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Need help cheesing the Ravager from Rappan Athuk!


Advice


Hey everyone, I need some help.

In the dungeon Rappan Athuk by Frog God Games, there is a very powerful Terrasque-esque creature called the Ravager. I am GMing the dungeon with a group of friends, and I suspect they will encounter this creature within the next few weeks or months.

I run the game as RAW as I can manage, with little wiggle room. I am curious if there are any RAW ways to seize control of the Ravager, or command it, or in some way get it to do what you want it to. Its stats can be found here. I've also pasted the statblock in the spoiler below.

Here is the statblock:

THE RAVAGER (CRAWLER FORM) CR 30
XP 9,830,400
N Gargantuan magical beast
Init +7; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +45
DEFENSE
AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size)
hp 857 (35d10+630 plus 35); regeneration 20 (epic-level
weapons and artifacts), vampiric healing
Fort +39, Ref +26, Will +20
Defensive Abilities magic disruption (1–4 on d20); DR 30/
epic; Immune energy drain; Resist death, energy 20
OFFENSE
Speed 50 ft., burrow 20 ft.
Melee bite +46 (6d6+15/19–20/x3), 4 claws +46 (4d6+15/15–20)
Space 20 ft.; Reach 15 ft.
Special Attacks trample (4d6+22, DC 42)
STATISTICS
Str 40, Dex 24, Con 46, Int 6, Wis 25, Cha 24
Base Atk +35; CMB +54; CMD 71 (75 vs. trip)
Feats Cleave, Combat Reflexes, Critical Focus, Great
Cleave, Great Fortitude, Improved Critical (bite), Improved
Critical (claw), Improved Natural Armor (x4), Improved
Natural Attack (bite), Improved Natural Attack (claw),
Improved Vital Strike, Iron Will, Power Attack, Toughness,
Vital Strike
Skills Perception +45
SQ form-shifting

THE RAVAGER (BRAWLER FORM) CR 30
XP 9,830,400
N Gargantuan magical beast
Init +7; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +45
DEFENSE
AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size)
hp 612 (35d10+385 plus 35); regeneration 20 (epic-level
weapons and artifacts), vampiric healing
Fort +32; Ref +26; Will +20
Defensive Abilities magic disruption (1–4 on d20); DR 30/
epic; Immune energy drain; Resist death, energy 20
OFFENSE
Speed 70 ft.
Melee bite +51 (3d8+20/x3), 2 claws +51 (3d8+20/15–20)
Space 20 ft.; Reach 20 ft.
Special Attacks trample (3d8+30, DC 45)
STATISTICS
Str 50, Dex 24, Con 32, Int 6, Wis 25, Cha 24
Base Atk +35; CMB +59; CMD 76
Feats Awesome Blow, Cleave, Combat Reflexes, Critical
Focus, Great Cleave, Great Fortitude, Improved Critical
(claw), Improved Natural Armor (x4), Improved Natural
Attack (claw) (x2), Improved Sunder, Iron Will, Power Attack,
Toughness, Vital Strike
Skills Perception +45
SQ form-shifting

