Bozal Zahol, evolved.


Age of Worms Adventure Path


I'm in the process of preparing my opposition for Champion's Belt. Right now, I'm just at the beginning of HoHR, but I always like to work out details at least one adventure path segment ahead of where I am. (Cuts down on last minute panic. *grin* )

As I took a look at my party (six PCs, used to working together and with good tactics, accompanied by a cohort or two) and then a look at Bozal the Kyuss cleric, I realized that short of some astonishing dice luck Bozal was going to get steamrollered by my players. The answer, I decided, was to bump him up by a mere two levels -- but make him categorically a much tougher customer.

I preface the following stats by saying that my campaign follows a foundation of giving out feats at odd levels rather than every three levels, and I give all my NPCs and beasties three-quarters of maximum HP rather than just average. (I also bumped his stats a little, and accounted for attribute increases at levels 4, 8, and 12.)

Bozal Zahol, tiefling warlock 1/cleric 3/eldritch disciple 10. (Effective warlock lvl 11, cleric lvl 12.)

St13, De16, Co14, In12, Wi24, Ch14
Initiative: +3
Senses: darkvision 60’, listen +7, spot +7
Speed: 30’
Space/Reach: 5’/5’
AC: 22 (24 w/ prot-good), touch: 13 (+2), flat-footed: 19 (21)
Base Attack/Grapple: +9 / +10
Attack: +1 unholy club +11/+6 melee (1d6+2) OR
ranged touch +12
Special: rebuke undead, eldritch blast 6d6, resist cold/elec 5.
gift of the divine patron [swift]: fiendish resist (res fire
9+20+5, resist acid 9+20); damage reduction (DR 5/cold iron);
corrupting blast (targets take -5 on next Will save),
strength of will (+5 Will save for 6 rounds); eldritch
spellweave (apply eldritch essence to melee/ranged touch
spell, takes full round action), timeless body.
Feats: Fiendish Heritage, Fiendish Power, Fiendish Resistance, Fiendish Legacy, SF (necromancy), SF (conjuration), Augment Summoning
Saves: Fort +12, Ref +7, Will +19. (+3 all on vs attacks from good sources due to prot from good and Fiendish Heritage.)
Skills: concentration +18, bluff +4, craft (painting) +6, diplomacy +8, hide +5, know (arcana) +6, know (history) +6, know (religion) +9, spellcraft +12
Skill Tricks: Swift Concentration (from Complete Scoundrel)

Hp 104. Resist fire 14+20, acid 9+20, cold/elec 5, (sonic 30.)
#1: 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 0000

Gear: +1 mithril light fortification breastplate, +2 animated light shield, +1 unholy club, pearl of power (5th), potion of cure serious, brooch of shielding (35), wand of inflict mod, periapt of WIS +4, scrolls (symbol of spell loss, restoration, heal), string of prayer beads.

Spell-like abilities (1/day): darkness, teleport, summon monster V (fiendish summons only), unholy blight (Will DC 22)

Invocations:
* Least: Entropic Warding, Spiderwalk, Baleful Utterance (Fort DC 16)
* Lesser: Voracious Dispelling (d20+10 for dispel check vs. 11 plus their caster level), with 1 pt dmg for each spell lvl dispelled), Flee the Scene, Eldritch Chain
* Greater: Chilling Tentacles

