Most dangerous encounters


Advice


Theory crafting!

list your most dangerous encounters and their cr, also include if this encounter is particularly dangerous to certain party comps (mostly casters, people who like to rush in, etc)

this is just to have fun and share ideas between GMs who want to challenge their players while staying fair by rules as written


Party in a small hallway, locked and barred on both ends, with goblin gunslingers and alchemist shooting and tossing bombs and buckets of oil in through little slits in the walls and ceiling. For extra goodness, cover the floor and walls in silent images and illusory walls, then leave some gaps under the silent images with pit traps.


Vs casters, fort based traps with nasty poisons.
Vs martials, trigger that causes a berserk. Pretty nifty if said martial is a barbarian.

Symbol of death.
A dark room, where the wall covering explosive runes light up in slowly more clear letters. Wait, that says....today i...*BOOM*

A room with behind the fake walls, pugwampi witches.
Several pit traps that need to be dodged to de-activate a tesla-coil-esque crystal.


In a small room deep underground with burrowing Clerics repeatedly casting earthquake?


Ghost with blind sense and flyby attack, in a dark hallway, just darting through the walls, hitting people, then flying away. a caster supporting the ghost and giving it greater invis would also suck


Those tesla and pugwampi are the same encounter.


a door unlocked by a large metal sword while being chased with rust monsters


Forget a caster supporting the ghost, the ghost is the caster!


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having to beat a succubus...

in a wrestling tournament


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A potentially quite dangerous CR 2 opponent:

Human Ghost Sorcerer (Wildblooded) 1:

Male old human ghost sorcerer (wildblooded) 1
N Medium undead (human, incorporeal)
Init +1; Senses darkvision 60 ft., Perception +9
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 18 (+1 Dex, +8 deflection)
hp 15 (1d6+9)
Fort +8,
Ref +1,
Will +3
Defensive Abilities channel resistance +4, incorporeal, rejuvenation;
--------------------
Offense
--------------------
Speed fly 30 ft. (perfect)
Melee corrupting touch +1 (2d6; DC 18)
--------------------
Sorcerer Spells Known (CL 1st; concentration +9)
1st (5/day) - charm person (DC 19), color spray (DC 19)
0 (at will) - acid splash, detect magic, mage hand, ghost sound
--------------------
Statistics
--------------------
Str -, Dex 12, Con -, Int 12, Wis 13, Cha 26
Base Atk +0; CMB +1; CMD 19
Feats Animal Soul, Eschew Materials, Persistent Spell
Traits Magical Lineage (Color Spray), Wayang Spellhunter (Color Spray)
Skills Bluff +12, Intimidate +12, Perception +9, Stealth +9
Languages Common, Sylvan
SQ animal companion

Can cast persistent color sprays, can fly and go through walls, has an animal companion, nice defenses and skills, etc.
And animal soul makes him immune to a huge portion of the anti-undead abilities in the game.


Avoron wrote:

A potentially quite dangerous CR 2 opponent:

** spoiler omitted **
Can cast persistent color sprays, can fly and go through walls, has an animal companion, nice defenses and skills, etc.
And animal soul makes him immune to a huge portion of the anti-undead abilities in the game.

damn, that is pretty nasty

The Exchange

Anything where a group of intelligent opponents with mixed skills target the group for assassination.

They know who to target and when to hit them. Surviving something like that is amazingly difficult, and needs to be balanced very carefully by the DM to make sure there's either no death in the party, or at least not a TPK.

They are deadly encounters, and are also very complex to run well. Scares the pants of the players too.


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Mixing 3.5 in with pf

Mind flayers after previous opponents have dropped the players will saves.

Beholders or particularly nasty caster that a melee party can't get to (on the other side of metal bars, or shooting the player as they try to rush down a corridor).

Orc barbarian-clerics that stay close, plug a bottleneck and heal only each other.

Ghasts covered in yellow mould.

Lastly, rust lords vs. character that are very dependent upon their equipment.


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As long as I'm posting theoretical statblocks for customized monsters, here's one I've been wanting to make for a long time.