THE RAVAGER (FLIER FORM) CR 30
XP 9,830,400
N Gargantuan magical beast
Init +14; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +45
DEFENSE
AC 52, touch 20, flat-footed 38 (+14 Dex, +32 natural, –4 size)
hp 612 (35d10+385 plus 35); regeneration 20 (epic-level
weapons and artifacts), vampiric healing
Fort +34; Ref +33; Will +20
Defensive Abilities magic disruption (1–4 on d20); DR 30/
epic; Immune energy drain; Resist death, energy 20
OFFENSE
Speed 20 ft., fly 140 ft. (good)
Melee bite +46 (6d8+15/x3), 2 claws +46 (2d8+15/18–20)
Space 20 ft.; Reach 15 ft.
STATISTICS
Str 40, Dex 38, Con 32, Int 6, Wis 25, Cha 24
Base Atk +35; CMB +54; CMD 78
Feats Cleave, Combat Reflexes, Critical Focus, Flyby Attack,
Great Cleave, Great Fortitude, Hover, Improved Natural
Attack (bite) (x2), Improved Natural Armor (x4), Improved
Vital Strike, Iron Will, Power Attack, Snatch, Toughness, Vital
Strike
Skills Perception +45
SQ form-shifting
Death Resistance (Ex) The Ravager possesses an innate resistance to effects that would kill or permanently incapacitate it, including petrification and imprisonment. Against such effects it is considered to automatically make any required saving throws.
Energy Resistance (Ex) The Ravager possesses energy resistance against all forms of energy attack (fire, cold, electricity, acid, and sonic).
Form-Shifting (Ex) The Ravager can physically alter its physiology to take on one of the three listed forms: the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered helpless.
Magic Disruption (Su) Every time the Ravager comes into contact with a spell or spell-like or supernatural effect, there is a chance as indicated above that the magic does not affect it. In the case of ongoing effects, a new check is made each round.
Regeneration (Ex) The Ravager and its brood treat all damage as subdual, except damage from epic-level weapons and artifacts.
(I assume they forgot to change this ability when they converted Rappan Athuk from 3.5e to Pathfinder, so I'm ruling it as normal Pathfinder regeneration)
Trample (Ex) The Ravager gains its vampiric healing ability on this damage where appropriate. The Ravager does not have this ability in its flier form. Instead, it gains Snatch as a bonus feat.
Vampiric Healing (Su) Whenever the Ravager hits with a melee attack, it is healed hit points equal to half the damage it inflicts on its opponent. This ability cannot heal it above its natural maximum hit points. This ability extends to its trample special attack, where applicable.

An additional ability not actually listed in the statblock that the Ravager has is that "For every week that it lives, it permanently gains 1 hit die. There is no known limit to how far this advancement can go before it either devastates the planet it lives on or collapses under its own weight." It has gained 4 additional hitdice from this ability so far.

The main problem is the Ravager's Magic Disruption (Su) ability, which allows it to disrupt any magical effect it comes under by rolling a 1-4 on a d20, and if its under an ongoing effect, it rolls this every round until it succeeds. The only things I've thought of are instantaneous effects like Animate Dead and Simulacrum. The Animate Dead would require a CL of 10, and would require a Desecrate spell active, while Simulacrum would require a CL of 20 (since the Ravager has 39 hitdice).

Can you guys think of any other way to control/copy/harness this creature?


1 person marked this as a favorite.

Tongues and a hell of a diplomacy roll

Silver Crusade

command undead?


1 person marked this as a favorite.

I'm seeing no immunity to ability damage.

I'm seeing Int 6.

I'm seeing a possibility.


Okay, I think poison's probably the best way to cheese this encounter.

Scholarblight poison from Agents of Evil, inhaled 1d3 Int damage. 1,500 gp per dose.

Keep throwing these at it until it rolls a natural 1 on its saving throw enough times to damage Int to 0. It'll drop into a coma and then it's all over.

Note its Death Resistance (Ex) doesn't protect against this, as it's not permanent. Int damage heals at a rate of 1 point per 8 hours rest period, or 2 points with 24 hours bed rest.

So basically find a way to get a huge amount of minions, each with a dose of the poison, close enough to drop it on the creature.


As for controlling the creature, since it's effectively immune to anything that seizes control of it, I'd personally just deal with it by Plane Shifting it somewhere less troublesome. The Negative Energy Plane is a good option.

Alternatively, find some kind of demiplane where its special abilities don't function.


Our group just managed to defeat this thing last week. It was a mess.

First, we had to break that staff to unlock one of the barriers holding it back, but drain it of charges first. We supposed that we'd better use Summon Monster to help us in whatever's coming next. We decided to summon 1d4+1 Lantern Archons in quick enough succession that the first still lived when we'd break the staff. So, taking averages, we had 147 Lantern Archons. Then the Ravager appeared. About 3 Spawn per turn fell to the Disco Balls of Doom. Our Witch has insane Hex DCs and managed to Slumber two of the others in the same turn. Then with Evil Eye we lowered their resistances even further. Then three people started Plane Shifting every one of them to the Plane of Dreams, which according to someone, stops existing when the sleeper wakes up, including its contents.
So, after the first round, three Spawns plus one Ravager was left standing. The rest was Plane Shifted or unconscious. They attacked the swarm of Archons. It took us 8 turns to Plane Shift them all away, as the latter few kept making their saves. We used mostly spells known, and some scrolls. One guy kept using Pearls of Power to recall his spell, then Quicken it out again with Rods of Quicken.

