Adjusting the final battle for a strong party. (Spoilers)


Curse of the Crimson Throne


My group will be finishing Scarwall by the end of the year so I’m in the process of preparing the final book. I’ve been reading up on the final battle a lot and I’m afraid the combat with Ileosa might be too easy for my group. I’m running the game for 3 gestalt pc’s that like to optimize so following the encounter by the book will probably end in disapppointment.

So I’m looking for input about possible adjustments without going overboard. I’ve been thinking about making her gestalt as well, either tyrant antipaladin or swashbuckler, but that seems to be overdoing it a bit. I’ve read about people making her a sorcerer, which does make her stronger, but takes away the flavor she has as a bard.

I’ve also thought about adding some other minions, but I’m afraid they might just be ignored in favor of attacking the boss. Another idea I had was making the false ileosas level 10 so they could use heroic finale to boost the real one’s action economy.

Maybe add some mythic abilities? I’ve got little experience with mythic so there might be something usefull there.

I would love to get some input and possible other ideas from all of you!


The best way to tackle this sort of fight, which you want to be spectacular, is force the PCs into fighting it in stages.

I'll put a link to my journal, so you can read how we did it, but apart from working with minions (for example, I added an ex-party member who had been turned evil by Sermignatto, the belier devil), I divided the fight in two stages.

Ileosa started off in the Everdawn pool, where the blood formed into a gargantuan blood dragon around her. This form kept her safe from any outside interference, which meant the PCs had to take out the formidable dragon first before they could get to the queen. In the meantime, she could cast spells from within the protective blood dragon shell, so she could already participate in the fight.

You can read more about it here.


First, I second MrVergee's idea. Making her untargetable at first should protect her from the typical rocket tag that defines high-level pathfinder.

Are you playing the Anniversary ed? In that version, she has a Dragon created by the pool, which it can recreate, and 6 simulacra.

You might still want to make her stronger. In that case, I'd first drop her levels in aristocrat and go single-class instead. If she has enough minions and protection, Bard shouldn't be too far behind Sorcerer.
The second adjustment would be to give her mythic ranks. One should suffice, with powers that play into her love of manipulation and mind control. I'd use Trickster I think, or maybe Archmage or Marshal.

Silver Crusade

We just finished the anniversary edition last week. Keep in mind, many of Castle Korvosa's minions could find their way to the Sunken Queen if not defeated or allowed to escape. This allowed me to add Sermignatto to the final fight.

There's a version of Ileosa as a sorceror out there that I think is more formidable than she is in the book. Remove the wish spell option and enjoy.

Maybe there are more of Ileosa's furies about. Also, those barbarian bullywugs could just keep popping in to defend 'their Queen' every round or two. Not a huge threat, but if they engage the spell casters with power attack...

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

I made a three stage fight where she was slowly overtaken by the dragon's spirit. In the final form he shredded her outer skin and emerged with full hp as a half-dragon bloodrager with the mythic agile template.

Grand Lodge

Queen Ilaosa as a sorcerer. Rebuilt using hero lab.

