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2017-11-10, 02:01 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
Help the poor death lizard survive a high-level party.
I got this cute faerie dino thing I want to use against a lvl 18 PF/3.5e group as a recurring enemy, so I've been optimizing it a bit. The party includes a DMM cleric, a mailman sorcerer, a trench fighter gunslinger with a BFG, and a batman wizard. They're basically out on a safari - big monster hunters and stuff - and I'd like to give them a few memorable encounters as they either finally make an impressive kill and go home with a trophy, or I convince them to stop hunting poor beasts.
Build for the death lizard so far is this;
Spoiler: death lizard
Death Lizard CR 20
(Dire, Terror, Advanced, Mutant, Fey, Nightmare Lord Giganotosaurus)
Colossal Fey
Hit Dice: 42d8+588 (777 hp)
Abilities: Str 50, Dex 31, Con 38, Int 12, Wis 21, Cha 24
Saves: Fort +37, Ref +33, Will +23
Armor Class: 51 (+31 natural, +10 dex), flat-footed 41, touch 20
Skills: Acrobatics +52, Perception +57, Stealth +46, Survival +47, Fly +52, Intimidate +69, Arcana +22, Nature +22
Feats: Power Attack, Deflect Arrows, Combat Reflexes, Improved Unarmed Strike, Improved Initiative, Thick Skinned 5x
Epic Feats: Exceptional Deflection, Infinite Deflection, ESF: Perception, Improved Spell Resistance 5x, Damage Reduction 4x
Initiative: +10 Senses: low-light vision, darkvision 120 ft, scent, Perception +57
Immune: fear effects, radiation, mind-affecting, illusions (auto disbelieve), fire, cold, electricity, acid, sonic
Defense: DR 27/-, Fast Healing 5, Spell Resistance 40, Cold Resist 25, Lightning Resist 25, Feign Death (DC 38), +4 save vs mind affecting, +4 save vs illusion, Regeneration 5/good
Speed: 50 ft. (10 squares); fly 75 ft (good)
Attack: +44 (+32 base +20 strength, -8 size), CMB: +68, CMD: 88
Damage: bite (4d8+20 plus grab, 19-20/2x), 2 claws (1d8+20, 19-20/2x)
Space/Reach: 60 ft/ 60 ft
Special Attacks: swallow whole, fear aura (60 ft, DC 38), Frightful Presence (30 ft, DC 38), SLAs, Night Terrors, Dream Slave
Special Qualities: negative energy absorption, light blindness, mutations (11), fey abilities (11)
Environment: warm forest, plains
Organization: Solitary
Alignment: Neutral Evil
Mutations [Ex]
Death Lizard has the Fast Healing, Rugged, Sealed Mind, and Resistance 8x special abilities.
Fey Abilities [Ex]
Death Lizard has the Camouflage, Evasion, Long Step, Trackless Step, Change Shape, and Resistance 6x special abilities.
SLAs [Sp]
Caster level 42, DC 17+spell level, +4 for phantasms and shadows.
Constant: protection from good
3/day: dancing lights, detect thoughts, dream, deep slumber, nightmare, suggestion, invisibility, plane shift, shadow walk
2/day: feeblemind
1/day: faerie fire, entangle, glitterdust, major image, confusion, mislead, modify memory, project image, irresistible dance, scintillating pattern, shadow conjuration, shadow evocation.
Any particular weaknesses I should be addressing? Any suggestions for treasure/items, if any?
(it has eaten lots of previous adventurers)Last edited by Belial_the_Leveler; 2017-11-10 at 02:05 PM.
If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.
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2017-11-10, 02:38 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- Finland
- Gender
Re: Help the poor death lizard survive a high-level party.
Perhaps add Gheden or some other form of nonlethal immunity. Could also add Troll-Blooded so they'd have to find some way to bypass the regenerations to damage it, or an immunity-bypassing SoD of some kind. Or Dark for HiPS? It already has Camouflage; could be hilarious for a Colossal thing to hide in front of you. Its offense could use a bit of a punch; so much resource into defenses that it doesn't do much vs. FoM targets. Hmm, some At-Will Illusions feel vindicated for fey things. Can't think of an easy source right now though.
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2017-11-10, 02:47 PM (ISO 8601)
- Join Date
- Jul 2016
Re: Help the poor death lizard survive a high-level party.
I will second at will illusions. At will anything really... this guy runs out of spells fast. Also alter self so it can disguise itself as human. Have it warn the party off or something as a little girl.
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2017-11-10, 03:21 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
Re: Help the poor death lizard survive a high-level party.
they'd have to find some way to bypass the regenerations to damage it
immunity-bypassing SoD of some kind
Also alter self so it can disguise itself as human. Have it warn the party off or something as a little girl.
If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.
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2017-11-10, 07:51 PM (ISO 8601)
- Join Date
- Oct 2017
- Location
- England
- Gender
Re: Help the poor death lizard survive a high-level party.
Give it Die Hard as a bonus Feat, Then the barbarian rage ability and 2 rage Powers. Give it Guarded Life and Greater Guarded Life. Then, every time it takes damage to go below 0, it instantly converts an amount of lethal damage it's taken (not just damage from the attack that dropped it) equal to 2x HD into nonlethal damage, but because it has diehard it should remain conscious (RAW this doesn't work, but ferocity effects should work through nonlethal damage too). Then on The Death Lizard's turn, the fast healing and regeneration heal an equal amount of Lethal and Non-lethal Damage, effectively doubling the healing abilities whenever it gets low on health.
Another thing to to would be to change the fast healing and regeneration to (SU) effects, so that the Fast Healer feat could apply.
Finally, ability focus on the feeble mind ability should take the wizard out of the fight on round one.
EDIT: Also change it's type to aberration. I'm pretty sure that aberration should supersede fey when your stacking templates, and the hit dice are mostly better anyway. Also, give it greater dispel magic as an SLA. or Disjunction if you're feeling mean.
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2017-11-13, 04:19 AM (ISO 8601)
- Join Date
- Dec 2004
- Location
Re: Help the poor death lizard survive a high-level party.
effectively doubling the healing abilities whenever it gets low on health
ability focus on the feeble mind ability should take the wizard out of the fight on round one.
Also change it's type to aberration. I'm pretty sure that aberration should supersede fey when your stacking templates, and the hit dice are mostly better anyway.
If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.