Noll, the Giant Advanced Blinkdog Abyssal Bloodrager (Primalist, Rageshaper) 4 (CR 8):

Male giant advanced blinkdog abyssal bloodrager (primalist, rageshaper) 4
LG Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +14
--------------------
Defense
--------------------
AC 25 [23 in rage], touch 12 [10 in rage], flat-footed 22 [20 in rage] (+6 armor, +3 Dex, +7 natural, -1 size)
hp 98 (7d10+60) [112 in bloodrage]
Fort +16 [+18 in bloodrage]
Ref +6
Will +9 [+11 in bloodrage]
Defensive abilities uncanny dodge
--------------------
Offense
--------------------
Speed 50 ft.
Melee
Out of Bloodrage: Bite +12 (1d8+16)
[In Bloodrage: Bite +16 (1d8+15)/Claw +16 (2d6+15)/Claw +16 (2d6+15)/Claw +16 (1d8+15)/ Claw +16 (1d8+15)/Gore +16 (2d6+15)]
Special Attacks bloodrage 18 rounds/day
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 7th; concentration +10)
Constant - blink
At will - quickened dimension door (self only)
Bloodrager Spells Known (CL 4th; concentration +7)
1st (2/day) - frostbite, shield
--------------------
Statistics
--------------------
Str 24 [28 in bloodrage], Dex 17, Con 26 [30 in bloodrage], Int 12, Wis 19, Cha 17
Base Atk +7; CMB +15 [+17]; CMD 25
Feats Combat Reflexes, Dimensional Agility, Eschew Materials, Iron Will, Power Attack
Rage Powers Lesser Abyssal Blood, Lesser Fiend Totem
Skills Intimidate +13, Linguistics +2, Perception +14, Stealth +10, Survival +14 (+18 scent tracking)
Languages Common, Sylvan, Abyssal
SQ bestial aspect, blood casting
Other Gear furious amulet of mighty fists (also enchanted as a hand of the mage), large non-humanoid breastplate, cloak of resistance +1, cracked dusty rose prism ioun stone, 150 gp

Items were bought using NPC wealth distribution, but less limited use items and gear because of that whole opposable thumbs thing.

This is Noll, a humble blink dog whose life has been thrust into turmoil by the ever-increasing effects of his fiendish ancestry. He has gained strength, size, combat prowess; even an understanding of the world around him. But this has come at a great cost: the rage. The fury, the anger, the wrath that consumes him and drives him to tear at the fibers of reality, one innocent soul at a time. He has left his pack - he knows that he is not welcome there, nor should he be. He cannot be trusted with the duties of the blink dogs. He cannot be trusted with his own sanity. And yet he clings on, remaining aware and in control as he wakes up each morning and as he drifts to sleep each night. And he wanders and searches, blinking through the forests and hills, on a mission of his own. A mission to right the wrongs he longs to commit before he loses the strength to resist committing them. A mission to discover, or create, or build an elaborate facade of some sort of meaning to his existence.

But mechanically, this is a melee killing machine. He has at-will quickened dimension door, and thanks to Dimensional Agility, he can still take a full-round action after casting it. This means he can go anywhere on the battlefield that he wants, then make a full-attack with his 6 natural attacks: a bite from being a blink dog, two claws from the Abyssal Bloodline’s level 1 power, two claws from the Lesser Abyssal Blood rage power, and a gore from the Lesser Fiend Totem rage power. His stats are spectacular, so he has wonderful damage and defenses (not just great hp, AC and saves, but also a blink spell that he can activate as a swift action and dismiss as a free action as much as he wants). He has Combat Reflexes, impairing his enemies' mobility once he teleports adjacent to them. He can also cast some bloodrager spells: shield to boost his AC, and frostbite for extra damage and debuffing potential with his natural attacks.
The one thing he doesn’t have is opposable thumbs. But he has at-will mage hand, and that’s close enough.


forgive me if im wrong, but i didnt think that bloodragers got rage powers.


Ordinarily, they don't. But the Primalist archetype allows you to exchange your bloodline powers for rage powers.
In this case I exchanged the Demonic Bulk bloodline power for the Lesser Abyssal Blood and Lesser Fiend Totem rage powers.


ahh, missed that, OK, carry on with the most badass dog ever


Any incorporeal creature underwater. Mostly taking a quarter damage from non piercing physical damage.


For a low level game;

Pillar of a thousand arrows trap, with several undead in the room.

THe arrows trap does nonlethal to all in a repeating radius, and undead are immune to nonlethal.


First, apply Mind Fog...

Then apply any of the 3 spells that does Killed, Nauseated, Staggered, Sickened. Or a grappling/seducing Succubus...


Multiple channel specced foes.


