High level Incapactiation Bosses (Ironfang Invasion spoilers)


Advice


So the big boss of this book I'm converting is a 15th level ghost medusa. She is bound to her petrified victims and has various abilities to see through them and impersonate their ghosts, and is hell bent on getting as many new victims as possible. She is a complicated wrinkle to run, as she can harry the PCs through an otherwise fairly normal dungeon crawl, and I think she'll be a good complication to use with a tension pool. Combining the two monsters above and raising the level to 15 is pretty easy. The issue I'm foreseeing is that between editions, the Medusa's gaze isn't nearly as fast of a Save or Die and that makes it much less effective for hit and run.

In PF1, it was one save to be petrified permanently, you made a save at the start of your turn, and the medusa could force another save as an action. Now, "When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute." To petrify them, the medusa needs to follow up with Focus Gaze: "The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa’s petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa’s next turn."

Thanks to those bold bits, it is impossible for a medusa who goes first to petrify a victim on her turn. Which seems fair for a 7th level monster, but against a 13th level party with access to Flesh to Stone? Seems unnecessary. Her current statues came from surprising people who were already caught up in the chaos of battle, which requires pretty instant results. Her tactics mention "She desperately wants to petrify at least one new victim to strengthen her hold on the living world, and if only one or two targets remain, she attacks solely with her petrifying gaze."

I'm especially concerned because my party loves Spirit Blast, and the ghost shouldn't be hanging out to trade blows until her final chamber. So, questions.

1) What's a fair adjustment to her gaze to allow her a chance to one round someone and slip away? The simplest idea is to remove the temporary immunity clause, letting her spam it and try to freeze someone. Other options include adding a critical failure effect, and/or making the gaze work as flesh to stone for ongoing drama once she is gone.

2) How do ghosts heal HP outside of the paltry healing of Draining Touch? They can rejuvenate from destruction, so it stands to reason they can heal "wounds." I could use the rules for Treat Wounds, if nothing else.

3) Is it worth giving her the Inhabit Object power? It is thematically appropriate, but she already has a lot going on. Animated Objects are also kind of confusing between how their hardness works, whether it persists past their construct armor breaking, and whether their level depends on the object used or just the ghost.

Statblocks are below, albeit not optimally formatted.

PF1 Ghost Medusa statblock:
ELACNIDA CR 15
XP 51,200
Female medusa ghost master spy 10 (Pathfi nder RPG Bestiary
201, 144; Pathfi nder RPG Advanced Player’s Guide 270)
LE Medium undead (augmented monstrous humanoid,
incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +39
DEFENSE
AC 23, touch 23, fl at-footed 17 (+7 defl ection, +5 Dex,
+1 dodge)
hp 207 (18d8+126)
Fort +12, Ref +16, Will +15
Defensive Abilities all-around vision, channel resistance +4,
incorporeal, rejuvenation; Immune undead traits
OFFENSE
Speed fly 30 ft. (perfect)
Melee corrupting touch +20 (15d6)
Special Attacks death attack (DC 22), draining touch,
frightful moan (DC 26), malevolence (DC 26), petrifying
gaze, sneak attack +4d6
Master Spy Spell-Like Abilities (CL 10th; concentration +17)
Constant—mind blank, nondetection
2/day—magic aura (appear nonmagical only)
TACTICS
Before Combat Elacnida prefers to trick and meddle with
newcomers while disguised as her previous victims. She
uses these images to confuse enemies, lead potential
threats into traps, and weaken opponents before revealing
her true nature.
During Combat Elacnida suppresses her gaze attack while
disguised, but immediately resumes it upon reverting to
her true form. She uses her frightful moan to disperse
enemies, and then chases after stragglers with her
corrupting touch. She desperately wants to petrify at least
one new victim to strengthen her hold on the living world,
and if only one or two targets remain, she attacks solely
with her petrifying gaze.
Morale Elacnida is no longer fully lucid and fi ghts until she
is destroyed.
Once the spymaster for the nascent Ironfang Legion, Elacnida betrayed her
compatriots and fell by Azaersi’s hand. Consumed with hatred and anchored
to her existence by those she petrifi es, she longs to exact revenge.
STATISTICS
Str —, Dex 20, Con —, Int 14, Wis 15, Cha 24
Base Atk +15; CMB +20; CMD 38
Feats Ability Focus (petrifying gaze), Alertness, Combat
Expertise, Deceitful, Dodge, Improved Initiative, Iron Will,
Mobility, Weapon Finesse
Skills Bluff +34, Disguise +34, Fly +13, Intimidate +28,
Knowledge (dungeoneering, local) +15, Perception +39,
Sense Motive +37, Stealth +34, Use Magic Device +26;
Racial Modifi ers +12 Perception, +8 Stealth
Languages Common, Goblin, Undercommon
SQ concealed thoughts, fool casting, glib lie, mask alignment,
master of disguise, petrifi ed assumption, quick change,
slippery mind, statue sight, superficial knowledge
SPECIAL ABILITIES
Petrified Assumption (Su) Elacnida can assume the
appearance and voice of any creature she has petrified,
but only as a ghostly version. This otherwise works
exactly like and replaces the assumption class ability
provided by Elacnida’s master spy class levels. Elacnida
can also learn any piece of information known to the
petrified creature by spending a move action.
Rejuvenation (Su) After her betrayal and death, Elacnida’s
covetous spirit clung to the physical world, anchored
to the statues of Dendrak and those she has petrifi ed
as a ghost. Only by eliminating all her anchors—either
by returning them to fl esh and blood or else utterly
destroying their stone forms—can Elacnida’s tether to the
mortal realm be severed, allowing her spirit to move on
to the Boneyard.
Statue Sight (Su) As one of her ghostly abilities, Elacnida
can see through the eyes of any creature she has
petrified since her death. Activating this ability is a move
action, and it can be maintained every round by spending
a move action. Once per day, Elacnida can channel her
petrifying gaze through a statue she is currently looking
through. Creatures gain a +2 circumstance bonus on
Fortitude saves to resist petrifying gazes performed in
this manner..

