So I caved and gave him Warhammer proficiency as a bonus feat; really wanted him to have Silent Spell. Here are the final versions of him (Original, Simulacrum, and the Clone that is buffed with Devil's Ego and Draconic Might, and a Clone that doesn't have those buffs):
http://archive.wizards.com/default.asp?x=dnd/rg/20040921a
Invisible Spot DC Spot DC
Thing to Notice to Locate*
Active creature 20 40
Living creature holding still 30 50
Inanimate object, unliving
creature holding still, or
completely immobile creature 40 60
*Locate means to know what square it is in; i.e. - you still have a 50% miss chance.
Invisibility and Hiding
As noted in the description for the Hide skill, you gain a +20 bonus on Hide checks if you're moving and +40 on Hide checks if you're not moving.
To make a Hide check at all, you need some sort of concealment or cover, and that applies even when you're invisible and the creatures trying to spot you can't see invisible things. Invisibility gives you total concealment, but spotting something invisible carries its own Spot DCs and you can't make yourself harder to see without a little extra help from your surroundings.
When making your Hide check, apply all the modifiers that normally apply to the check (such as Armor Check penalties and penalties for your movement). Perceptive readers will note that you're effectively paying a double penalty for moving here because the bonus for being invisible is lower and you take a Hide check penalty for that movement as well. That, however, is the nature of invisibility in the D&D game. Any movement makes you easier to spot while you're invisible, whereas your speed makes it harder for you to hide and the effect gets worse the faster you go.
Hunnar AtiltrollHunnar Atiltroll
Andvari-Cursed Great Wyrm Loredrake White Dragon Abjurant Champion 5
Size & Type: Gargantuan Dragon (Cold, Augmented Giant)
Hit Dice: 41d10+369 (594 hp) [max: 779] [Temp HP: 30]
Initiative: +0 (Dex)
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft., burrow 30 ft.
Armor Class: 41 (-4 size, +35 natural), touch 6, flat-footed 41
Mage Armor, Shield, Scintillating AC: 54 (-4 size, +4 armor, +9 shield, +35 deflection), touch 41, flat-footed 54
BAB/Grapple: +41/+66
Attack: Bite +50 melee (4d6+13)
Full Attack: Bite +50 melee (4d6+13), 2 Claws +45 melee (2d8+6), 2 Wings +45 melee (2d6+6), and
1 Tail slap +45 melee (2d8+19); or 1 Crush Ref DC 37 (pinned, 4d6+19); or
1 Tail sweep Ref DC 37 (2d6+19); or Melee touch +50 melee; or Ranged touch +37 ranged
Face/Reach: 20 ft./15 ft. (20 ft. with Bite) [*20 ft. with Wings][30 ft. with Tail Slap/Sweep]
Special Attacks: Breath weapon, frightful presence, spells, spell-like abilities, swift abjuration, arcane boost
Special Qualities: Immunities, damage reduction 20/+3, SR 36 (SR 27), cold subtype,
fire resistance 20 [from ring], icewalking, blindsense, keen senses, regeneration 4, fast healing 3,
abjurant armor, martial arcanist
Saves: Fort +30, Ref +21, Will +28
Abilities: Str 37, Dex 10, Con 28, Int 18, Wis 19, Cha 24 (18)
Skills: *Concentration +39 (+43 defensively) [30], *Diplomacy +9, *Escape Artist +0, *Hide -12, Jump +30 [5],
*Knowledge (Arcana) +19 [15], *Knowledge (Planes) +14 [10], *Listen +39 [35], *Move Silently +18 [18],
*Search +34 [30], *Sense Motive +24 [20], Spellcraft +36 [30], *Spot +39 [35], *Swim +26 (Take 10) [5],
*Use Magic Device +31 (+33 scrolls) [25]
Feats: Flyby Attack, Hover, Wingover, Combat Reflexes, Silent Spell, Awaken Spell Resistance, Versatile Spellcaster,
Widen Spell*, Power Attack, Spellcasting Harrier, Combat Casting, Fast Healing, Final Strike, Permanent
Emanation (Widened Antimagic Field), Martial Weapon Proficiency (Warhammer)B
Climate/Terrain: Any cold land and underground
Organization: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 26 [27?] [GCR 25 or 26]
Treasure: Triple standard (261,000 gp)
Alignment: Always chaotic evil
Advancement: 37+ HD (Gargantuan)
Possessions: "Cloak" of Charisma +6, Heward's Handy Haversack, Major Ring of Fire Resistance, Ring of Freedom of Movement, Necklace of Adaptation, Five Scrolls of Heal (CL 11), Ten Scrolls of Lesser Restoration (CL 3), Two Scrolls of Neutralize Poison (CL 5), One Scroll of Plane Shift (CL 9, divine), One Scroll of Master Earth (CL 13, divine), Wand of Enervation (+37 ranged touch, 40 ft., 1d4 negative levels, no save, SR yes [CL 7th]), Gorget of Tempest Breath (each scroll has Continual Flame cast on a glob of wax rolled into the parchment, so they can be read even in the dark).