Not quite the most dangerous, but I once had a party that had a tendency to not use elemental resistances. One encounter was a near party wipe, but a few lucky rolls bailed them out. I had planned it to be a medium difficulty encounter while they were near full power.

Encounter Monsters (Total CR 16)


  • 2x Iron Golem
  • 1x Level 14 Ifrit Sorcerer (fire Elemental Bloodline)

The players were "ambushed" by the sorcerer and the iron golems in a room they thought was safe (wizard was studying to fill some spell slots due to new information they learned).

The Ifrit casted a delayed blast fireball (delay 2 rounds) as a Surprise attack in the square in front of the double door the party was hiding behind. Iron golem broke down the door and that was where things went down hill.

Basic Tactics, the sorcerer stayed out of the room and would occassionally throw some AoE fire effects (mostly just fireballs) to keep the Iron golems healed up. Eventually the party got out of the room and he switched to Chains of Fire. The party was level 16.


Stack o' Doom! (CR 13?)

Spoiler:

a sohei monk, a barbarian, and a druid; all 10th level. The barbarian must be smaller than the monk and the monk must be large or smaller.

The barbarian has as his rage powers superstitious, ferocious mount, witch hunter, greater ferocious mount, lesser beast totem, beast totem, and greater beast totem. Two of his feats are extra rage power. Ferocious mount causes his mount to benefit from his rage and greater ferocious mount causes it to benefit from static rage powers. The barbarian rides the monk. Since he probably has no reach he is built as an archer and admittedly doesn't add much besides greater ferocious mount rules abuse.

The monk uses monastic mount to give his mount 20 temporary hitpoints and the benefit of the following monk abilities: AC bonus, evasion, high jump, improved evasion, and ki strike. He also passes along the benefits of rage because the greater ferocious mount passes along ferocious mount and itself. The monk has weapon training in the spear group and can flurry with a lance. One of the monk's feats is mounted skirmisher and another is lunge. The monk rides the druid.

The druid turns into a quetzalcoatlus. Two of his feats is multiattack and flyby attack. He pre-buffs with

They pounce. The lance bonus only applies once, but it's still a pounce-flurry with boosted strength. The druid hits with one primary and two secondary attacks and has pounce from the barbarian. Probably someone dies. Against dangerous melee threats they instead use flyby attack. The druid gets one attack and the monk a flurry at 15'.

The ability to ride a rider is dubious, but you're the GM and your players are unlikely to coordinate character design to duplicate the feat.

Barbazu Bard (CR 11 with two minions or CR 12 with six)

Spoiler:

This 8th level bearded devil bard uses scrying to track the party member with the worst will save then greater teleports in with a bunch of stock bearded devils when least expected. The bard will start performing and cast haste and then try to steal possessions or hair from other party members for future scrying while his minions do as much damage as they can. He flees with greater teleport if in danger but he'll be back with a fresh load of minions. The goal here is to murder the party in their sleep if possible and to at least prevent any arcane casters from preparing spells.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Will'o'wisps (CR 6) against any party unable to cast see invisibility and/or fly.

What's worse, these guys are cunning, often luring the party into other hazards prior to attacking, or else luring other, more dangerous monsters straight into the party's camp while they sleep at night; things like that.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Two 3rd-level evil clerics, each with Selective Channel, spamming negative channels. That is a CR 4 encounter. Against APL 1, it should be "epic", but it's more like "everyone's dead in round 1". Against APL 2, it should be "hard", but it's still very deadly.

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A single wight is CR 3, which should be "hard" for 1st-level PCs, but any attack it lands will auto-kill a PC. (Remember, the listed Fort save on energy drain is to keep the negative level from becoming permanent the next day, not to keep you from getting it in the first place.)

-------------------------------

A Cleric3 and a Ninja3 is a CR 4 encounter. The ninja goes invisible as a swift action, then gets into position. Then, the cleric casts hold person at DC 17 (with Spell Focus and Greater). They coordinate their actions via Delay/Ready so that the ninja acts before the affected PC gets another save, and uses CdG. Dead PC. Then, the ninja goes invisible again as a swift, and takes a 5ft step. Repeat this process twice.

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Two 4th-level alchemists: a CR 5 encounter. They both use DEX-mutagen and drink up some levitate and blur. They stand in the air above the PCs, dropping bombs down on them (penalty to hit from levitate, but they're touch attacks and still splash on a miss). Direct hit damage is 2d6+3, and the PCs can't get into melee and face 20% concealment for their ranged options.


