Sharner Kobold Sharner Kobold

 

u
Kap.20: Zanan's take on Irae T'sarran in D&D 3.5

3,5 Conversion and Creation Guide for a high-level Mystic Theurge / Yathrinshee

She is the main villain of the City of the Spider Queen (CotSQ) campaign, at that time a threat to the Dalelands of Faerûn, and a being of considerable power. Yet, the latter has been deemed to low by some DMs, while other DMs have bemoaned the missing conversion of the White Banshee to the revised edition of D&D. Hence I have decided to re-create Irae T'sarran in 3,5 statistics, without giving too much away of the original. Speaking of which, this is not going to be any sort of critique on the adventure nor its author, James Wyatt. Rather on the contrary, I would like to thank him for providing such a brilliant piece of D&D lore, one that will go long ways to become an all time great among DMs and players alike.

 

This is the last notification for players of this campaign: if you read along, you will find spoilers for your adventure which will ruin the game-sessions. Rest assured, once Irae is done with your characters, you will be able to join her cause and further the goals the White Banshee has set herself for the Realms Above ...

 

First things first. A lot of material has been published since CotSQ appeared on the bookshelves. I will take a certain amount of Forgotten Realms material into consideration (though I have to keep in mind the restrictions regarding copyrights et al), not all of which might be available to a DM who wants to use this version of Irae. A list of the books used will appear at the end of this article.

Many people bemoaned the lack of power - stat-wise - of the NPCs of CotSQ. I have a certain ranking system by which I create my characters and Irae T'sarran obviously falls into the highest category. Thus, she will be created with the 32-point-buy variant rule - without taking any age penalties or bonuses into consideration. Furthermore, I will try to keep her along the lines of the adventure version, with regard to character levels, equipment, and spell-power (well, divine spell-power that is). The Yathrinshee as well as the Mystic Theurge prestige classes were not available to the author of the original, but the Players' Guide to Faerûn suggests that at least the former of these PrC could be used for Irae. Thus, you will not only see her converted to 3RE, but also how the Mystic Theurge could be used for high-level NPC.

 

Well now, I will go through her conversion and reshaping process step by step:

 

Ability scores - creation: (Point buy and racial adjustments)

STR 8 (0 PB) - DEX 11 (1 PB +2) - CON 10 (4 PB -2) - INT 17 (8 PB +2) - WIS 17 (13 PB) - CHA 16 (4 PB +2)

 

Level adjustments to scores:

INT + 2 (4th & 8th) and WIS +3 (12th, 16th & 20th). The skill points were adjusted accordingly, starting with the Necromancer classes.

 

She does not have any ability boost items, but can utilize spells. This will only be dealt with in her battle-version.

 

Irae T'sarran's final scores would be:

 

STR 8 - DEX 11 - CON 10 - INT 19 - WIS 20 - CHA 16

 

(Yes, I know you have seen better, but remember that she is not finished here.)

 

Class levels and Prestige Classes:

In the original game, Irae was a straight divine caster. This conversion will go along these lines, but - given the special outlook and demands of the Yathrinshee - we will turn Irae into a very capable arcane and a very dangerous necromancy-oriented divine caster. A few feats need to be shed on the way to the Yathrinshee PrC, which requires Spell Focus (Necromancy) as well as the Vile feats Evil Brand and Lichloved, as described in The Book of Vile Darkness (both) and Champions of Ruin (only the former). Of those the Spell Focus hurts most, while Evil Brand and Lichloved do not exactly enhance the character either. All are pay-offs for the abilities granted by the respective PrC, of course.

 

Lets get our teeth into her now. Irae will start off as a Cleric / Necromancer, shedding two "unwanted" schools of arcane magic which we can freely select these days. What we need, apart from Necromancy is Evocation, Illusion and Transmutation. The rest is up to the DM and I decided that she will go without Divination and Enchantment. (Of course, Irae has the full array of divine spells to make up for this while Enchantment and Elves/Drow never went along too well anyway.)