Active Spell Effects: Contingency, Permanent Arcane Sight, Permanent Rary’s Telepathic Bond, Mind Blank, Heart of Earth, Heart of Water, Anticipate Teleport, Resist Energy (acid, 30), Mage Armor, and possibly Spell Turning (20% chance / 28%, but less chance someone has come in the last 6.8 hours)
Breath Weapon (Su): A cone of cold 60x60x60 feet long, every 1d4 rounds; damage 12d6, Reflex half DC 37. If he makes use of his Gorget of Tempest Breath, his recharge time is 1d4+1 rounds, but his breath produces hurricane force winds (flying creatures are treated as one size category smaller than they actually are):
Medium & smaller creatures: Blown Away
Large creatures: Knocked Down
Huge creatures: Checked
Gargantuan & Colossal: None
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.
Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 36 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 35) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a 20th level sorcerer. (Caster Level 41st)
Save DC 17 + spell level
Sorcerer Spells Known: (9/5/5/4/4/4/3/3/3/3)
Spells per Day: (6/8/8/8/7/7/7/7/6/6)
*=Abjuration spells affected by Swift Abjuration
0 - Arcane Mark, Detect Magic, Detect Poison, Read Magic, Light, Ghost Sound, Mage Hand, Message, Mending
1 - Mage Armor, Feather Fall, Shield*, Nerveskitter, Protection from Good*
2 - Wraith Strike, Scintillating Scales*, See Invisibility, Resist Energy*, Cat's Grace
3 - Heart of Water, Ray of Dizziness, Anticipate Teleportation*, Displacement
4 - Dimension Door, Heart of Earth, Greater Mirror Image, Scrying
5 - True Haste, Prying Eyes, Transmute Mud to Rock, Teleport
6 - Antimagic Field^, Stone Body, Greater Dispel Magic^
7 - Ethereal Jaunt, Spell Turning^, Limited Wish
8 - Mind Blank^, Mystic Shield^, Superior Invisibility
9 - Time Stop, Mordenkainen's Disjunction, Stasis Clone
Spell-Like Abilities: 3/day-gust of wind, fog cloud, wall of ice; 1/day-control weather. These abilities are as the spells cast by a 41st level sorcerer (save DC 17 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell (Ref DC 22 or fall, each round on dragon’s turn; Balance DC 10 to move at half speed, failing by 5 causes you to fall). The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, +50% damage from fire.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Regeneration (Ex): Ice trolls take normal damage from fire and acid. If an ice troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Final Strike: When you are killed (that is, when your hit points drop to -10 or lower), your body explodes in a final strike--a blast of elemental destruction--according to the table below. Everything within 60 feet is subject to the effect. Your final strike deals 1d6 points of damage per Hit Die, up to a maximum of 20d6. Each creature in the area may make a successful Reflex save (DC 10 + 1/2 your Hit Dice + your Con modifier; Ref DC 39) to halve the damage dealt. The blast also has a secondary effect, which can be reduced or negated (as shown on the table below) by a second successful save of the type indicated (same DC as the save against the primary damage).
Cold Subtype: 20d6 Cold (Ref DC 39 half) 20d6 Ice shards (1d6 piercing damage per 2 Hit Dice; Reflex DC 39 half)
Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on mage armor, shield and similar spells instead of actual armor.
Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
*Bonus on attack rolls equal to the spell's level.
*Bonus on weapon damage rolls equal to twice the spell's level.
*Bonus to AC equal to the spell's level.
*Bonus on saving throws equal to the spell's level.
*Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). ... You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.
He has recently used Limited Wish to place Widened Ice Web spells in the entrances and exits to his cavern.
I swapped out Identify for Nerveskitter. He will routinely have a Time Stop* Teleport Contingency set up to go off when he casts Nerveskitter.
(Then Timestop: swift Scintillating Scales, True Haste; swift Resist Energy (acid), Superior Invisibility, Displacement; swift Shield, Stone Body, Cat's Grace; swift Protection from Good, Spell Turning, Mystic Shield; swift Resist Energy (fire), Heroics (Blind Fight), Limited Wish -> True Seeing)
*Contingency maxes out at 6th level spells.
The Simulacrum had to have come from a staff.
Hunnar’s planned method of attack, once intruders start assaulting his simulacrum (he knows via telepathic bond):
1) Time Stop buff routine.
2) Approach battlefield (Needs to cover 1200 - 2000 feet, depending upon battlefield location;
could have approached ~250 feet in each of rounds 2 and 3 of Time Stop; round 5 he can move 125 feet).
3) Note PC locations (will notice at 120 feet, due to arcane sight; PC’s may (likely) also notice him (Spot vs Hide)).
If in AMF... PC's can only see ~120 feet in the dark... Daylight + Low-Light Vision = 240 ft. to Spot
Hunnar Hides at –12; the PC's are Spotting at –29 (–5 distracted, –1 per 10 feet); Spot –17 at 120 ft; Spot –14 at 90 ft.
If not in AMF... PC's can spot aura at 120 feet (Spot at –17), if Hunnar has something to hide behind.