PF2 Ghost Medusa statblock:
ELACNIDA
MEDUSA GHOST SPYMASTER 15

LE
MEDIUM
SPIRIT
UNDEAD
GHOST
INCORPOREAL
OBJECT BOUND

Perception +33; Darkvision
Languages Common, Goblin, Undercommon
Skills Acrobatics +27, Deception +33, Diplomacy +30, Intimidation +30, Performance +30, Society +27
Str -5, Dex +6, Con +0, Int +6, Wis +4, Cha +8
Object Bound Elacnida can't manifest more than 300 feet from a petrified remains, but she can teleport between different remains as a 2 action activity.
AC 37; all-around vision Fort +23, Ref +29, Will +26
HP 258, (negative healing, rejuvenation); Immunities Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
Petrifying Gaze (arcane, aura, transmutation, visual); When a creature ends its turn in the aura, it must attempt a DC 36 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait.
Rejuvenaton (divine, necromancy); After her betrayal and death, Elacnida’s covetous spirit clung to the physical world, anchored to the statues of Dendrak and those she has petrified
as a ghost. Only by eliminating all her anchors—either by returning them to fl esh and blood or else utterly destroying their stone forms—can Elacnida’s tether to the mortal realm be severed, allowing her spirit to move on to the Boneyard.
Biting Snakes Trigger A creature ends its turn adjacent to the medusa. Effect The medusa makes a snake fangs Strike against the creature.
Speed fly 25 feet
Melee ghostly hand +30 (finesse, agile, magical), Damage 3d10+14 negative plus 3d6 sneak
Melee snake bite +28 (finesse, agile, magical), Damage 3d6+14 plus 3d6 sneak
Spells DC 40, attack +28;
Constant mind blank, nondetection (8th level)
Focus Gaze (arcane, concentrate, incapacitation, transmutation, visual); (arcane, concentrate, incapacitation, transmutation, visual) The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa’s petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa’s next turn.
Frightful Moan (auditory, divine, emotion, enchantment, fear, mental); DC 36
Corrupting Gaze (divine, evocation); 8d6 negative damage, DC 36 basic will save. A creature that fails this also fails against Focus Gaze.
Petrified Assumption (illusion, divine); Elacnida can assume the appearance and voice of any creature she has petrified, but only as a ghostly version. This otherwise works exactly like and replaces the assumption class ability provided by Elacnida’s master spy class levels. Elacnida can also learn any piece of information known to the petrified creature as an action.
Statue Sight (divination, divine, concentrate); As one of her ghostly abilities, Elacnida can see through the eyes of any creature she has petrified since her death. It can be Sustained as a spell. Once per day, Elacnida can channel her petrifying gaze through a statue she is currently looking through. Creatures gain a +2 circumstance bonus on Fortitude saves to resist petrifying gazes performed in this manner..