Shrink Item Shenanigans (CR 4)

Spoiler:
A level 5 transmuter with shrink item can maintain 100 cubic feet of lava in 10 "cloth" swatches at the expense of two of his third level slots. His third slot is for flight. He flies overhead and unshrinks all of his lava over the party as they travel through a forest.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

A sufficiently well-roleplayed succubus can TPK any party.


Pathfinder Adventure Path Subscriber

Cairn wight zen archers, rapid fire arrows delivering 1 negative level per round, advanced template stacked with already good dex and modifiers for class levels. Possibly include a caster that could dispel wind walls, etc.

The Exchange

Incorpreals at low levels. Trying to kill one, even with magic weapon, is a pain. Try some incorpreals/earth elementals with spring attack so they can go back into the ground when they are done.

Underwater combat without waterbreathing/air crystals and freedom of movement.


A dangerous encounter at higher levels is a red dragon with an 20'x20' x20' deep trapdoor pit beneath a layer of gold in his lair, with an spell trigger item of widened antimagic field. The dragon casts antimagic field so it centers just below the PCs in the middle of the pit, then activates the trapdoor. The PCs will fall into the pit and be waist deep in gold coins. The dragon breaths fire and melts the coins, leaving the PCs waist-deep in molten gold. I combine quicksand rules with fire damage and the rules for extreme heat conditions.


Highest CR was when my PCs "fought" an adult red dragon, which was CR 14, but it was an illusion and all the PCs had horrible will saves, so they wasted all of their one time a day spells and abilities on it, and then had to deal with the Summoner who spent the time they spent fighting the dragon, summoning an army of Dire Wolves with the Augment Summoning Feat and a Summoning shackle.


18th level Human Arcane Sorcerer with Time Stop, the summoning chain feats, the 15th level Abyssal bloodline power (Eldritch heritage). Summon 3 demons a cast, turn invisible, fly and buff and cackle madly.


A swarm against a level 1 party (especially an inexperienced one).

A T-Rex boosted by some awful/amazing dice rolls. My main party is currently terrified of T-Rexes and runs away in fear in every encounter we've had. Granted we've only faced them twice, but the first time was more than enough...

Grand Lodge

.... Y'all are evil. I thought I was evil when it came to messing with my PC's, but you guys are taking it to a whole new level...


Huh, another entry.

Cast Unhallow/Hallow on a small room, then set the Unhallow/Hallow effect to silence. Drop the PCs in there, and get them to fight a gang of deaf oracles. Or just get them to fight anything listed above, of course. Swarms or incorporeal creatures would be pretty deadly. Then start dumping in the mind fog and poison fog.


Incorporeal swarm immune to elemental damage.


Finlanderboy wrote:
Incorporeal swarm immune to elemental damage.

Don't forget to buff it with Death Ward.


Pugwampis charging in, while others pelt the PCs with poisoned darts. Good luck with those fort saves, kiddies!


GM Arkwright wrote:
Pugwampis charging in, while others pelt the PCs with poisoned darts. Good luck with those fort saves, kiddies!

Except for the guy who bought the Jingasa of the Fortunate Soldier. Or the Half-Orc with the sacred tattoo. Or maybe the wildshaped Druid.


Personally, I find that something like Warrior 3 has a disproportionate amount of hp for a CR 1 creature. Compare Caravan Guard, Fighter version of the same, and Gnoll.

Even the common human adept 3 can be a pretty naste foe, if done right.

CR 1
Human Adept 3
Init +5, pcp +8
HP 13
AC 15
To Hit: +2 scorching ray
Stats: Str 10, Dex 12, Con 11, Int 9, Wis 15, Cha 8
Feats: Improved Initiative, Spell Focus:Evocation, Spell Spec.:Burning Hands.
Gear: Scroll of Scorching Ray, Masterwork Light Wooden Shield, Mwk Studded Leather, Silver Holy Symbol + ~250gp.

Has three burning hands, 5d4, ref dc 14 for half.

It's not entirely unreasonable, but can take a few hits and might even down more than one pc in a single round, with a well-placed burning hands. (avg. 12.5 damage pre-save.)

Works fairly well as an evil cultist minion.

The Exchange

GM Arkwright wrote:
Pugwampis charging in, while others pelt the PCs with poisoned darts. Good luck with those fort saves, kiddies!

Hahaha Barbarian/ Alchemist laughs at poison.

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