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Wazir Ghul Khota, the leper dragon
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<blockquote data-quote="RangerWickett" data-source="post: 4818312" data-attributes="member: 63"><p>I'm planning Tuesday's game session, where the PCs will be trying to rescue priestess being kept hostage by a leper dragon necromancer. I've been reading the comments on the variant solo design thread, and here's what I've come up with.</p><p></p><p>The party is 12th level, and I'm shooting for a level 15 encounter. The dragon is sunbathing atop a pile of bones at the top of a canyon, with a few of his minions keeping watch for him. The sun soothes his leprous curse. </p><p></p><p>The location I have in mind is where two rivers meet up, so there are five main zones of the fight: the rivers, the banks around them, and three sections of ground forty feet up the canyon walls. They're taking rafts to reach the dragon, and I suspect they'll climb up to fight him on the high ground. He'll try to keep his distance (which won't work against my party's archer and agile barbarian), and when he goes down to 3/4 max HP, his wings will tear free (leper, remember) and he'll dive into the river. </p><p></p><p>The PCs will have to scramble to get back to their rafts to chase him through the rapids as he tries to get to his lair, where the priestess is being watched by his undead creations. There'll be a bit of fighting in the water, and when the dragon gets to 1/2 HP they'll reach his lair.</p><p></p><p>Ghul Khota's lair is an area caustic chemicals and hot spring geysers, with a side stream from the river flowing through it. Here he'll fight to the end if necessary, though when he hits 1/4 max HP, one of his forelimbs will fall off, and at 0 HP, he'll lose his head.</p><p></p><p>Sound good? Here are the stats:</p><p></p><p> <strong>Wazir Ghul Khota</strong></p><p> Large Level 12 Solo Artillery/Skirmisher</p><p> He wears tons of charms and magical adornments. He chants for his sun magic. Personality like Danny DeVito, self-loathing but also vindictive.</p><p> <strong>Speed </strong>8, swim 8, fly 8 (clumsy).</p><p> <strong>HP</strong> 620. <strong>Healing Surges</strong> 2. <strong>Bloodied</strong> 310. <strong>Surge Value</strong> 155.</p><p> <strong>AC</strong> 28; <strong>Fort</strong> 23; <strong>Ref</strong> 25; <strong>Will</strong> 28.</p><p> <strong>Resist </strong>10 necrotic. <strong>Saves</strong> +5, see Unphaseable. <strong>Action Points</strong> 2.</p><p> </p><ul> <li data-xf-list-type="ul"><strong>Bite</strong> reach 2, +17 vs. AC; 2d10+6, and ongoing 10 necrotic and weakened (save ends).</li> <li data-xf-list-type="ul"><strong>Claw </strong>+17 vs. AC; 1d8+6, and the target contracts djinni’s leprosy (reskinned Mummy Rot 13).</li> <li data-xf-list-type="ul"><strong>Tail Snatch </strong>immediate reaction when enemy within 2 attacks him, +15 vs. Fort, 1d8+6. Wazir shifts 1, then pull target adjacent. Secondary attack +15 vs. Ref. Target is grabbed until escape.</li> <li data-xf-list-type="ul"><strong>Double Attack</strong> two claws and a bite against at least two different targets.</li> <li data-xf-list-type="ul"><strong>Flyby Attack </strong>recharge 5-6, move speed and make a bite at any point during.</li> <li data-xf-list-type="ul"><strong>Black Lightning Breath </strong>recharge 5-6, close blast 5, +15 vs. Ref, 4d8+5 and ongoing 10 necrotic and weakened (save ends). After effect, ongoing 5 necrotic (save ends).</li> <li data-xf-list-type="ul"><strong>Blinding Light of Heaven </strong>at-will, ranged 20, +15 vs. Will, 1d8+6 radiant and blinded until end of dragon’s next turn.