Queen Ileosa:
Queen Ileosa Arabasti CR 22
XP 614,400
Female human (Chelaxian) aristocrat 2/sorcerer 19
LE Medium humanoid (evil, human)
Init +15; Senses true seeing, true seeing ; Perception +28
—————
Defense
—————
AC 47, touch 28, flat-footed 36 (+8 armor, +5 deflection, +10 Dex, +1 dodge, +2 insight, +11 natural; +2 deflection vs. good); never flat-footed
hp 438 (21 HD; 19d6+2d8+360); regeneration 20 (Serithtial)
Fort +24, Ref +25, Will +23; +8 resistance bonus vs. mind-affecting; +2 resistance vs. good
Defensive Abilities freedom of movement , never surprised; Immune fire, poison; Resist acid 10, cold
10, electricity 10, sonic 30; SR 31
Weaknesses susceptible to serithtial
—————
Offense
—————
Speed 60 ft., fly 90 ft. (average)
Melee +4 human-bane dancing glamered icy burst speed rapier +22/+22/+17 (1d6+14/18-20 plus 2d6 vs. human and 1d6 cold)
Special Attacks breath weapon (19d6 electricity, 60 ft. line, DC 33, 2/day), claws (2, 1d6 plus 1d6
electricity, treated as magic weapons, 17 rounds/day)
Spell-Like Abilities (CL 21st; concentration +35)
At will— minor image (DC 26)
3/day—charm monster (DC 29)
1/day—charm person (DC 25), greater teleport
Sorcerer Spells Known (CL 19th; concentration +33)
9th (6/day)— meteor swarm (DC 35), time stop , wish
8th (8/day)— form of the dragon III , mind blank , polar ray , stormbolts (DC 34)
7th (8/day)— form of the dragon II , mage's sword , reverse gravity , greater teleport
6th (9/day)— chain lightning (DC 32), contagious flame, greater dispel magic , form of the dragon I
5th (9/day)— baleful polymorph (DC 29), feeblemind (DC 29), fire snake APG (DC 31), spell resistance ,
wall of force
4th (9/day)— dimension door , greater false life, fear (DC 28), greater flaming sphere (DC 30),
greater invisibility
3rd (9/day)— fireball (DC 29), fly, haste, lightning bolt (DC 29), vampiric touch
2nd (10/day)— blindness/deafness (DC 26), darkness, protection from arrows , resist energy , scorching ray, touch of idiocy
1st (10/day)— mage armor , magic missile , protection from good , ray of enfeeblement (DC 25), shield, shocking grasp
0 (at will)— acid splash , detect magic , jolt, light, mage hand , message, open/close (DC 24),
prestidigitation, read magic
Bloodline Draconic
—————
Statistics
—————
Str 23, Dex 30, Con 30, Int 16, Wis 16, Cha 38
Base Atk +10; CMB +18; CMD 44
Feats Arcane Strike, Craft Wondrous Item, Elemental Spell APG, Eschew Materials, Forge Ring, Great
Fortitude, Greater Spell Focus (evocation), Improved Initiative, Intensified Spell APG, Maximize Spell, Reach
SpellAPG, Selective Spell APG, Skill Focus (Fly), Spell Focus (evocation), Toppling Spell UM, Toughness
Skills Acrobatics +11 (+23 to jump), Appraise +4, Bluff +15, Climb +7, Diplomacy +15, Disguise +15,
Escape Artist +11, Fly +18, Heal +4, Intimidate +34, Knowledge (arcana) +28, Knowledge (history) +17,
Knowledge (local) +17, Knowledge (nobility) +17, Linguistics +12, Perception +28, Perform (dance) +15,
Perform (oratory) +15, Perform (sing) +15, Perform (string instruments) +15, Perform (wind instruments)
+15, Ride +11, Sense Motive +8, Spellcraft +28, Stealth +31 (+51 when immobile), Survival +4, Swim +7,
Use Magic Device +33
Languages Aklo, Common, Elven, Giant, Infernal, Shadowtongue, Thassilonian, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), contingency,contract bound, contract bount, everdawn infusion, exceptional stats, inherent bonuses, kazavon's artifacts
reuinited, permanent spells, wings
Combat Gear boots of teleportation , crown of fangs , greater quicken metamagic rod , ring of spell storing(major), wand of magic missile (CL 9th, 34 charges) ; Other Gear +4 human-bane dancing glamered icy burst speed rapier , amulet of natural armor +5 , belt of physical might +6 (Str, Dex) , bracers of armor +8 ,crimson gown , crystal ball with true seeing , eyes of charming , gloves of arcane striking UE, handy
haversack, headband of mental prowess +4 (Int, Wis) , iridescent spindle ioun stone , pale green prism ioun stone, ring of splendid security , vibrant purple prism ioun stone , armband set with rubies (worth 3,500 gp), gold anklet set with rubies (worth 4,000 gp), gold-and-ruby earrings (worth 5,000 gp), minature platnum sword (worth 250 gp)
—————
Special Abilities
—————
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Breath Weapon (19d6 electricity, 60 ft. line, 2/day, DC 33) (Su) As a standard action, deal energy
damage in area (Ref half).
Contingency (Sp) Ileosa used a scroll of contingency to set up this effect: if she is ever brought to fewer than 30 hit points, heal (CL 20th) is cast on her.
Contract Bound (Ex) Queen Ileosa forged a contract with an erinyes devil, gaining the benefits of the
devil-bound template. If Ileosa dies, she cannot be brought back to life without Sermignatto’s permission;
if that devil is slain, the contract itself reverts to Serm
Contract Bount (Ex) Contract Bound (Ex): A devil-bound creature has signed a contract of service in
return for the abilities granted by this template. The devil must reveal its nature when the contract is
offered, and it cannot hide the details of the contract in any wa
Electricity Claws (17 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Electricity) that bypass DR as magic weapons.
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Everdawn Infusion (Ex) Ileosa can cast teleport in the Sunken Queen without restriction. She calculates
her hit points using her Charisma modifier rather than her Constitution modifier, and is immune to bleed
effects.
Exceptional Stats (Ex) Queen Ileosa was destined from birth to achieve greatness. Her ability scores
were generated using 25 points, rather than the standard array. Additionally, she has a potent artifact and
her gear was determined as if she were a PC rather than an NPC t
Fly (90 feet, Average) You can fly!
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Inherent Bonuses (Ex) With the aid of genie-granted wishes and other expenditures of her wealth, Ileosa
has the following inherent bonuses to her ability scores: Strength +3, Dexterity +4, Constitution +4,
Intelligence +3, Wisdom +3, Charisma +5.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the
caster level to reach beyond that cap).
Kazavon's Artifacts Reuinited As Kazavon's artifacts are brought near each other, their fragmented
intelligences merge.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Never Flat-footed This creature cannot be flat-footed, and always uses it's normal AC.
Never Surprised This creature cannot be surprised, and always acts in any surprise round.
Permanent Spells (Sp) Ileosa has arcane sight and tongues as permanent spells, both functioning at CL
16th.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Regeneration 20 (Serithtial) Heal HP quickly and cannot die.
Selective Spell You can cast a spell that does not affect some targets within its area.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (31) You have Spell Resistance.
Susceptible to Serithtial (Ex) The infusion of Kazavon into Ileosa’s soul allows Serithtial to suppress her
regeneration. Each time she takes damage from Serithtial, she must succeed at a DC 25 Fortitude save or
gain a negative level as the sacred blade carves away at the power
Toppling Spell Spell with the force descriptor knocks targets prone.
True Seeing (Ex) A crag linnorm has constant true seeing, as per the spell of the same name.
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.