Edit: I suppose in retrospect I should have put this in the conversion forum. I intended it to be a bit more about Save or Dies at high level than it wound up being.


1) You want to repeatedly assail multiple PCs with Petrify (who have access to it's "cure"). Legit. Consider tweaking both abilities.

Petrifying Gaze
As above, but:
Critical Success > PC is immune for a number of rounds equal to his/her CON modifier
Failure > Slowed +1 until the creature takes a 10-minute rest
Critical Failure > Slowed +2 until the creature takes a 10-minute rest
Slowed effects are cumulative (ie. If a PC fails it's twice over two rounds, they become Slowed 2).
A creature that is Slowed 3 must immediately make a Fortitude save or be permanently petrified.

Focus Gaze
As above, but:
Type: Reaction
Trigger: "When a creature fails it's save vs. Petrifying Gaze"
Critical Success > PC is immune for a number of rounds equal to his/her CON modifier
Faulire > Slowed +1 until the creature takes a 10-minute rest
Critical Failure > Slowed +2 until the creature takes a 10-minute rest

This should allow the Medusa to use "lurker" tactics until the PCs start getting hot on their saving throws for consecutive rounds in a row. I think.

...

2) Provide one or more "Hallowed Sites" where the Ghost Medusa can rejuvenate hit points. The PCs can find out and destroy these sites.

3) Less is more?

Good luck!


What about giving her a focus power of flesh to stone as the spell? That way she can jump in cast then flee then come back 10 mins later for another go?

Sovereign Court

I think it's okay to remove some of the restrictions on the level 7 ability when raising the monster to level 15.

Look for other monsters with incapacitation abilities around level 15 to get an idea for what is appropriate.


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Timeshadow: My issue with making it a focus spell is the Medusa's gaze being a constant danger, not a once per 10 minute danger, is a pretty important thematic component. Also, having her attack every 10 minutes seems exhausting. My idea currently is to have give my players a d6 in a tension pool every 10 minutes. At an hour, I roll the pool and remove the dice. If there's a 1, a complication occurs: probably her doing a drive by, but potentially some other dungeon denizen making a move. If the players do something that draws attention, I'll roll the pool with however many dice and not empty it. (This might include hanging out by one of the statues she has left.)

rainzax: I appreciate the idea, but it feels a little more complicated than it needs to be. I also don't love granting temporary immunity-- again, the medusa's gaze is meant to be a pretty constant danger barring precautions.

Ascalaphus: The closest match I could find was the Shemhazian:

Paralyzing Gaze (aura, divine, enchantment, visual) 30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 Fortitude save. If it fails, it’s slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round.

Focused Gaze (concentrate, divine, enchantment, incapacitation, visual) The shemhazian focuses their gaze on a non-evil creature they can see within 30 feet. If that creature isn’t already slowed by the shemhazian’s paralyzing gaze, it must attempt a save against the shemhazian’s paralyzing gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save or be paralyzed for 1 round. A shemhazian can’t use this ability against the same creature more than once per round.

Adding the critical failure condition like the demon has might be enough. That way she has a low but real chance to insta kill a PC, and can plausibly use it more consistently on weaker NPCs. It is more dangerous than the Shemhazian gaze for its duration and DC, but it is her central shtick while for the demon it is more of an add-on for a brute slugger. This is the front runner for me now.


My own Ironfang Invasion party, currently at 2nd level in Trail of the Hunted, has a rogue, a rogue with sorcerer dedication, a ranger, and a druid, so only the druid will have access to the divine/primal spell Stone to Flesh. We used to have an alchemist, but the player moved an hour away. If another PC learns Alchemical Crafting, the party could have access to Salve of Antiparalysis, which can remove petrification. I also expect that Sam, the rogue/sorcerer, will be daring enough to fight or apply salve in a blindfold if necessary. Thus, Captain Morgan's efforts here help me prepare for the future of my campaign.

