NOT be able to take it.
 

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