</li> <li data-xf-list-type="ul"><strong>Lord Necromancer</strong> at-will, minor. Creates an undead minion within burst 10. See undead minions, below.</li> <li data-xf-list-type="ul"><strong>Desert Madness </strong>encounter, burst 2 within 20, +15 vs. Will, 1d8+6 psychic, slide 3, and force a basic attack against a target of the dragon’s choice.</li> <li data-xf-list-type="ul"><strong>Bloodied Breath </strong>recharges and uses immediately when bloodied.</li> <li data-xf-list-type="ul"><strong>Frightful Presence </strong>encounter,close blast 5, +15 vs. Will, target is stunned until end of dragon’s next turn. After effect, -2 to attack rolls (save ends).</li> <li data-xf-list-type="ul"><strong>Unphaseable</strong> at-will, free action at start of turn. Wazir makes a save against one condition either that a save can end, or that lasts for a turn.</li> <li data-xf-list-type="ul"><strong>Leprous Woe </strong>At the beginning of Wazir's turn, if he has 465 hp or fewer, his wings tear free. At 310 or fewer, Wazir loses his tail. At 155, a forelimb rips off. When this effect triggers, any marks on Wazir transfer to the lost limbs, which become the following creatures.</li> </ul><p> </p><p><u>Leprous Wings.</u> (Reskinned wyvern) 106 hp. AC 24, Fort 24, Ref 20, Will 19. Speed fly 8 (hover). Large.</p><p> <strong>Clawed Buffet. </strong>+15 vs. AC. 1d6+7 and knock prone. Can flyby attack.</p><p> <strong>Wrapping Rot. </strong>+15 vs. AC. 1d6+4 and secondary. +13 vs. Fort. Ongoing 10 necrotic.</p><p> </p><p><u>Crushing Tail.</u> (Reskinned crushgrip constrictor) 96 hp. AC 25, Fort 25, Ref 22, Will 22. Speed 6, swim 6. Large.</p><p> <strong>Raking Bones. </strong>+15 vs. AC. 1d10+6 and grab (until escape).</p><p> <strong>Constrict. </strong>+13 vs. Fort. 2d6+12 and dazed until end of tail’s next turn.</p><p> </p><p></p><p><u>Vengeful Claw.</u> (Custom) 83 hp. AC 24, Fort 20, Ref 22, Will 19. Speed fly 6 (hover).</p><p> <strong>Blinding Light of Heaven </strong>at-will, ranged 20, +15 vs. Will, 1d8+6 and blinded until end of claw’s next turn.</p><p> <strong>Accursed Touch. </strong>+17 vs. AC. 1d8+6, inflicts djinni’s leprosy, and lose a healing surge. With combat advantage, it also counts as one failed death saving throw.</p><p> </p><p> </p><p>Minions and allies to follow.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4818312, member: 63"] I'm planning Tuesday's game session, where the PCs will be trying to rescue priestess being kept hostage by a leper dragon necromancer. I've been reading the comments on the variant solo design thread, and here's what I've come up with. The party is 12th level, and I'm shooting for a level 15 encounter. The dragon is sunbathing atop a pile of bones at the top of a canyon, with a few of his minions keeping watch for him. The sun soothes his leprous curse. The location I have in mind is where two rivers meet up, so there are five main zones of the fight: the rivers, the banks around them, and three sections of ground forty feet up the canyon walls. They're taking rafts to reach the dragon, and I suspect they'll climb up to fight him on the high ground. He'll try to keep his distance (which won't work against my party's archer and agile barbarian), and when he goes down to 3/4 max HP, his wings will tear free (leper, remember) and he'll dive into the river. The PCs will have to scramble to get back to their rafts to chase him through the rapids as he tries to get to his lair, where the priestess is being watched by his undead creations. There'll be a bit of fighting in the water, and when the dragon gets to 1/2 