I am annoyed that Elacnida's page in Siege of Stone lacked a description for Petrifying Gaze, so I looked it up under Medusa. PF1 Petrifying Gaze is modeled as a special attack. In contrast, the PF2 Medusa's petrification ability is split into an aura and a nonattack action.

PF2 Bestiary, Medusa, page 234 wrote:

Petrifying Gaze (arcane, aura, transmutation, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait.[/b]

...
Focus Gaze [one-action] (arcane, concentrate, incapacitation, transmutation, visual) The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn.
Captain Morgan wrote:
1) What's a fair adjustment to her gaze to allow her a chance to one round someone and slip away? The simplest idea is to remove the temporary immunity clause, letting her spam it and try to freeze someone. Other options include adding a critical failure effect, and/or making the gaze work as flesh to stone for ongoing drama once she is gone.

My guess is that Paizo split the PF1 Petrifying Gaze special attack into two parts to better mimic the mythological Medusa more. The victim is petrified by seeing the medusa's face, not from a hit by eyebeams. But the designers did not want the medusa to petrify the entire party in one round, so they made full petrification cost actions. They added the immunity clause to emphasize the aura.

I agree that at level 15 or 16 threat, Elacnida should be able to petrify in her starting round. We might need to compensate by making the Fortitude save easier, since functionally we don't want her to frequently succeed in that first round.

I see three thematic possibilites: (a) reduce the immunity clause, (b) give the Petrified Gaze effect on other occasions than end of turn, or (c) repurpose the Corrupting Gaze.

(a) Alter the immunity clause to, "After a successful save, the creature is then temporarily immune until the start of the medusa's next turn." This stops Elacnida from spamming the Focus Gaze but allows a back-to-back pair of successful Focused Gazes to petrify a character.

(b) Petrifying Gaze says, "The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait." What if activating a deactivated aura when Elacnida is sure people are looking at her face creates an immediate Petrifying Gaze effect rather than having to wait until the victim's turn? That seems plausible. And the way to make sure people are looking at her is Petrified Assumption. We need to rewrite Petrified Assumption anyway, because "This otherwise works exactly like and replaces the assumption class ability provided by Elacnida’s master spy class levels," is a meaningless sentence under PF2 rules while PF2 lacks a [url="https://www.d20pfsrd.com/classes/prestige-classes/apg/master-spy/"]master spy class.

PF1 Advanced Player's Guide, Master Spy wrote:

Assumption (Su)

The ultimate ability of the master spy is to take over another persona entirely, making it her own. As a full-round action, the spy can touch a helpless creature and shift her aura to that of her target. This confuses divination effects and spells, even ones as powerful as discern location, such that they register the spy as being the creature she has touched. This ability is not proof against the actions of deities or similarly powerful beings. The assumption of an identity lasts until the master spy ends it (a standard action) or she uses the ability on another creature.

Elacnida's combat tactics said, "Elacnida suppresses her gaze attack while disguised, but immediately resumes it upon reverting to her true form," so let me build that into her new Petrified Assumption.

Petrified Assumption [one-action] By touching a fully petrified victim Elacnida can assume the appearance and voice of that creature, as a ghostly version rather than a petrified version. This confuses divination effects and spells so that they register Elacnida as being the creature she touched. While under a Petrified Assumption disguise, Elacnida's petrified gaze is deactivated and she can spend an action to learn any piece of information known to the petrified creature. She retains her ghostly abilities, such as Corrupting Gaze and Draining Touch. Elacnida removes the disguise by spending an action, by activating her petrified gaze, or by using Petrified Assumption on another petrified creature.

(c) The Corrupting Gaze conflcts with Elacnida's medusa theme. Her gaze working to sometimes petrify and sometimes corrupt will confuse the players. We could play Elacnida as using Focus Gaze in her natural form and Corrupting Gaze in Petrified Assumption disguise. An alternative is to make Corrupting Gaze a non-incapacitating preparation for Focused Gaze that also acts like Petrifying Gaze.