We need to fulfill the demands of the Mystic Theurge first, so a set number of divine and arcane spellcaster levels is needed. Given her high INT, the rank requirements are easily met. Cleric 3 / Necromancer 3 does the trick. While the True Necromancer - a fine choice for any necromancer (listed in Tome & Blood or more recently Libris Mortis) - would provide almost as much spell-power as the Mystic Theurge, it requires a domain Kiaransalee does not offer. While we could easily skip this requirement, there is actually no need to do so, as the option presented here gives her more combined spell-power than the most straight True Necromancer would. Cleric 3 / Necromancer 3 / Mystic Theurge 10 it is, giving her divine and arcane spellcaster levels of 13 / 13, with a caster level of 13 each as well. Now we take on the flair-demanded Yathrinshee, high priestesses of Kiaransalee who also excel in the art of arcane necromancy. To acquire the original Irae's character level, we take 4 levels in the PrC - described in the Players' Guide to Faerûn. This class does not give you a full spell progression, so along the way Irae takes up 2 caster levels in each spellcasting class. This brings her spell-power up to 15 / 15, enabling her to cast 8th level arcane and divine spells. That is, by all means, a very healthy amount of magic concentrated into one character.

The bonus that comes along with the Yathrinshee is the Necromancer ability. Any necromantic spell a Yathrinshee casts has the combined arcane and divine caster level, which has some wonderful - or, in case you oppose her, less wonderful - side effects. For these kind of spells, her caster level adds up to 18 (Clr 3, Nec 3, MysT 10, Yath 2), which is almost as good as her straight CL of 20 of the original Irae (- though she can (only) cast spells up to cleric CL 17 in the original version). Furthermore, she is immune to any death spells and effects due to the class' special features. The only backdrop is the lack of rebuking power, which stands at 7th level. (But that is not something she will need that often anyways.) Important for this conversion is that she can cast quite a number of spells fast and effectively.

 

Now we can go in medias res and create Irae's statblock, still without spell enhancements and all. Another, ready-for-use block with all important features - once she is ready for combat - will appear below. Given that the items she uses burst all gear tables, she only has these three powerful items and nothing else.

 

Irae T'sarran

Cleric 3 / Necromancer 3 / Mystic Theurge 10 / Yathrinshee 4

CR 21; Medium-size Humanoid (Drow); HD 3d8 plus 3d4 plus 10d4 plus 4d4 ; HP 69 (= 75%); Init +2 (feat) ; Spd 30 ft.; AC 20 (+5 Natural, +5 Armor) (Touch 10, flat-footed 20); Base Atk: +10, Grp: +9; Atk (full) +10 / +5 melee (1d6/19-20/x2 plus 1d6 negative energy) or +9 / +4 touch spell or +10 / +5 ranged touch spell, or ranged (gaze attack, Fort save DC 19 or take 2d10 points of damage and suffer 1d4 Charisma drain; thrice per day);

SA Gaze attack (Eyes of the Spider), spells, spell-like abilities, spell turning (item), Strike of Vengeance.

SQ Cannot be flanked, Immunities (death ward, Eyes of the Spider), Necromancer, Racial traits (drow), Rebuke undead, Spell Resistance 31, Rebuke Undead (10x per day), True seeing;

AL CE;

SV Fort +8, Ref +6, Will +22 (+24 Drow bonus on Will saves; +1 bonus from Lichloved vs. mind-effecting effects, poison, sleep, paralysis, stunning, and disease; +2 bonus vs. enchantment spells or effects)

Str 8, Dex 11, Con 10, Int 19, Wis 20, Cha 16

Skills (SP - Clr 20+10, Nec 18, MysT 60, Yath 24; Feats, items, race, and synergies included): Appraise (craft related) +6, Concentration +23, Craft (choose one) +16, Decipher Script +15 (+17 scrolls), Diplomacy +7 (9 vs evil), Intimidate +3 (5 vs evil), Knowledge (Arcana) +22, Knowledge (History) +5, Knowledge (religion) +26, Knowledge (The Planes) +13, Listen +7, Search +10, Sense Motive +10, Spellcraft +26, Spot +13, Survival (planes) +7, (none open);

Languages: Elven (drow), Common, Undercommon (+3): Drow Silent Speech, ...

