
Dedekind |

As an only moderately experienced DM, I am discovering that I need to give more thought to my monster tactics. After running Demonskar Legacy, I think it would be useful to hear what other people did or felt they could have done better with some of these monsters in these situations.
For example, Nabthatoron has several things in his arsenal. But what was really the best tactic when fighting first Alek and then the rest of the PCs? Furthermore, it is easy to imagine tactics that are "too good" in that the PCs don't stand a chance against them. So, what is a challenging strategy that is not impossible?
(The following is my opinion and comments are welcome. It can only help future DMs, of course :) )
The best single ability Nab has is Power Word Stun since it takes one combatant completely out of the combat. Possible targets are:
1) Alek
2) Cleric
3) Offensive Spellcaster
4) PC with Alakast
1) I think Alek is out because you need him to actually die.
2) I think if the party has only one Cleric, then the combat is excessively too hard. There is a good chance someone will die even if the cleric is healing. However, if you have a strong party or think they can handle it, this would probably be the best target.
3) The Offensive Spellcaster might be good since Nab's SR makes the spellcaster less useful.
4) PC with Alakast may also be good since they are probably the person best able to wield it but they aren't the only one who can wield it. Someone can always take it from them if they are stunned. (One of my PCs is a monk and this weapon was great for him.)
So, I probably should have gone for the offensive spellcaster. This would have denied them some buffs but not crippled the party.
Next, is Nabthatoron's attacks. With his pincers he has Improved Grab, so he can grapple as a free action. What are his options?
1) Grapple everyone he can with a full grapple.
2) Grapple with a -20 so that he can still attack other people.
3) Not grapple at all and just go for the kill.
Analysis:
1) Grappling everyone with a full grapple is a little silly. When grappling, you can attack the grappled PC but at a -4. Plus you are now flat-footed to everyone else. I don't think this is useful against multiple opponents. (But do I have the rules right here?)
2) In this case, Nab's grapple bonus is only a +11. So, the combat PCs will probably have an even chance of winning against him. If Nab succeeds in a grapple, that PC has to waste attacks getting ungrappled. Plus, the players may lose their flank bonuses and Nab is free to attack other people. In the mean time, Nab can spread the damage around, making the healers work harder.
3) In this case, he never tries to grab. This allows him to concentrate all attacks on one PC and possibly kill them. This might be useful against any PC who is getting through his DR.
I went with number 2. It was pretty efficient for me as it took the rogue out of contention part of the time and often broke the flank of at least one PC. I still brought PCs to the negatives a few times with this tactic which means it was still a significant threat.
That is all I have for now. My PCs were able to beat his SR with a few good spells and managed to kill him before he could escape. Nobody died (which is why I think my tactics could have been improved!).
Oh, and is Nab's AC correct?
Dedekind

Intrepid |
Is Nab's AC correct?
We just finished this encounter, and it was a fiasco at AC32. I cannot see how they get AC 32 for Nab; the best I can come up with is AC 31. It may not sound like much of a difference, but my party had at least four hits at AC31 that didn't hit as written, and the encounter was nothing but frustrating for everyone involved, including myself running the thing. Dedekind, did you use Nab as written, or did you come up with a different AC?
Also, why would Nab leave the party alive? If he does, they can take Alek's body back with them and (potentially) have Alek raised. The whole thing about "Nab's not interested in the party" seems totally out of character for a big, bad demon lord. He'd wipe them out because he doesn't want anybody claiming Alek had withdrawn his challenge.
Did anybody else's party try to have Alek raised? What did you do - rule that he wouldn't return because of his shame/anger?
Hey, also, what's the deal with him not being dismissable? Where is the mechanism of the "exile" that doesn't allow him to leave this plane?
This incident has turned the game pretty ugly for my group. We were level 9 and not geared for evil outsiders. Any help would be greatly appreciated!

Intrepid |
One thing you may have missed is that Nab carried a "shield" ring. Its a ring but he has to wield it like a shiled. This ups his AC but prevents him from useing one of his weaker claws.
Thanks for responding. I added in the +2 from shield ring, but still only came up with 31, not 32. I have noticed that the posting of the Battle of Redgorge only has him at 31, also. Didn't realize the shield ring took out one claw attack though, thanks.