Stony Gaze [two-actions] (arcane, necromantic, visual) Elacnida stares at a creature it can see within 30 feet. The target takes 1d6 negative damage + 1d6 per 2 levels with a basic Fortitude save DC 36. A creature that fails its save is also slowed 1 for 1 minute."

Then we edit the sentence in Focus Gaze, " If the creature was already slowed by petrifying gaze before attempting its save, ...," to add, "or stony gaze" after "petrifying gaze."

Captain Morgan wrote:
2) How do ghosts heal HP outside of the paltry healing of Draining Touch? They can rejuvenate from destruction, so it stands to reason they can heal "wounds." I could use the rules for Treat Wounds, if nothing else.

Technically, Treat Wounds requires a healer's kit and as a ghost, Elacnida cannot carry a kit. But taking multiple minutes undisturbed to heal seems appropriate.

Draining Touch [two-actions] With a touch, Elacnida attempts to drain a living creatureʼs life force. She makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and Elacnida regains 8 HP.
Elacnida can also use Draining Touch on a creature she petrified as a one-minute activity that requires touching the statue. Afterwards she makes a DC 5 flat check and if she fails, that statue become immune to Draining Touch for 1 day.

Captain Morgan wrote:
3) Is it worth giving her the Inhabit Object power? It is thematically appropriate, but she already has a lot going on. Animated Objects are also kind of confusing between how their hardness works, whether it persists past their construct armor breaking, and whether their level depends on the object used or just the ghost.

Thematically, Inhabit Object and Statue Sight are too close to each other. They ought to be two sides of the same ability. I considered simply limiting Inhabit Object to Elacnida's statues, but then the party might start smashing petrified victims to power on sight to cut her off from Inhabit Object. I also thought it would be amusing if Elacnida inhabiting an object or possessing a person gradually turned the object or person to stone, but that was too complicated to write clearly.

I think the Petrified Assumption, Statue Sight, and teleport to statues ought to be viewed as Elacnida's unique version of Inhabit Object.

To be continued ...


One other thing I've been trying to figure out is how soon she should go on the offense. The book has trying to impersonate other ghosts at various points and tell people there's a medusa at the heart of the dungeon, but not a ghost medusa. I'm not sure selling those lies is worth not attacking the party at various points. This might be something I have to feel out in play though-- it could hinge on how suspicious my party is towards her various ruses. If they aren't going to believe anything a ghost tells them, she might as well just start attacking.

Mathmuse wrote:
My guess is that Paizo split the PF1 Petrifying Gaze special attack into two parts to better mimic the mythological Medusa more. The victim is petrified by seeing the medusa's face, not from a hit by eyebeams. But the designers did not want the medusa to petrify the entire party in one round, so they made full petrification cost actions. They added the immunity clause to emphasize the aura.

I had a somewhat different take. The idea that Focus Gaze evoked for me wasn't that she was launching eyebeams, but that someone only locked eyes with her once per turn. Once you make your first save, you look away from her. This, coupled with Avert Gaze, take the place of the PF1 options for avoiding gazes. It's less simulationist, but also simpler to run.

Who knows, though?

Quote:
(a) Alter the immunity clause to, "After a successful save, the creature is then temporarily immune until the start of the medusa's next turn." This stops Elacnida from spamming the Focus Gaze but allows a back-to-back pair of successful Focused Gazes to petrify a character.

This is pretty close to my first idea, yeah. But it does seem a little weird if folks just keep looking at her when she's already zorched them with it that round.

Quote:
(b) Petrifying Gaze says, "The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait." What if activating a deactivated aura when Elacnida is sure people are looking at her face creates an immediate Petrifying Gaze effect rather than having to wait until the victim's turn? =

Yeah, I agree this needs to be factored in regardless. If the "once per day" limit is kept though it needs to be able to one shot someone for full effect. Which is part of why I like just making someone petrified on a critical failure regardless of prior failures.

(c) The Corrupting Gaze conflcts with Elacnida's medusa theme. Her gaze working to sometimes petrify and sometimes corrupt will confuse the players. We could play Elacnida as using Focus Gaze in her natural form and Corrupting Gaze in Petrified Assumption disguise. An alternative is to make Corrupting Gaze a non-incapacitating preparation for Focused Gaze that also acts like Petrifying Gaze.

