help build a BBEG


Advice


Cheers all

I'm having some trouble building the boss fight for my current adventure, and hope you guys can give a helping hand.

The boss fight will consist of 2 bosses, and a number if mooks.

I have 1 boss done, a fiendish duergar halfdragon fig7/cle7

He needs an arcane partner (CR 16). I rarely play arcane casters myself, and therefore doesn't have much experience building them.

All my players are save focused, so I would like a number of "no save" spells... Perhaps a ray-master...

Party consist of (all human lv. 15)
Conjurer wizard
Inquisitor of erastil
Monk (drunken master)
Blaster sorc
Arcane trickster
Cleric (heal-bot - player doesn't spend time getting to know his spell list)

Mooks will be a fair mix of archers, bomb throwers and magic missile casters... All level 5-8...

Sovereign Court

Mythic Mummy Arcanist 14 CR 16/MR 7 (Just put down a list of spells that you are going to use for the battle, feel free to fill up a spellbook if you want to have it as a loot but not necessary)

Add the following mythic abilities
-Dual Initiative
-Mythic Magic 3/day can cast mythic version of spells
-Second Save (Can always save the round after from any effects, even those that don't allow a second save.)
-Mirror Dodge (From Archmage)

Use the change shape ability to look human at first, so you can afflict people with Mummy rot and don't forget to use your mythic mummy sandshaping ability to summon sandmen.


Here is a possibility. Only gear I gave was the dispelling daggers to use with the spell Wreath of Blades.

Half-Dragon Fiendish Duegar Sage Sorcerer CR 16
XP 76,800
Half-dragon fiendish duergar sorcerer (wildblooded) 14 (Pathfinder RPG Advanced Race Guide 186; Pathfinder RPG Bestiary, 170; Pathfinder RPG Ultimate Magic 70)
NE Medium dragon (humanoid, dwarf)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +15
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 135 (14d6+84)
Fort +9, Ref +6, Will +10; +2 bonus vs. spells and spell-like abilities
DR 10/good; Immune acid, paralysis, phantasms, poison, sleep; Resist duergar immunities, cold 15, fire 15; SR 21
Weakness light sensitivity
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Offense
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Speed 20 ft., fly 40 ft. (average)
Melee +1 dispelling mithral dagger +12/+7 (1d4+5/19-20) and
. . +1 dispelling mithral dagger +12/+7 (1d4+5/19-20) and
. . +1 dispelling mithral dagger +12/+7 (1d4+5/19-20) and
. . +1 dispelling mithral dagger +12/+7 (1d4+5/19-20) and
. . bite +11 (1d6+4) and
. . 2 claws +11 (1d4+4)
Special Attacks breath weapon, smite good
Duergar Spell-Like Abilities (CL 14th; concentration +11)
. . 1/day—enlarge person (self only) (DC 8), invisibility (self only)
Sorcerer (Wildblooded) Spells Known (CL 14th; concentration +20):
. . 7th (3/day)—teleport trap{super}ISWG{/super}
. . 6th (6/day)—disintegrate (DC 22), getaway{super}APG{/super}, true seeing, true seeing
. . 5th (7/day)—communal stoneskin{super}UC{/super}, overland flight, telekinesis, wreath of blades{super}UC{/super} (DC 21)
. . 4th (7/day)—black tentacles, communal protection from energy{super}UC{/super}, dimension door, enervation, greater invisibility, mage's faithful hound
. . 3rd (7/day)—ablative barrier{super}UC{/super}, dispel magic, hydraulic torrent{super}APG{/super}, mad monkeys{super}UM{/super}, ray of exhaustion (DC 19)
. . 2nd (8/day)—bear's endurance, blur, false life, invisibility, pilfering hand{super}UC{/super}, scorching ray
. . 1st (8/day)—hydraulic push{super}APG{/super}, identify, invisibility alarm{super}ACG{/super}, liberating command{super}UC{/super}, ray of enfeeblement (DC 17), ray of sickening{super}UM{/super} (DC 17)
. . 0 (at will)—bleed (DC 16), dancing lights, ghost sound (DC 16), haunted fey aspect{super}UC{/super}, jolt{super}UM{/super}, mage hand, message, ray of frost, spark{super}APG{/super} (DC 16)
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Statistics
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Str 18, Dex 14, Con 20, Int 23, Wis 12, Cha 5
Base Atk +7; CMB +11; CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Combat Casting, Eschew Materials, Flyby Attack, Hover, Improved Initiative, Intensified Spell[APG], Point-blank Shot, Precise Shot, Toughness, Weapon Focus (ray)
Skills Appraise +10, Bluff +14, Escape Artist +14, Fly +19, Intimidate +14, Knowledge (arcana) +25, Knowledge (dungeoneering) +10, Perception +15, Spellcraft +25, Stealth +20, Use Magic Device +14; Racial Modifiers +4 Stealth
Languages Aklo, Common, Draconic, Dwarven, Giant, Goblin, Orc, Terran, Undercommon
SQ arcane bolt, metamagic adept, mutated bloodline (sage)
Other Gear +1 dispelling mithral dagger, +1 dispelling mithral dagger, +1 dispelling mithral dagger, +1 dispelling mithral dagger
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TRACKED RESOURCES
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+1 dispelling Mithral dagger - 0/1
+1 dispelling Mithral dagger - 0/1
+1 dispelling Mithral dagger - 0/1
+1 dispelling Mithral dagger - 0/1
Arcane Bolt (1d4+7 force damage, 9/day) - 0/9
Breath Weapon (1/day, DC 15) (Su) - 0/1
Enlarge Person (self only, 1/day) - 0/1
Invisibility (self only, 1/day) - 0/1
Metamagic Adept (3/day) (Ex) - 0/3
Smite Good (1/day) (Su) - 0/1
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Special Abilities
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Arcane Bolt (1d4+7 force damage, 9/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Breath Weapon (1/day, DC 15) (Su) 1/day, Breath Weapon deals 1d6 Acid damage, DC 15.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Duergar Immunities +2 racial bonus to save vs. Spells and Spell-Like effects.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (40 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Adept (3/day) (Ex) Apply a metamagic feat 3/day without increasing the casting time.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Smite Good (1/day) (Su) +0 to hit, +14 to damage when used.
Spell Resistance (21) You have Spell Resistance.

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