Feats (6 plus bonus feats) - Blooded (Regional), Evil Brand, Extra TurningB, Lichloved, Quicken Spell, Scribe ScrollB, Spell Focus (Necromancy), Via Negativa;

Spell-Like Abilities: 1/day: dancing lights, darkness, faerie fire CL 20; save DC 13 + spell level.

 

Arcane Spells (CL 15): ( 4/5+1/5+1/5+1/5+1/4+1/3+1/2+1/1+1); base DC = 14 (DC 15 Necromancy spells) + spell level: 0 - ; 1st ; 2nd ; 3rd; 4th ; 5th ; 6th ; 7th ; 8th .

Spellbook (possible FR selection): 0 - all; 1st - Magic Missile, Ray of Enfeeblement, Shelgarn's Persistent Blade*, Shield, Spirit Worm*; 2nd - Balagarn's Iron Horn*, Battering Ram*, Blindsight*, Blur, Cat's Grace, Ghoul Touch, Mirror Image, Spectral Hand, Web; 3rd - Blink, Displacement, Haste, Invisibility Sphere, Ray of Exhaustion, Skull Watch*, Undead Torch*, Vampiric Touch; 4th - Backlash*, Caligard's Claw*, Enervation, Force Orb*, Greater Invisibility, Otiluke's Resilient Sphere, Phantasmal Killer, Sinsabur's Baleful Bolt*, Solid Fog, Stoneskin; 5th - Beltyn's Burning Blood*, Bigby's Interposing Hand, Cloudkill, Firebrand*, Fleshshiver*, Hold Monster, Improved Blink*, Wall of Force, Waves of Fatigue; 6th - Bigby's Forceful Hand, Circle of Death, Disintegrate, Eyebite, Flesh to Stone, Globe of Invulnerability, Mass Contagion*, Mineralize Warrior*, Veil; 7th - Antimagic Aura*, Finger of Death, Greater Ironguard*, Greather Thunderclap*, Mordekainen's Sword, Prismatic Spray, Reverse Gravity, Simulacrum, Spell Turning, Waves of Exhaustion; 8th - Clone, Horrid Wilting, Iron Body, Lightning Ring*, Maze, Prismatic Wall, Skeletal Guard*, Sunburst, Trap the Soul, Wall of Greater Dispel Magic*

*Marks spells from FR sourcebooks - see PGtF for sources.

 

Cleric spells - Domains: Retribution & Undeath.

Divine Spells (CL 15, general selection): (6/7/6/6/5/5/3/2/1); base DC = 15 (DC 16 Necromancy spells) + spell level: 0 - any; 1st Divine Favor, Faith Healing*, Enthropic Shield, Sanctuary, Shield of Faith# - 3 open; 2nd Bear's Endurance#, Bull's Strength, Hold Person, Resist Energy, Silence, Spiritual Weapon - 1 open; 3rd Animate Dead#, Bestow Curse, Blindness, Blindsight*, Contagion, Dispel Magic, Magic Circle vs. Good; 4th Divine Power, Fire Shield#, Imbue with Spell ability, Iron Bones*, Recitation*, Spell immunity; 5th (Insect Plague, Mass Contagion*), Mass Inflict Light Wounds#, Monstrous Regeneration*, Poison, Slay Living, Soul Scour*, Symbol of Pain, (Wall of Dispel Magic*, Wall of Stone) ; 6th (Antilife Shell), Banishment#, Blade Barrier, (Greater Dispel Magic, Greater Glyph of Warding), Mass Bear's Strength, (Mass Inflict Moderate Wounds, Stone Body*), Word of Recall; 7th Destruction, (Mass Inflict Serious Wounds), Repulsion, Spell Turning# (,Symbol of Stunning, Symbol of Weakness) ; 8th (Cloak of Chaos,) Create Greater Undead# (,Earthquake, Fire Storm, Greater Planar Ally (marilith), Mass Inflict Critical Wounds, Summon Monsters VIII, Symbol of Death, Symbol of Insanity) Quickened Divine Power.

