Crown of Fangs (GM Reference)


Curse of the Crimson Throne

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In general, when the party gets to the final combat in Book 6, I think that Ileosa's biggest spellcaster foes in party will be the Bard/Harrower and the Witch (who loves using her long-hair hex and halfling jinxes).

Does anyone have any good advice on how to script the BBEG's side of the combat? I've never played a Bard myself, let alone run one as the BBEG, and most of my players are very much into optimization.

Among other things, I'm thinking of letting her have some asura help as I've houseruled that their immunity to curses extends to hexes and halfling jinxes.


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So Ileosa as written is pretty strong all around. Not only does she herself have decent offensive and defensive abilities vs a level 17 party (+36 (plus bane) to hit, 43 AC, +21 lowest save, true seeing, project image (basically lets you both keep Ileosa illusive and even if someone fails a save essentially attack and threaten two+ people at once). She can be buffing the entire room further with her inspire courage +4, or if she can take a lower inspire courage from her simulacrums she can switch to a defensive state and give herself and one other enemy +4 dodge with inspire heroics.

If she can lock down an enemy, she can hit them/someone else with irresistible dance and get a massive amount of Free AoO while also preventing the person who failed the spell from doing anything else. She can song of discord and if enough people fail and roll low enough, she might not even have to fight the party. Quickened Greater Dispels is a great way to first create a weakness in the parties defenses and then immediately collapse on that weakness. She can see the party coming and create a mind fog near the entrance to possibly weaken anyone who has a decent will save to now fail nearly every will save, even on her lower level spells. Dominate person, really obvious what you can do here. Mirror image spam (from herself and her crown at least once a turn up to three times in the whole fight) to make her even harder to hit. If she or another of her allies ever does get affected by a debilitating effect, she can saving finale to get a second save out. She has a 110 hp heal in her ring of spell storing. Generally her tactics are fine and should explain a reasonable progression; that said, I am fond of swapping out her getaway for overwhelming presence both to make her have to play more aggressive (no way to escape now) and so she can potentially get multiple members of the party unable to do anything as she essentially gets to monologue (because if one party member decides to interrupt her, the entire room can probably end them just fine).

She can summon a gelugon which is good AoE cold damage plus some minor backline harass. The Tanniniver is a massive AoE debuff threat and a pretty good offensive damage dealer with inspire courage (and possibly inspire heroics). The furies are also massive back line harasss and can potentially even stop spell casters by just readying for whenever they cast spells and force difficult to impossible caster level checks from the damage. But the 6 false Ileosa simulacrums also can force a bunch of saves every round to not become fascinated and taken out of the fight (even if the DC is low enough that someone might only fail on a nat 1), but also they can give anyone under threat refreshable hp every round through inspire greatness (Ileosa gets 31 temp hp, if it takes the party 10 rounds of fighting through her, then she nearly doubled her hp pool through that alone, nevermind her Regen 20). The simulacrums can also keep up the mirror image annoyance, standard action casting and move action forcing a fascinate save, applying dirge of doom to anyone nearby attacking the real ileosa, or maybe even a different spell if they aren't being attacked for their standard action.

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