| Abba |
According to the adventure text (page 83, Dungeon magazine April 2007:
Khala uses his wastrilith pact at this point to swap places with Xerkamat as soon as any attack that would otherwise slay him is
about to strike home once he is below 40 hit points.
If Xerkamat is dead, Khala instead teleports to a distant location. Once his fast healing has cured his damage, he teleports back here to attempt to finish the PCs.
He repeats these tactics until he or the party is dead.
So, every time Khala is below 40 hp, he teleports away.
In this way, if the party isn't able to kill him in one round when Khala is below the 40 hp limit, the encounter can go on infinitely (if the party stay in the temple, of course).
Do you agree with me?
| Wyrd_Wik |
Yep, until the party decide they've had enough of his nonsense and surprise you.
Off the top of my head, teleport away themselves, rest up, learn screeds of dimension locks, buff up and assault again using superior tactics based on their new-found knowledge of the boss-beast.
Its been awhile but from what I recall that is essentially what my players did after their first battle with Khala. It is pretty likely that most parties will need two attempts at least to bring that guy down. I certainly remember he was one of the most difficult bosses in the campaign.