#marks domain spell; *marks spells from FR sourcebooks.

 

Turning check: 1d20 + 5 (Charisma and +2 synergy Knowledge (Religion)); Damage 2d6+10 (Cleric level, Cha-modifier), 10/day.

 

Gear as 22nd level character (GP 265,000): Claw of the Revenancer (n.a.), Eyes of the Spider (212,000), Rod of the Twisted Weave (60,000), ...

(The claw, the eyes, and the rod are items described in the adventure. They are not listed here, but their abilities etc. are included in the statistics.)

 

Immunities: From death ward as well as the Eyes of the spider (item), Irae is constantly immune to mind-effecting effects (charms, compulsions, phantasms, patterns, and morale effects), all death spells, magical death effects, energy drain, and negative energy effects. As a drow she is immune to sleep spells and effects.

 

Necromancer: Her caster levels stack when determining the caster level for necromantic spells. For those kind of spells, she counts as an 18th level caster.

 

Strike of Vengeance (domain feature): When hit by an opponent in melee combat, Irae may strike that opponent with her next attack. If she hits, she deals maximum damage.

 

Irae's spell selection is one that will depend largely on the situation at hand. Generally, her most likely appearance will be during the final and climactic battle. Thus, her spells will be very combat driven, enabling her to draw on very potent defensive as well as offensive magic. DMs should remember that this is her last stand. She might willingly fight to death as all her dreams have been shattered ... or because she has a back door open.

Spell selection is a very subjective thing. I will go for her using summonings, conjurations, and the like to keep the opponents away from her, so she has all hands free to blast them with devastating (and I mean devastating) spells. Spells are drawn from the list given in the Players' Guide to Faerûn and the books mentioned therein. Thus, the DM may have to get his hands on Magic of Faerûn, Races of Faerûn, Unapproachable East, and Underdark too. Then again, the PHB does offer a fair selection of alternatives, if the DM lacks any of the aforementioned material. Suggested spell sources are The Book of Vile Darkness and Libris Mortis, as well as the Complete series. Most of these spells can also be found in the Spell Compendium.

 

Now for the real thing: Irae's last stand or rather, the PC's ultimate test. For the sake of clarity, I only use one non-FR spell in this battle-version, thus handing DMs who simply need a nigh epic drow priestess the chance to simply take her as an example. DMs can, of course, chose to enhance her spell list with spells from the books listed above. What your players' characters have, your NPCs should have as well.

In case the question arises, Irae has access to all the spells she utilizes simply because she just slaughtered half a dozen mages including the Archmage of Maerimydra and thus was able to plunder their spellbooks et al. Now she is residing in a very special place and known to have spied upon and being informed of the advancing PC in detail. I for one doubt that she will wait till all of her subordinates are slain and then wait a bit longer for them pesty PC to approach her own private sanctum. Rather on the contrary, once she gets fed up with the failures of her subordinates, she will pick the time and place for her own assault. Thus, Irae will be ready and has all the spells cast or at her finger tips. I will give her in a way that gives a DM an overview of her various abilities and ongoing spells and tactics. Casting spells will take its time and it is up to the DM to calculate the exact number of rounds of the short-duration spells. She may or may not fight to death, yet, in any case, she is almightily angry at the PCs and will hand out terrible spells with no intent to keep any remains of the characters.

 

Ware the wrath of the patient one, as they say ...

 

Irae T'sarran

(battle version)

DMs may mark the durations of ongoing/running spells according to their liking.