Maglub |

Acrimonious wrote:One thing you may have missed is that Nab carried a "shield" ring. Its a ring but he has to wield it like a shiled. This ups his AC but prevents him from useing one of his weaker claws.Thanks for responding. I added in the +2 from shield ring, but still only came up with 31, not 32. I have noticed that the posting of the Battle of Redgorge only has him at 31, also. Didn't realize the shield ring took out one claw attack though, thanks.
Hmmm, the ring is weightless and encumbrance-free, so it might allow him to attack with that claw. Moreover, it can be activated and deactivated at will as a free action. So Nab could deactivate it on his turn, and activate it after his final attack.
About his AC32, I have no idea....Concerning his tactics, I think if you play him to kill the party, he'll succeed. Ignoring Alec and stunning a spellcaster, like you proposed and reverse gravity on fighters should do the job.
I played Nab concentrating most of his attacks on Alec. When he killed Alec he ripped off his head, knowing that a ressurection is less likely performed than a raise dead. Moreover, they were in the middle of a desert, far away from Redgorge... until Kaurophon appeared.
Hope this helps

nib |
Hi,
Nabby's AC also troubled me for a while and what I came up with (using PCGen and own calculations based on its output) was 31. That's plenty sufficient. My group peed their pants when they fought him. If you want him to be lethal, just take out the one or two characters who have holy/good-aligned weapons with stun/reverse gravity and then go full attack every round. With his +22 / +17 ... attacks he will likely lash out more than enough damage the average lvl9 party can take comfortably.
My party only got him down (during battle of redgorge) since I had him behave overconfident, ignoring their puny magic missiles (which rarely penetrated his SR), using unholy blight to tease them (that's quite crappy compared to a full fledged full-attack action) and then getting flanked by 2 rogues with Alakast on one side and a holy longsword on the other, which critted, all in one round. He tried to teleport away after those 120 points of damage, but was taken down by a readied action in response to his casting attempt.
In hindsight, I could have easily killed one or two had I put more focus, but the group had desperate need of a victory there, or they would never start to *do* heroic things, but just discuss what could go wrong. ;-)
Cheers,
Nib

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Concerning Nab's AC... perhaps I have too much time on my hands, but I noticed several errors in the writeups. Usually small things, like a point off on skills here, or an incorrect or incomplete writeup of monster abilities there. That, and I don't want to have to bounce around in the book.
Sooo, I do a DMG2-style NPC sheet for each and every NPC in the book. It is easier for me to switch between papers (or computer files, as I use my laptop during game). And to do that, I invariably go through each character or monster with a fine-tooth comb.
And yes, AC 31 for Nab, not 32.
I am just about to take my players on down the Red River to the Headless Demon, and they don't even have a cleric, per se. That fellow died against the fire elementals. What they do have is a "paladin rogue" - a LG sanctified human rog7/ slayer of Domiel 1 (she was 2, but she lost a level when she was killed by a vrock on a downtime return trip from Sasserine. She will be the party's "offensive spellcaster" (a 5th-level half-amethyst dragon telepath doesn't quite do it) with her sanctified light ray and other divine abilities AND the party cleric with her UMD modifier of +15. She is obviously exalted, wears angelic mithral breastplate, sizzles evil with ranged touch, and used massive party funds after the cleric's death (he had a "DNR" - do not resurrecte/ raise) to be the party's "priest in a poke" with lots of scrolls, potions and wands. Yeah, this NPC (after Alek) will definitely be the stun-target; which is good because she is still an NPC and the PCs need to step up as the heroes. Should be interesting.

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Hey, also, what's the deal with him not being dismissable? Where is the mechanism of the "exile" that doesn't allow him to leave this plane?
...
Intrepid, it isn't a "pure" mechanical consideration, but one wrought to make a compelling story. The fact that he is "exiled" to the Prime and can be killed there is pretty infuriating (and terrifying) to so powerful a demon as Nabthatoron.

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Nabby was hell on my party, but them being only Ftr/Ninja, Monk, and Clerics didn't help. His AC is nigh untouchable for the average character, and he can slap them around at will. I noticed the same thing with Aushanna in the temple. However, he was less troublesome at higher levels when I sprang him on them for revenge.