Spells (6/7+1/6+1/6+1/4+1/4+1/3+1):
0th: cure minor, resistance, detect poison, detect magic, read magic, guidance.
1st: inflict light wounds(D) (Will DC18), prot from good, sanctuary (Will DC 18), divine favor, command (Will DC 18) (x2), doom (Will DC 19).
2nd: death knell(D) (Will DC 21), wave of grief (SpC236, Will DC 20), spiritual weapon (atk +16/+11, 1d8+4), resist energy (sonic?/30), infernal wound (Heal DC 20), hold person (Will DC 19), cure moderate.
3rd: contagion(D) (Fort DC 22), unholy storm, invisibility purge, speak with dead, summon monster III, clutch of Orcus (Fort DC 22), energy vortex (fire or acid, 1d8+12, doubled if normal taken, Ref DC 20 for ½).
4th: death ward(D), wrack (Fort DC 23), cure critical, poison (Fort DC 23 or 1d10/1d10 CON), divine power.
5th: slay living(D) (Fort DC 23/dead or 3d6 dmg), summon monster V, spell resistance (SR24), flame strike (12d6, Ref DC 22 for ½), triadspell (clutch of Orcus).
6th: harm(D) (Will DC 24 for ½), antilife shell, summon monster VI, blade barrier (Ref DC 23 for ½).

Basic tactics remain the same as mentioned in Dungeon -- as soon as he gets the word that the PCs are near, he puts up antilife shell, spell resistance, death ward, invisibility purge, resist energy (probably for sonic), and protection from good. He also relies largely on
substantial quantities of summoned monsters for massed offense, which (with Augment Summoning) are much tougher than they might normally be.

Once he has at least a protective cadre of summoned creatures out, though, is when he really starts to go to town. He casts Clutch of Orcus (Fort DC 22) on a target who doesn't look like a big dumb fighter, maintaining it with Swift Concentration while he pushes his other attacks. Spiritual weapon can also be used to harass the rear ranks of the party.

If the PCs are bunched up, or if a large portion of them are, he blocks them off with a summoned monster or two and drops a Chilling Tentacles invocation on them. If they try to get away, he drops more Tentacles or summoned monsters behind them in a pincer attack. If they try to use one of the narrow corridors as a chokepoint, he drops blade barrier down the length of it and makes them take 12d6 each round for the privilege of a defensive position. He'll use Voracious Dispelling to target any obviously buffed spellcaster. He casts waves of grief (from the Spell Compendium) to debuff the party before they can get through his walls of summoned beasties.

If his anti-life shell is dropped (or if a martial adept or mage-type teleports through it, he'll use touch-range spells like harm, slay living, or energy vortex (gladly taking elemental damage on his near-immunity to fire and acid in order to double the damage to 2d8+24).

If they press him too hard, or try to retreat behind his or their own battlefield control spells (chilling tentacles or blade barrier, for example), he moves about with Flee the Scene (either to recover and heal, or to pursue the party from an unexpected angle of attack).

And all the while, he hammers weak-looking targets with 6d6 of eldritch blast against touch AC.

Considering it'll be a party of six 10th-level characters, plus a cohort or two, do you think that's a fair near-boss challenge? Or will it be too horrendous of a trial for them to get through? My suspicion is that they will blow through most of the undead guardians like chaff (that's the benefit of having a Radiant Servant of Pelor along), so I want to make sure they get a damn good challenge.

Thoughts? Opinions?


Interesting build and tactics. You know, my PCs killed Bozal in the summer of '07, but I'd be able to make great use of your build when I toss my group back into Undermountain for a romp through Vanrakdoom, where a cell of Sharran clerics reside. Your build could make for an excellent higher-ranking cleric of Shar even without the added feats and such. Thanks!


Unless you've changed things, the eldritch disciple has a requirement of Knowdedge (religion) 8+ ranks, so you'll need to rejig him a little; eg. warlock 2/cleric 3, or warlock 1/cleric 4, before he gains the PrC levels.


ericthecleric wrote:
Unless you've changed things, the eldritch disciple has a requirement of Knowdedge (religion) 8+ ranks, so you'll need to rejig him a little; eg. warlock 2/cleric 3, or warlock 1/cleric 4, before he gains the PrC levels.

*facepalm* That's a very good point that I completely missed. I glossed right past the skill requirements and looked at the spells and invocations pre-reqs. Thanks!