Quote:

Stony Gaze [two-actions] (arcane, necromantic, visual) Elacnida stares at a creature it can see within 30 feet. The target takes 1d6 negative damage + 1d6 per 2 levels with a basic Fortitude save DC 36. A creature that fails its save is also slowed 1 for 1 minute."

Then we edit the sentence in Focus Gaze, " If the creature was already slowed by petrifying gaze before attempting its save, ...," to add, "or stony gaze" after "petrifying gaze."

I played around with my own variation of this, which was just having the normal Corrupting Gaze failure also count as a failing against Focus Gaze. It feels kind of... distracting? Like it creates this weird tactical question of using a two action move for extra damage against a single target vs using two actions to potentially freeze two different targets. And I feel like she'd use the latter over the former since HP damage is irrelevant on someone who is petrified.

Your solution means she'd use both on a single target in a turn, which does have less conflict... but maybe it makes more sense to just remove the "once per turn" thing on Focus Gaze per Suggestion A. It certainly is thematically tighter if her gaze just does Medusa stuff. I can give her another power instead, like telekinetic assault maybe. Although really, it seems like she'd really just try to use Focus Gaze for all her actions if there's a viable target for her, with the occasional Frightful Moan to lower saves.

Quote:

Technically, Treat Wounds requires a healer's kit and as a ghost, Elacnida cannot carry a kit. But taking multiple minutes undisturbed to heal seems appropriate.

Draining Touch [two-actions] With a touch, Elacnida attempts to drain a living creatureʼs life force. She makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and Elacnida regains 8 HP.
Elacnida can also use Draining Touch on a creature she petrified as a one-minute activity that requires touching the statue. Afterwards she makes a DC 5 flat check and if she fails, that statue become immune to Draining Touch for 1 day.

Oooh, using her statues as a healing battery. I really like that. Definitely using it.

Quote:
Thematically, Inhabit Object and Statue Sight are too close to each other. They ought to be two sides of the same ability. I considered simply limiting Inhabit Object to Elacnida's statues, but then the party might start smashing petrified victims to power on sight to cut her off from Inhabit Object.

True on all points. Though smashing the statues isn't necessarily a bad outcome for her, as they have to be completely pulverized to dust to stop working for her. It would make it much less likely the party can rescue her victims though, and they have stories to tell.

Quote:
I also thought it would be amusing if Elacnida inhabiting an object or possessing a person gradually turned the object or person to stone, but that was too complicated to write clearly.

Oh man. What if she can possess people, and then that person can project her gaze as long she's riding along? Even on a successful save, she can still see from their eyes. That's SO SCARY. I might have to use it. My party should be able to deal with it, given the aforementioned Spirit Blasting, but it will still add a really interesting wrinkle.

Quote:
I think the Petrified Assumption, Statue Sight, and teleport to statues ought to be viewed as Elacnida's unique version of Inhabit Object.

On the teleportation note, I'm a little unclear if "can't travel more than a few hundred feat from any given statue" means that she has to stay within range of all of them at once or if she just has to stay in range of one. The former would explain why she wants people brought to the Vault specifically. But the latter would mean that if the party brings one of the broken legs out of the vault to rest over night, she can emerge into Kraggodan and wreak havoc.

I think adding a critical failure condition of instant petrication is still my favorite tweak to Petrifying Gaze, but I welcome other ideas.


My first thought is to let focus gaze work on someone who is not under the effect of petrifying gaze yet, but the petrifaction effect is temporary instead of permanent. Maybe something like a one minute duration, with a DC 15 flat check at the end of each round to break free. So it can still take someone out of a fight right away, but not permanently.


Uchuujin wrote:
My first thought is to let focus gaze work on someone who is not under the effect of petrifying gaze yet, but the petrifaction effect is temporary instead of permanent. Maybe something like a one minute duration, with a DC 15 flat check at the end of each round to break free. So it can still take someone out of a fight right away, but not permanently.

My concern there is that being taken out of the fight is the real problem, not being permanently petrified. The party has two divine casters, is going to be near a major settlement, and has items like Stone Salve and Lidless Charm Bracelets. Being taken out of the fight, which can last an hour of real table time, is usually worse than having to wait a day in game time for the cleric to prepare spells again.

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