 

Cleric 3 / Necromancer 3 / Mystic Theurge 10 / Yathrinshee 4

CR 21; Medium Humanoid (Drow); HD 3d8 plus 3d4 plus 10d4 plus 4d4 + 55; HP 124; Init +4 (+2 Dex, feat); Spd 30 ft.; AL CE;

 

STR 14, DEX 15, CON 14, INT 23, WIS 24, CHA 16

(Bear's Endurance, Bull's Strength, Cat's Grace, Fox's Cunning, Owl's Wisdom, Divine Power)

 

Defenses:

AC 30 (+2 Dex, +5 Natural, +5 Armor, +4 deflection*, +4 shield*) (Touch 20, flat-footed 28);

Antilife Shell - 150 mins, bars approach to nearer than 10 feet, no save

Blur 20% miss chance - 15 mins

Displacement 50% miss chance - 15 rounds

Entropic Shield - 15 mins, 20% miss chance for missiles and ray

Psbly. Fire Shield - 15 rounds (cold) deals 1d6+15 fire damage to anyone striking her (no save, but SR)

Freedom of Movement - 150 mins

Psbly. Invisible (greater) - 15 rounds

Magic Circle vs Good (as Protection below but: ) 150 mins

Protection from Good - 15 mins, +2 deflection bonus, +2 resistance bonus on saves (vs. good)

*Shield - 15 mins

*Shield of Faith - 15 mins, +4 deflection bonus to AC

Stoneskin - 150 mins, DR 10/Adamantine, 150 HP

*marks spells included in the AC list. These may run out or might be dispelled, but longer or ongoing ones may take effect as well.

 

Attack:

Divine Power (15 rds) & Divine Favor (+5 luck, 1 min) & Bless (+1 moral, 15 mins):

Base Atk: +26 (HD + luck & morale), Grp: +28; Atk (full) +29/+24/+19/+14 melee (1d6+8/19-20/x2 plus 1d6 negative energy) or +28/+23/+18/+13 touch (spectral hand) or ranged touch spell, or ranged (gaze attack, Fort save DC 19 or take 2d10 points of damage and suffer 1d4 Charisma drain; thrice per day)

 

SA Gaze attack (Eyes of the Spider), spells, spell-like abilities, spell turning (item & spell), Strike of Vengeance.

Spectral Hand - 15 mins

 

SQ Blurred (15 mins), Cannot be flanked, Displaced (15 rds), Immunities (death ward, Eyes of the Spider), Necromancer, Racial traits (drow), Rebuke undead, See invisible (15 mins), Rebuke Undead (10x per day), Spell Resistance 31, Stoneskinned (150 mins), True seeing;

 

Defenses vs. magic:

Spell Resistance 31

Spell Turning in effect twice

 

SV Fort +10, Ref +8, Will +24 (+26 Drow bonus on Will saves; +1 bonus from Lichloved vs. mind-effecting effects, poison, sleep, paralysis, stunning, and disease; +2 bonus vs. enchantment spells or effects)

Bless - 15 mins, +1 morale vs. fear effects

Fire Shield - check for random chill or warm effect

Protection from Energy (Fire) - 150 mins, absorb 12/round

Protection from Good - 15 mins, +2 deflection bonus, +2 resistance bonus on saves (vs. good)

Resist Energy (Sonic) -150 mins, Resistance Sonic 30

Spell Immunity - 150 mins, (any three spells up to 4th level she saw the PCs use regularly)

Spell Turning - 150 mins

(Note rod of twisted weave special abilities)

 

Skills (SP - Clr 20+10, Nec 18, MysT 60, Yath 24; Feats, items, race, and synergy bonuses included): Appraise (craft related) +8, Concentration +25, Craft (choose one) +18, Decipher Script +17 (+19 scrolls), Diplomacy +7 (9 vs evil), Intimidate +3 (5 vs evil), Knowledge (Arcana) +24, Knowledge (History) +7, Knowledge (religion) +28, Knowledge (The Planes) +15, Listen +9, Search +12, Sense Motive +12, Spellcraft +28, Spot +15, Survival (planes) +9;

Languages: Elven (drow), Common, Undercommon (+3): Drow Silent Speech, ...

