|1 person marked this as a favorite.|
Trying to reconcile the BBEG melee stats & plan tactics against a fully optimized group of six characters, many of whom have played together for 2 years+ across multiple AP's. A single spell caster BBEG without mooks as the last foe in an ap is anti-climactic and not fun for anyone, even with his auras, DR and regen this foe won't challenge them - none of these players will be in an ustalav based AP without weapons to negate his regen/dr.
BBEG current melee stats in the AP:
+1 war razor +9 (1d4+4/19-20) or 2 claws +3 (1d8+1)
Default doppleganger has +8 to hit with 2 claws, BBEG has +3 to hit with his claws? Why? His class bab? Why then does he have the appropriate +9 with the war razor?
His strength is 16 two lower than a default doppleganger, which is added correctly to the war razor but he's only doing 1d8+1 on claw attacks?
Shouldn't he be at worst:
2 claws +7 (1d8+3) ?
I've found occasional errors in stat blocks for Adventure Path modules by re-entering every NPC into Hero Lab. Since I run combats off that program it makes sense, and definitely finds those little mistakes. In Tatterman's case, he gets 2 claws +8 for 1d8+4 damage each.
No tactics are specified for him. He has a 15 int and he's going to take on a full party of foes about whom he already knows a great deal, since they've just killed his host, he's been in their dreams, etc. I see no reason not assume he's going to fully utilize his abilities to their utmost to end them.
I have to agree, as written he's not terribly powerful. His spells are largely ineffective for facing an adventuring party that is awake and ready for combat, even if they're softened up. He does have three suggestion spells to toss off as spell-like abilities, though, which can be used to devastating effect.
"Your god has abandoned you. Your divine gifts and spells no longer function."
"Your arcane power is gone. You cannot use spells or magic items."
"Your strength of arms is gone. You cannot wield weapons."
His most powerful/dangerous ability is shadow walk(DC20) combined with his regeneration. He would engage the party using his war razor, take some hits and then I see him withdrawing into a dimly lit area (if the players pursue but don't manage their light sources properly and let him get them into melee in a dimly lit area) using his shadow walk to take the most heavily armored PC into the air of a room/courtyard nearby and dropping them. He has a fly speed so this seems an obvious tactic.
At that point sleep the pc he dropped and coupe de grace if necessary. Then cast touch of fatigue / vanish coming back and attack the least armored/most dangerous foe while invisible with his most powerful melee attacks, which should be claw/claw +7 for 1d8+3.
I would not think he uses any of his sorcerer spells unless he feels...
I would agree. His spells really aren't the best to use in a group combat, especially as a 3rd level sorcerer. Three 1st level spells don't go far and the 0's aren't much use overall either. His claw and knife attacks are more effective.
I like your idea for separating the party one by one to take them out. Something I will consider when I eventually run this module. I'll be scouring this forum for further ideas.