HP they'll reach his lair. Ghul Khota's lair is an area caustic chemicals and hot spring geysers, with a side stream from the river flowing through it. Here he'll fight to the end if necessary, though when he hits 1/4 max HP, one of his forelimbs will fall off, and at 0 HP, he'll lose his head. Sound good? Here are the stats: [B]Wazir Ghul Khota[/B] Large Level 12 Solo Artillery/Skirmisher He wears tons of charms and magical adornments. He chants for his sun magic. Personality like Danny DeVito, self-loathing but also vindictive. [B]Speed [/B]8, swim 8, fly 8 (clumsy). [B]HP[/B] 620. [B]Healing Surges[/B] 2. [B]Bloodied[/B] 310. [B]Surge Value[/B] 155. [B]AC[/B] 28; [B]Fort[/B] 23; [B]Ref[/B] 25; [B]Will[/B] 28. [B]Resist [/B]10 necrotic. [B]Saves[/B] +5, see Unphaseable. [B]Action Points[/B] 2. [LIST] [*][B]Bite[/B] reach 2, +17 vs. AC; 2d10+6, and ongoing 10 necrotic and weakened (save ends). [*][B]Claw [/B]+17 vs. AC; 1d8+6, and the target contracts djinni’s leprosy (reskinned Mummy Rot 13). [*][B]Tail Snatch [/B]immediate reaction when enemy within 2 attacks him, +15 vs. Fort, 1d8+6. Wazir shifts 1, then pull target adjacent. Secondary attack +15 vs. Ref. Target is grabbed until escape. [*][B]Double Attack[/B] two claws and a bite against at least two different targets. [*][B]Flyby Attack [/B]recharge 5-6, move speed and make a bite at any point during. [*][B]Black Lightning Breath [/B]recharge 5-6, close blast 5, +15 vs. Ref, 4d8+5 and ongoing 10 necrotic and weakened (save ends). After effect, ongoing 5 necrotic (save ends). [*][B]Blinding Light of Heaven [/B]at-will, ranged 20, +15 vs. Will, 1d8+6 radiant and blinded until end of dragon’s next turn. [*][B]Lord Necromancer[/B] at-will, minor. Creates an undead minion within burst 10. See undead minions, below. [*][B]Desert Madness [/B]encounter, burst 2 within 20, +15 vs. Will, 1d8+6 psychic, slide 3, and force a basic attack against a target of the dragon’s choice. [*][B]Bloodied Breath [/B]recharges and uses immediately when bloodied. [*][B]Frightful Presence [/B]encounter,close blast 5, +15 vs. Will, target is stunned until end of dragon’s next turn. After effect, -2 to attack rolls (save ends). [*][B]Unphaseable[/B] at-will, free action at start of turn. Wazir makes a save against one condition either that a save can end, or that lasts for a turn. [*][B]Leprous Woe [/B]At the beginning of Wazir's turn, if he has 465 hp or fewer, his wings tear free. At 310 or fewer, Wazir loses his tail. At 155, a forelimb rips off. When this effect triggers, any marks on Wazir transfer to the lost limbs, which become the following creatures. [/LIST] [U]Leprous Wings.[/U] (Reskinned wyvern) 106 hp. AC 24, Fort 24, Ref 20, Will 19. Speed fly 8 (hover). Large. [B]Clawed Buffet. [/B]+15 vs. AC. 1d6+7 and knock prone. Can flyby attack. [B]Wrapping Rot. [/B]+15 vs. AC. 1d6+4 and secondary. +13 vs. Fort. Ongoing 10 necrotic. [U]Crushing Tail.[/U] (Reskinned crushgrip constrictor) 96 hp. AC 25, Fort 25, Ref 22, Will 22. Speed 6, swim 6. Large. [B]Raking Bones. [/B]+15 vs. AC. 1d10+6 and grab (until escape). [B]Constrict. [/B]+13 vs. Fort. 2d6+12 and dazed until end of tail’s next turn. [U]Vengeful Claw.[/U] (Custom) 83 hp. AC 24, Fort 20, Ref 22, Will 19. Speed fly 6 (hover). [B]Blinding Light of Heaven [/B]at-will, ranged 20, +15 vs. Will, 1d8+6 and blinded until end of claw’s next turn. [B]Accursed Touch. [/B]+17 vs. AC. 1d8+6, inflicts djinni’s leprosy, and lose a healing surge. With combat advantage, it also counts as one failed death saving throw. Minions and allies to follow. [/QUOTE]
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