Feats (6 plus bonus feats) - Blooded (Regional), Evil Brand, Extra TurningB, Lichloved, Quicken Spell, Scribe ScrollB, Spell Focus (Necromancy), Via Negativa;

Spell-Like Abilities: 1/day: dancing lights, darkness, faerie fire CL 20; save DC 13 + spell level.

 

Arcane Spells remaining (CL 15): ( 4/4+1/1+1/4+1/4+1/4+1/3+1/2+1/1+1); base DC = 16 (DC 17 Necromancy spells) + spell level: 0 - ; 1st Magic Missile (2), Obscuring Mist, Ray of Enfeeblement*, Shield; 2nd False Life*, Spectral Hand*; 3rd Blacklight (FRCS), Fireball, Slow (2), Vampiric Touch*; 4th Enervation*, Greater Invisibility, Otiluke's Resilient Sphere, Phantasmal Killer, Solid Fog; 5th Bigby's Interposing Hand, Cloudkill, Hold Monster, Magic Jar*, Quickened Ray of Enfeeblement*; 6th Bigby's Forceful Hand, Circle of Death*, Disintegrate, Globe of Invulnerability; 7th Prismatic Spray, Reverse Gravity, Waves of Exhaustion*; 8th Quickened Dimension Door, Horrid Wilting*.

 

Spells cast: 0 - all; 1st - Shield; 2nd - Blur, Cat's Grace, Fox's Cunning, Spectral Hand; 3rd - Displacement; 4th - Stoneskin; 5th -; 6th -; 7th -; 8th -

*marks Necromancy spells - CL 18.

 

Cleric spells - Domains: Retribution & Undeath.

Divine Spells (CL 15, general selection): (6/3+0/4+0/4+1/3+0/5+1/2+1/2+0/1+1); base DC = 17 (DC 18 for Necromancy spells) + spell level: 0 - any; 1st Cure Light Wounds, Divine Favor, Sanctuary; 2nd Hold Person, Silence, Spiritual Weapon, Zone of Truth; 3rd Animate Dead#*, Bestow Curse*, Blindness*, Contagion*, Dispel Magic; 4th Cure Critical Wounds, Divine Power, Poison*; 5th Flame Strike, Insect Plague, Mass Inflict Light Wounds#*, Quickened Divine Favor, Slay Living*, Wall of Stone; 6th Banishment#, Blade Barrier, Greater Dispel Magic; 7th Destruction*, Repulsion; 8th Create Greater Undead#* (slain PC: spectre), Quickened Divine Power.

#marks domain spell. *marks Necromancy spells (all Inflict spells belong to this) - CL 18.

Utilizing the Via Negativa feat, Irae may spend a Rebuke Undead attempt per Inflict spell (spontaneous) and cause additional harm to her foes. If she hits with such a touch spell, she deals an additional 20 points of damage per spell. Thus, an inflict serious wounds spell (possibly via spectral hand) would cause 4d8 plus 15 plus 20 points of damage and uses up the spell and one rebuke attempt (whether she hits or not). Note that spells not successfully delivered can be kept for the next round and another try.

 

Divine Spells cast:

1st Bless, Divine Favor, Enthropic Shield, Protection from Good, Shield of Faith#; 2nd Bear's Endurance#, Bull's Strength, Owl's Wisdom, Resist Energy (Sonic) ; 3rd Magic Circle vs. Good, Protection from Energy (Fire); 4th Divine Power, Fire Shield#, Spell immunity; 5th none; 6th Antilife Shell; 7th Spell Turning#; 8th none (psbly.: Greater Planar Ally (marilith), Summon Monsters VIII).

#marks domain spell.

 

Turning check: 1d20 + 5 (Charisma and +2 synergy Knowledge (Religion)); Damage 2d6+10 (Cleric level, Cha-modifier), 10/day.

 

Gear as 22nd level character (GP 265,000): Claw of the Revenancer (n.a.), Eyes of the Spider (212,000), Rod of the Twisted Weave (60,000), ...