Grand Lodge

False Ileosa.

False Ileosa:
False Ileosa CR 9
XP 6,400
Female human simulacrum (Chelaxian) aristocrat 1/sorcerer 9
LE Medium humanoid (human)
Init +7; Senses Perception +9
—————
Defense
—————
AC 27, touch 16, flat-footed 23 (+5 armor, +2 deflection, +3 Dex, +1 dodge, +2 natural, +4 shield)
hp 88 (10 HD; 9d6+1d8+49)
Fort +8, Ref +9, Will +8
Defensive Abilities crimson throne, redirection; Immune illusions, mind-affecting effects; Resist electricity
10
—————
Offense
—————
Speed 60 ft., fly 60 ft. (good)
Melee +1 returning dagger +6/+6 (1d4+1/19-20)
Special Attacks breath weapon (9d6 electricity, 60 ft. line, DC 19, 1/day), claws (2, 1d6, treated as magic
weapons, 8 rounds/day)
Sorcerer Spells Known (CL 9th; concentration +14)
4th (5/day)— dimension door , fear (DC 19), greater invisibility
3rd (7/day)— fireball (DC 19), fly, haste, lightning bolt (DC 19)
2nd (7/day)— blindness/deafness (DC 17), protection from arrows , resist energy , scorching ray , touch of idiocy
1st (8/day)— mage armor , magic missile , protection from good , ray of enfeeblement (DC 16), shield,
shocking grasp
0 (at will)— acid splash , detect magic , jolt, light, mage hand , message, prestidigitation, read magic
Bloodline Draconic
—————
Statistics
—————
Str 10, Dex 16, Con 16, Int 9, Wis 7, Cha 20
Base Atk +4; CMB +5; CMD 20
Feats Craft Wondrous Item, Elemental Spell, Eschew Materials, Improved Initiative, Skill Focus (Fly),
Spell Focus (evocation), Toppling Spell UM, Toughness
Skills Acrobatics +2 (+14 to jump), Fly +5, Knowledge (history) +4, Knowledge (local) +4, Knowledge
(nobility) +4, Perception +9, Stealth +22 (+42 when immobile), Use Magic Device +16
Languages Common
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Other Gear +1 glamered chain shirt , +1 returning dagger , replica nonmagical crown of fangs (worth 5,000 gp)
—————
Special Abilities
—————
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Breath Weapon (9d6 electricity, 60 ft. line, 1/day, DC 19) (Su) As a standard action, deal energy
damage in area (Ref half).
Crimson Throne (Su) As long as she remains seated in the Crimson Throne, the false Ileosa gains a
+10 deflection bonus to her AC and is immune to illusions and mindaffecting effects.
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (60 feet, Good) You can fly!
Immunity to Illusions You are immune to illusions.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Magic Claws (8 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic
weapons.
Redirection (Ex) As long as this simulacrum lives, any divination spell that attempts to locate or
otherwise target the real Queen Ileosa is instead redirected to target this simulacrum. The caster of the
divination spell has a small chance to notice the redirection
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Toppling Spell Spell with the force descriptor knocks targets prone.