*goes back to tweak NPC*


Fortunately, upping the base Warlock level to 2 and dropping the Eldritch Disciple level to 9 doesn't have a major effect on the overall character. All that is needed is to drop one 5th and one 6th level spell from Bozal's memorized roster, along with one gift of the divine patron.

As far as that goes, I'd probably get rid of the "strength of will" benefit. His Will save is already +19, so does he really need +5 more? It'd take a mighty caster indeed to get past that.

Spell-wise, I would probably drop...

5th: either the triadspell that triples the clutch of Orcus, or the flame strike. Probably the triadspell, really; I could then get rid of the 3rd level speak with dead (more or less useless on a day to day basis unless you really need it) for another clutch.

6th: a much harder choice. Keeping the anti-life shell is mandatory, as is harm. Having invested in Augment Summoning I would most likely drop blade barrier, despite how sweet it would be using it to disrupt a party in a tight-packed locale, and keep summon monster VI.


Glad to help!

I’m glad it doesn’t require too many changes. But if you want to have your cake and eat it, and Bozal knows the PCs are on the way, then by reducing the shield to a +1 animated light shield*, that gives him an extra 3,000 gp worth of gear, enough for a 6th-level spell scroll (1,650 gp), and 1,350 gp for other scrolls- for example, a CL 12 magic vestment scroll (900 gp). If you want to be mean, you could also add a CL 12 shield of faith scroll (300 gp) as well.

* Why not make it a heavy shield? Although you do realise it will then be forever in the PCs' hands!


ericthecleric wrote:

Glad to help!

I’m glad it doesn’t require too many changes. But if you want to have your cake and eat it, and Bozal knows the PCs are on the way, then by reducing the shield to a +1 animated light shield*, that gives him an extra 3,000 gp worth of gear, enough for a 6th-level spell scroll (1,650 gp), and 1,350 gp for other scrolls- for example, a CL 12 magic vestment scroll (900 gp). If you want to be mean, you could also add a CL 12 shield of faith scroll (300 gp) as well.

* Why not make it a heavy shield? Although you do realise it will then be forever in the PCs' hands!

It's a light shield because... um... hmmmm, I need to tweak that a bit more. Make it a darkwood light shield, perhaps. Basically, that's to avoid any chance of arcane spell failure on the warlock levels.

Good point on the scrolls -- I'll definitely take that into account. I'd initially bypassed shield of faith because the guy's already got a lot going for him AC-and-defensive-spells-wise, and gets a little deflection boost from the protection from good.


What about PCs with magic circle against evil? That was one of the prominent flaws that I immediately noticed with Bozal's tactics.

My PCs regularly have magic circles up on at least 2 PCs, which they then use to shelter the rest of the party as needed.

Such PC tactics largely negates the effectiveness of summoning monsters...

Sovereign Court

This is great stuff. My group is just about to encounter the naga in HOHR, so I'm getting ready for the next adventure too.

I have a group of 8 PCs, so this evolved Bozal Zahol will be a great addition.

Kurikami, will you post the stat block again once you've finished tweaking it? I'd love to use it.


Bone up on the Gaze ability before you run the naga encounter. Swimming too if you plan to have the naga retreat into its pool (an effective tactic I used in the encounter). And don't forget the difficult terrain that limits movement.


Ogrork the Mighty wrote:

What about PCs with magic circle against evil? That was one of the prominent flaws that I immediately noticed with Bozal's tactics.

My PCs regularly have magic circles up on at least 2 PCs, which they then use to shelter the rest of the party as needed.

Such PC tactics largely negates the effectiveness of summoning monsters...

The warlock-invocation voracious dispelling, and the fact that his level is at least equal to that of the party's main casters, means he should be able to drop any magic circle within a turn or three. Basically, it's the reverse of the trouble the party will be having with his anti-life shell, except moreso -- they have a cleric and a warmage. Sure, the cleric COULD memorize dispel magic, but so far they haven't used that tactic much.