Anyway, our only casualties were 13 dead Lantern Archons, we had taken no damage whatsoever. Also, we were only level 18. I'm a Slayer with no magical capabilities whatsoever. All I did was trip one of them and knocking it unconscious with provoked attacks of opportunities, then carry around scrolls of Plane Shift from party member to party member.

Silver Crusade

JDLPF wrote:

As for controlling the creature, since it's effectively immune to anything that seizes control of it, I'd personally just deal with it by Plane Shifting it somewhere less troublesome. The Negative Energy Plane is a good option.

Alternatively, find some kind of demiplane where its special abilities don't function.

speaking of, why not just plane shift it to the positive energy plane?


After giving this consideration, I've decided the best RAW legal strategy to knock this thing out would likely be a pair of alchemists of at least 10th level, a pair of wizards of at least 15th level, and a sack of dead rats.

Prior to the encounter, have the wizards create about 60 rat skeletons each whilst inside the area of a Desecrate spell (via scroll and UMD or a hired spellcaster) to let them create and control 4 HD of undead per caster level.

Prior to the encounter, have the alchemists craft 60 doses each of Id Moss poison (125 gp base price per dose) and use the Poison Conversion discovery to turn it from an ingested into an inhaled poison.

Stick the alchemists into a Portable Hole with 60 rats each, and give each rat a dose of poison to hold in their mouth. They should continuously spend a full round action every 6 seconds to use the Malignant Poison discovery to remove the onset time for Id Moss poison. Since it lasts 1 minute per alchemist level, the alchemists can keep this effect continuously on all 60 doses at 10th level. The alchemists might want a Bottle of Air or Necklace of Adaptation if you're worried about them suffocating.

Once the wizards encounter The Ravager, they're to drop their portable hole entrances under The Ravager. Teleport Object should get the job done. Then they simply give the rats their basic commands: Move out of the hole, attack the flask in their mouth.

The Ravager should get 14 attacks of opportunity against the rats as they move out of the Portable Holes. That leaves 106 rats afterwards that break their vials and release their inhaled poison doses. Assuming 5% failure rate on saving throws, 5 doses should succeed, for an average 2 points of Int damage each.

So not guaranteed, but it's got a decent shot at working.


JDLPF, you're answering a question I never asked. I'm not asking how to defeat this creature, I'm asking about ways to control it.

Thanks for the creative ways of killing things though.


Yeah, but most methods of gaining control typically require you get it to sit still for awhile.

Anyway, the old Psychic Sandwich trick should fit the bill if you want to be The Devourer.

1. Polymorph Any Object on The Devourer to turn it into a human.
2. Major Mind Swap on The Devourer to put your mind into its body as an instantaneous effect spell.

Boom, you are now the sandwich. And yeah, it works. Polymorph Any Object doesn't give the target the creature type and subtype, but that's not a RAW requirement of Major Mind Swap. The target just has to be a creature of your race, no type or subtype requirement necessary. Otherwise if your DM is a stickler over it, just get a bunch of magical beasts to cast Major Mind Swap scrolls. Hey, your old familiar passed the UMD check and is now possessing The Devourer!


It's pretty hard to control a thing that has an uncontrollable reproduction and is intent on destroying the world. Our GM ruled that every minute, each Spawn created an exact duplicate of that Spawn, so the only easy way to get rid of them was to Baleful Polymorph them into bunnies (but they kept their traits, like immunity to death), so when they split, they'd split into a different bunny. You could feasibly mind control one or inhabit its body, but its copy will still try to destroy the entire world. I don't really see a way to use them for your own gain (unless you want an infinite amount of immortal bunnies), as you'll only create more world-ending monstrosities.


Quentin Coldwater wrote:
It's pretty hard to control a thing that has an uncontrollable reproduction and is intent on destroying the world. Our GM ruled that every minute, each Spawn created an exact duplicate of that Spawn, so the only easy way to get rid of them was to Baleful Polymorph them into bunnies (but they kept their traits, like immunity to death), so when they split, they'd split into a different bunny. You could feasibly mind control one or inhabit its body, but its copy will still try to destroy the entire world. I don't really see a way to use them for your own gain (unless you want an infinite amount of immortal bunnies), as you'll only create more world-ending monstrosities.

That's a fine, and very interesting ruling. But I am ruling this game RAW, and nowhere in the book does it say the Ravager or its spawn double every minute. I find your anecdotes interesting, but they are only tangentially related to the actual question that I have asked.

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