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![]() In The Lands of the Linnorm Kings, rulership is decided by proving your worth and slaying a fey dragon. So what happens when a ruler dies? Where does that authority go? Do the citizens hold a Thing and elect a "placeholder"? Does the kingdom descend into total anarchy as lesser jarls make a bid for power? Or does another Linnorm King "step in" and take control? ![]()
![]() Hello all, thank you for the advice so far. Chemlak wrote:
I am fudging the "Mythic Rank equals one half of the original CR of the creature" a bit to avoid making her TOO overkill. I've also now added in "Extra Mythic Power" as one of her chosen mythic abilities, drawing on the "Universal Path" ability, to give her the extra mythic points. Eltacolibre wrote:
I've done some shifting around and leveling out of her ability scores to boost her saving throws, and lower the dc of her spells. As for the fight lasting 2 or 3 rounds, I'm hoping it will be a little longer than that. For that reason I'm adding in other "Wendigo Spawn" (see below) Any advice on how many of these nasties to add in?
Spoiler:
Wendigo Spawn CR 10 CE Medium Outsider (Chaotic, Evil, Native, Cold) Initiative +12 Senses Blindsight 60 ft, Darkvision 60 ft, low light vision; Perception +17 AC 24 Touch 18 Flat Footed 16 (+8 Dex, +6 Nat)
Speed 120ft fly (perfect)
Special Attacks Howl, Rend (2 claws 1d8+4 plus 2d6 cold) Str 17 Dex 27 Con 23 Int 22 Wis 16 Cha 20 Base Atk +11 CMB +14 (+18 Grapple) CMD 32 Feats: Ability Focus (howl), Critical focus, flyby attack, improved critical (bite, claws), improved initiative Howl: 3/day as a standard action. Range 1 mile. Any who hear howl must make a dc 20 will save to avoid being shaken for 1 hour. creatures in 120 feet become panicked for 1d4+4 rounds, those in 30 feet cower in fear for 1d4 rounds (mind affecting).
Here are the boss' new stats based on advice so far: Spoiler: Nazhena CR14/MR 5 XP Female Wendigo Spawn Simple Witch CE Medium Outsider (Cold, Native, Evil, Chaotic) Init +32/+12 (Dual Initiative); Senses Blindsight 60 ft, Darkvision 60 ft, low light vision; Perception +19 Defense AC 29; Touch 18; Flat-Footed 29; (+8 Dex, +11 Natural) 20% concealment miss chance (blur), Resist Fire 30 (+4 on Reflex saves to half damage) HP 248 (11d10+138) Regeneration 10 (fire) Fort +11; Ref +17; Will + 12 Defensive Abilities ; DR 10/Epic and Cold Iron; Immune Cold and Fear; Resist ; SR 26 Vulnerable to Fire (x 1.5) Offense Speed 120 ft fly (Perfect) Space 5ft; Reach 5ft Melee Bite +17 (2d6+6/19-20 plus 3d6 cold and grab), 2 claws +14 (1d8+6/19-20 plus 3d6 cold) Special Attacks Mythic Power (7/day; surge +1d8 – 2 already spent on Detect Scrying and Resist Energy), Extra Mythic Power (factored in), Mythic Spellcasting, Mythic Spellpower 2/day (one spent on resist energy), Abundant Casting, Rend (2 claws, 1d8+9/19-20 plus 2d6 cold)
Spells Known/Prepared (CL )
Statistics
Dream Haunting (Su) When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis.
Wendigo Psychosis (Su) Curse—Nightmare or wind walk; save Will DC 20; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, the victim is effectively dead, replaced by a new wendigo. True resurrection, miracle, or wish can restore such a victim to life, yet doing so does not harm the new wendigo. The save is Charisma-based. Wind Walk (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability—it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. Each round, a victim can make a new DC 20 Will save to turn solid again, but at this point he falls if he cannot fly. Eventually, the wendigo strands the victim in some rural area, usually miles from where it began. A creature that wind walks with a wendigo is exposed to wendigo psychosis. The save DC is Charisma-based. ![]()
![]() I am introducing a new "boss" enemy to my players in the next few sessions of a mythic game set in the Lands of the Linnorm Kings. The party has just reached level 9, and their 2nd mythic tier, but I expect they will reach level 10 before facing the following encounter. The party makeup is as follows:
The party will soon be headed into invaded territory, now occupied by a force of lesser "wendigo spawn" (a dialed down, or "younger" version of a true wendigo) and a winter witch from Irrisen who, through contact with a powerful artifact, has not only suffered a transformation into a wendigo, but also unlocked mythic power... Her stats are below. In particular, I am looking for a critique of whether there are any significant design holes - anything that makes her either game-breakingly difficult or easy for this party makeup (they do tend to be able to easily handle encounters considered "challenging", but I also want to gauge whether I'm throwing them into a TPK) Spoiler:
Nazhena CR14/MR 5 XP Female Wendigo Spawn Simple Witch CE Medium Outsider (Cold, Native, Evil, Chaotic) Init +32/+12 (Dual Initiative); Senses Blindsight 60 ft, Darkvision 60 ft, low light vision; Perception +17 Defense AC 29; Touch 18; Flat-Footed 29; (+8 Dex, +11 Natural) 20% concealment miss chance (blur), Resist Fire 30 (+4 on Reflex saves to half damage) HP 226 (11d10+116) Regeneration 10 (fire) Fort +9; Ref +15; Will + 10 Defensive Abilities ; DR 10/Epic and Cold Iron; Immune Cold and Fear; Resist ; SR 26 Vulnerable to Fire (x 1.5) Offense Speed 120 ft fly (Perfect) Space 5ft; Reach 5ft Melee Bite +14 (2d6+3/19-20 plus 2d6 cold and grab), 2 claws +14 (1d8+3/19-20 plus 2d6 cold) Special Attacks Mythic Power (7/day; surge +1d8 – 2 already spent on Detect Scrying and Resist Energy), Mythic Spellcasting, Mythic Spellpower 2/day (one spent on resist energy), Abundant Casting
Spells Known/Prepared (CL )
Statistics
Dream Haunting (Su) When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis.
Wendigo Psychosis (Su) Curse—Nightmare or wind walk; save Will DC 20; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, the victim is effectively dead, replaced by a new wendigo. True resurrection, miracle, or wish can restore such a victim to life, yet doing so does not harm the new wendigo. The save is Charisma-based. Wind Walk (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability—it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. Each round, a victim can make a new DC 20 Will save to turn solid again, but at this point he falls if he cannot fly. Eventually, the wendigo strands the victim in some rural area, usually miles from where it began. A creature that wind walks with a wendigo is exposed to wendigo psychosis. The save DC is Charisma-based. Any advice or warnings will be greatly appreciated. |