Ogrork the Mighty wrote:
Bone up on the Gaze ability before you run the naga encounter. Swimming too if you plan to have the naga retreat into its pool (an effective tactic I used in the encounter). And don't forget the difficult terrain that limits movement.

Good point -- and I'd imagine that applies just as well to the octopin's gaze. I've been trying to be innovative yet appropriate with tactics, and with the confrontation with Telakin just around the corner I've been thinking about strategy quite a bit.

Sovereign Court

I expect the naga will hit the pool soon after the PCs reject his "request" for loot.

My group set off the shriekers, so everyone knows they're coming by now.


David Roulston wrote:

I expect the naga will hit the pool soon after the PCs reject his "request" for loot.

My group set off the shriekers, so everyone knows they're coming by now.

Given that none of my PCs have darkvision, they'll no doubt set off the shriekers as well. If the PCs survive the yellow mold, and don't burn it to a crisp with the warmage's spells, my guardians will try to force them back into it.

I'm having a blast preparing for the latter part of HoHR. I decided to follow some ideas that were posted elsewhere on these boards.

So instead of drow, the party will have to face off against his cabal of dolgaunt martial artist assassins (Desert Wind swordsages) and their fire-worshipping cleric-leader (of Pyremius, with domains of Destruction and Fire -- she's wearing a Crimson Coat of Ilpharz, or whatever that flaming +4 leather armor is from Complete Adventurer?). Of course, the assassins are well-trained in the arts of unarmed combat, and so wear and wield no metallic gear... because of their trained metal-seeking pet rust monster! My aforementioned adventuring party will no doubt encounter it with high-pitched screams of terror as their valuable gear begins to corrode at its lightest tentacular touch. *evil grin*

Moreover, due to the presence of the Pelor-cleric of the party, the human zombies have been replaced with ogre zombies -- two guarding the chattel pen, two standing by the altar of Pyremius (which of course has a desecrate on it. The swordsages will be using Setting Sun maneuvers like Mighty Throw and Devastating Throw to hurl party members away from the core of defensibility they tend to clump into, right around the crusader. Those that try to regroup will get hit with the cleric's wall of fire.

*muahahahahas*


David Roulston wrote:
Kurukami, will you post the stat block again once you've finished tweaking it? I'd love to use it.

Glad to! Here's what I've got, as of now.

Bozal Zahol (Evolved)

Cleric (Kyuss) 3 / warlock 2 / eldritch disciple 9.

St13, De16, Co14, In12, Wi24, Ch14
Initiative: +3
Senses: darkvision 60’, listen +7, spot +7
Speed: 30’
Space/Reach: 5’/5’
AC: 22 (24 w/ prot-good), touch: 13 (+2), flat-footed: 19 (21)
Base Attack/Grapple: +9 / +10
Attack: +1 unholy club +11/+6 melee (1d6+2) OR ranged touch +12
Special: rebuke undead, eldritch blast 6d6, resist fire 9+5, resist acid 9, resist cold/elec 5, eldritch spellweave (apply eldritch essence to melee/ranged touch spell, takes full round action), rebuke undead 5/day (2d6+14).
Gift of the divine patron [swift]:
* fiendish resistance (boosts resist fire to 9+19+5, resist acid to 9+19);
* damage reduction (DR 5/cold iron);
* corrupting blast (targets take -5 on next Will save),

Feats: Fiendish Heritage, Fiendish Power, Fiendish Resistance, Fiendish Legacy, SF (necromancy), SF (conjuration), Augment Summoning
Saves: Fort +12, Ref +7, Will +19. (+3 all on vs attacks from good sources due to prot from good and Fiendish Heritage.)
Skills: concentration +18, bluff +4, craft (painting) +6, diplomacy +8, hide +5, know (arcana) +6, know (history) +6, know (religion) +9, spellcraft +12
Skill Tricks: Swift Concentration (from Complete Scoundrel)

Hp 104. Resist fire 14+20, acid 9+20, cold/elec 5, (sonic 30.)
#1: 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 0000

Gear: +1 mithril light fortification breastplate, +1 animated light shield, +1 unholy club, pearl of power (5th), potion of cure serious, brooch of shielding (35), wand of inflict mod, periapt of WIS +4, scrolls (symbol of spell loss, restoration, heal, blade barrier, insect plague), string of prayer beads.