Grand Lodge

My players rely heavily on summoned allies so I created these to counter them. I added 4 of them to the encounter. With all these changes the Everdawn Pool encounter is CR 23.

Grey Maiden Summon Killer:
Grey Maiden Spell Slayer
Human fighter 12
LE Medium humanoid (human)
Init +7; Senses Perception +15
—————
Defense
—————
AC 34, touch 15, flat-footed 30 (+13 armor, +1 deflection, +3 Dex, +1 dodge, +2 natural, +4 shield)
hp 112 (12d10+36)
Fort +15, Ref +14, Will +10 (+3 vs. fear)
Resist fire 20, sonic 20
—————
Offense
—————
Speed 30 ft., fly 60 ft. (good)
Melee +2 summon bane longsword +24/+19/+14 (1d8+11/17-20 plus 2d6 vs. Summoned (conjured)
creatures)
Special Attacks weapon trainings (fighter's reflexes, heavy blades +2)
—————
Statistics
—————
Str 21, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +12; CMB +19; CMD 32
Feats Armor Focus, Combat Reflexes, Critical Focus, Disruptive, Dodge, Following Step, Improved
Critical (longsword), Improved Initiative, Mobility, Outflank, Step Up, Step Up And Strike, Weapon
Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics +2, Appraise +2, Bluff +1, Climb +4, Diplomacy +1, Disguise +1, Escape Artist +2, Fly
+2, Heal +3, Intimidate +16, Perception +15, Ride +2, Sense Motive +3, Stealth +2, Survival +18, Swim
+4
Languages Common
SQ armor training 3
Combat Gear potion of resist fire 20 , potion of resist sonic 20 ; Other Gear maiden's panoply, maiden's aegis, +2 summon bane longsword , amulet of natural armor +2 , belt of physical might +2 (Str, Dex) ,
cloak of resistance +3 , flying ointment, helm of the Fanged Crown , lenses of situational sight , ring of protection +1 , 215 gp
—————
Special Abilities
—————
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Disruptive +4 DC to cast defensively for those you threaten.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (20) You have the specified Energy Resistance against Sonic attacks.
Fighter's Reflexes (Weapon Training [Blades, Heavy] +2) (Ex) While not denied Dex bonus to AC, add
training bonus to Reflex saves.
Fly (60 feet, Good) You can fly!
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike With Step Up or Following Step, use one atk of opp to make attack against followed
target.
Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades

I have not run this fight yet so I can't say how it went. The party is currently storming Castle Korvosa.


Okay, so the advice here is all very solid. Something important to remember- Ileosa herself is an Evil Bard. You know what Bards do? Mind Affecting Effects. A simple first level spell (prot vs. alignment (evil))accessible to most spellcasters removes these as a problem, and there are more powerful spells that bestow this effect. I *strongly* suggest making Illeosa not an enchantment monster or, at the very least, make her a Bard/XYZ Gestalt.


Ileosa as a witch ...ill omen for the win


I've started prepping the last book now myself, and I changed her aristocrat levels to Medium. This changes absolutely no stats, apart from spirit bonuses and such. I chose to have her always take marshal spirit, to add 1d6 to failed rolls by her allies 3/day, and allow everyone else to take the +2 weapon damage. Her simulacra will also have this spirit, adding up to a whole lot of extra d6es my party will have to deal with.
This is still weaker than having her go single-class.

I'm still contemplating adding a mythic tier, depending on how well my PCs deal with the rest of the book. It feels weird, because one of the basic mythic abilities you can choose is immortality, which is her whole goal, but I'll just take something else.

Scàthach Ulster wrote:
Okay, so the advice here is all very solid. Something important to remember- Ileosa herself is an Evil Bard. You know what Bards do? Mind Affecting Effects. A simple first level spell (prot vs. alignment (evil))accessible to most spellcasters removes these as a problem, and there are more powerful spells that bestow this effect. I *strongly* suggest making Illeosa not an enchantment monster or, at the very least, make her a Bard/XYZ Gestalt.

This is a very valid point! I'll have to reexamine her stats and spell choices. You're right, focusing on harmful mind-affecting effects is probably bad, non-mind-effecting debuffs and battlefield control would probably be a better idea.

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