(The claw, the eyes, and the rod are items described in the adventure. They are not listed here, but their abilities etc. are included in the statistics.)

 

Immunities: From death ward as well as the Eyes of the spider (item), Irae is constantly immune to mind-effecting effects (charms, compulsions, phantasms, patterns, and morale effects), all death spells, magical death effects, energy drain, and negative energy effects. As a drow she is immune to sleep spells and effects.

 

Necromancer: As above, CL 18.

 

Strike of Vengeance (domain feature): As above.

 

Tactics:

Irae will know all about the PCs, as she will have spied on them every since Szith Morcane. As soon as the PC enter the Temple, she will be kept informed on them on a regular basis and I assume that she will choose the time of her own attack accordingly - thus having all the spells included above running already. It is up to the DM which of the spells lasting only rounds per caster level she cast first and hence calculate their respective remaining duration. Whether she has help from other temple inhabitants, summoned creatures, the temple itself or the like is also up for the DM to decide. I for one deem it unlikely that she will wait till the players make it to her sanctum and stand up alone against their threat.

Irae has a good chance to survive any initial attack by the PC, should they manage to gain an advantage with regard to initiative - given all the magical protections she has in place. A suggestion for her first actions are:

 

Initially: Command her allies to stop the PC from approaching / casting spells etc.

 

First Round: Reverse Gravity (no save, no SR, 15 rds), plus any quickened spell

 

Second Round: Horrid Wilting (Fort DC 25 half, 18d6), or Greater Dispel Magic on anyone she deems or knows of being a wizard, plus any other quickened spell

(e.g. any PC approaching to within 70 ft. may be targeted by a Quickened Ray of Enfeeblement; ranged touch +28, 1d6+5 STR penalty, no save, 18 mins),

 

Third Round: Waves of Exhaustion (no save, SR yes, all within 60 ft. become exhausted (-6 penalty on STR and Dex), or Destruction (70 ft., Death or at successful Fort DC 24 take 10d6 pts. of damage) vs. the wizard

 

Fourth Round: Bigby's Interposing Hand (no save, +4 AC cover for Irae), Cloudkill (Fort DC 16 or take 1d4 Con damage, 15 mins) or Phantasmal Killer (Will DC 20 negates, Fort DC 20 Death or 3d6 pts. of damage) on any approaching PC

 

Irae may always use a spectral hand to deliver touch spells on approaching PC, either from her spell list or by spontaneously casting inflict spells enhanced by Via Negativa. Should she kill any of the PC, she could instantly revert it to a spectre (Create Greater Undead, up to a distance of 70 ft.) and use it against the PC as well. Similarly, by touching a dead character with her claw, she might transform it into either a revenant or a silveraith under her command instantly. Should any character comes too close, she may cast Blacklight to get out of her opponent's sights while retaining full visibility of them.

Irae may use her Quickened Dimension Door to escape and return better prepared.

 

More fun?

Well, to test or fop the PC, Irae could use a Simulacrum spell and, just in case she is a clever lass or to keep her options open, have a Clone ready somewhere in a hideout far away from Maerimydra. Neither of these options were available to the original lass, of course.

 

Be aware of the Encounter Level

 

In her original version, Irae's EL at the Greater Temple was 21+, depending on what she summoned. Do note that her CR is 21, that of the Undying Temple 20. Them two together would create an EL of 23. This would remain the same if you e.g. add the two Sanctum Defenders (2 x CR 16), but Irae's chances to depose of the PC would jump upwards considerably. If you use the suggested Simulacrum variant ("Irae" would be a Nec 3 / Clr 3 / MysT 4 with a CR of 11), yet, the EL with the two Sanctum Defenders and the Undying Temple would still be EL 21 and pretty challenging indeed. Obviously, the real Irae may stay in the background and add a little spell here and there before turning tail, if the DM so desires.

 

A number of other converted characters will be presented as well, easing the pain for upcoming DMs of this great campaign.

 

© P. "Zanan" Basedau