Spell-like abilities (1/day): darkness, teleport, summon monster V (fiendish summons only), unholy blight (Will DC 22)

Invocations:
* Least: Entropic Warding, Spiderwalk, Baleful Utterance (Fort DC 16)
* Lesser: Voracious Dispelling (d20+10 for dispel check vs. 11 plus their caster level), with 1 pt dmg for each spell lvl dispelled), Flee the Scene, Eldritch Chain
* Greater: Chilling Tentacles

Spells (6/7+1/6+1/6+1/4+1/4+1/3+1):
0th: cure minor, resistance, detect poison, detect magic, read magic, guidance.
1st: inflict light wounds(D) (Will DC18), prot from good, sanctuary (Will DC 18), divine favor, command (Will DC 18) (x2), doom (Will DC 19).
2nd: death knell(D) (Will DC 21), wave of grief (SpC236, Will DC 20), spiritual weapon (atk +16/+11, 1d8+4), resist energy (sonic?/30), infernal wound (Heal DC 20), hold person (Will DC 19), cure moderate.
3rd: contagion(D) (Fort DC 22), unholy storm, invisibility purge, speak with dead, summon monster III, clutch of Orcus (Fort DC 22) (2), energy vortex (fire or acid, 1d8+12, doubled if normal taken, Ref DC 20 for ½).
4th: death ward(D), wrack (Fort DC 23), cure critical, poison (Fort DC 23 or 1d10/1d10 CON), divine power.
5th: slay living(D) (Fort DC 23/dead or 3d6 dmg), summon monster V, spell resistance (SR24), flame strike (12d6, Ref DC 22 for ½).
6th: harm(D) (Will DC 24 for ½), antilife shell, summon monster VI.

Sovereign Court

Beautiful!

Any changes with how you see him utilizing his abilities, given the changes you've made?

BTW: My players just went through the encounter with the naga. in HOHR. I had almost all of them charmed. They were kneeling and laying down their best treasures in tribute when...damn all halfling wizards anyway!!!


David Roulston wrote:

Beautiful!

Any changes with how you see him utilizing his abilities, given the changes you've made?

All that's really been changed is the loss of a couple of spells, easily made up with scrolls, and the loss of one gift of the divine patron that was overkill anyways. So no, no real changes in tactics.

Honestly, what I've been thinking of more recently is how best to manipulate the corrupting blast. I believe the text on eldritch spellweave is that you can apply any touch or ranged touch spell in combination with an eldritch blast, so my thinking goes along the lines of:

Round 1: corrupting blast (6d6 ranged touch damage, inflicts -5 on next Will save)
Round 2: eldritch spellweave eldritch blast (6d6 ranged touch damage PLUS a casting of harm (adding 110 points of damage, Will save (now at -5) for half).

That's my "Oh, you think you're a badass, eh? How's that Will save of yours looking now?"

What other touch spells are there that require a Will save?


Out of the PH:

Bestow Curse
Death Knell
Harm
Inflict X Wounds


Ogrork the Mighty wrote:

Out of the PH:

Bestow Curse
Death Knell
Harm
Inflict X Wounds

Death Knell, eh? "Oh, you've been reduced to negatives? Don't worry, I'm sure the Pelor-cleric will heal you up next rou-- bzzzzzshrrrraak!"

I like it. *evil grin*

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Age of Worms Adventure Path / Bozal Zahol, evolved. All Messageboards

Want to post a reply? Sign in.
Recent threads in Age of Worms Adventure Path