4) Unleash Mordenkainen’s Disjunction as part of a flyby attack (1d20+30 vs. PC Caster Levels +11; Hathran buffs will likely survive) -
assuming PC’s are visible, Spellcasting Harrier will come into play.
Range on Mordenkainen's Disjunction is 125 feet.
Perhaps end movement with a Crush Attack [1 Crush Ref DC 37 (pinned, 4d6+19)]
5) Via Flyby Attack, move & breath on PC’s, then via extra Haste action, land on MEDIUM PC’s with Crush attack
(Ref DC 37 (pinned, 4d6+19)), OR
Via True Haste action, move amongst the PC’s, cast Wraithstrike, Power Attack (for 15) full attack:
Bite +35 melee (4d6+28), 2 Claws +30 melee (2d8+21), 2 Wings +30 melee (2d6+21), 1 Tail slap +30 melee (2d8+34)
IF the PC’s have Mind Blank and Superior Invisibility cast by the Hathran, then there is a decent chance Hunnar will not be able to strip these spells away from them. (1d20+30 maxes out at 50; Hathran dispel DC’s can be 51).
If that is true, he and the PC’s will just be taking 50% miss chances constantly as they attack each other (and they can’t use targeted spells). A Limited Wish -> Heroism (Blind-Fight) would be a good option for Hunnar to use.
Note also, if Hunnar notices PC’s are flying, he can pull right up next to them (possibly hovering), then turn on his Antimagic Field as a free action, causing the PC to fall, and thus getting an AoO (sadly only one AoO per turn; no way to get his Dex up and have the AMF on at the same time).
He could also fly around with AMF up, and when any PC becomes visible when entering the AMF, he can get an AoO as they start to fall, AND get a standard action attack via Flyby Attack.
Dark Knowledge cannot be used against Hunnar UNLESS, Todd has Draconic Archivist, OR Hunnar is under the effects of Devil’s Ego (which changes his type to Outsider). Stone Body would make Hunnar immune to Stunning. Dark Knowledge COULD affect Hunnar while in an AMF, if Todd has Draconic Archivist.
If the PC’s catch Hunnar in a Forcecage, turning on AMF will NOT end the Forcecage. At that point he is better off sitting in the cage for a round (with Mystic Shield running), and absorbing whatever they throw at him. On his next turn, he can Disjoin the Forcecage with Mordenkainen’s Disjunction (or Limited Wish -> Disintegrate), then move and continue to act.
BUT, having AMF up and running will prevent a Forcecage from FORMING around Hunnar (as the magic is prevented from coming into being, since its entirety would be within the AMF).
Keep in mind, Hunnar loses all forms of Damage Reduction when in an AMF (DR 20/+3 is supernatural; all other forms would come from spells).
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Mystic Shield
(Anauroch: The Empire of Shade, p. 141)
Abjuration
Level: Sorcerer 8, Wizard 8,
Components: V, S, M,
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With the casting of your spell, you feel a presence about you, warding off the spells of other caster.
This spell creates an invisible aura around the recepient that moves with that individual. It prevents all spells and spell-like abilities of 6th level or lower from affecting the recipient. The protected individual can cast spells normally, even on himself. Magic items and spells that summon items to the caster such as Leomund's secret chest and Drawmij's instant summons likewise function normally.
A mystic shield also negates the enhancement bonuses and special properties of magic weapons used against the target.
Material Component: A stone, a drop of blood, a tear from caster's eye, and a clear gem stone worth at least 400 gp.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
He has used Limited Wish to place a Permanent version of Arcane Sight on himself.
If the PC's are giving him trouble (or the Simulacrum tells him the same), he will use Limited Wish to cast True Seeing.
He has a Simulacrum of himself (Gargantuan-sized lore-drake great wyrm [but only 18 HD {w/ appropriate BAB, BSB's, skills, feats}, and "adult" special abilities/spellcasting] w/ 2 levels of Abjurant Champion; casts spells as 5th level sorcerer w/ a CL of 5th), to which he has a Permanent Rary's Telepathic Bond. Often, what the dragons have dealt with thus far has been the Simulacrum.
He created the Simulacrum after he realized some of his coins had been stolen. (Or maybe the PC's were just able to sneak past it; he has a lot fewer magical abilities.)
He also has a Stasis Clone set up in a chamber lower in his mountain. If the PC's discover it, they can use the lab there to grow their own clones.
Due to the Simulacrum and the Statsis Clone, the PC's will basically have to fight him three times.
SimulacrumSimulacrum of Hunnar Atiltroll
Andvari-Cursed "Great Wyrm" Loredrake White Dragon Abjurant Champion 2
Size & Type: Gargantuan Dragon (Cold, Augmented Giant)
Hit Dice: 20d10+180 (290 hp)
Initiative: +0 (Dex)
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft., burrow 30 ft.
Armor Class: 43 (-4 size, +37 natural), touch 6, flat-footed 41
Mage Armor, Shield, Scintillating AC: 53 (-4 size, +4 armor, +6 shield, +37 deflection), touch 41, flat-footed 51
BAB/Grapple: +20/+45
Attack: Bite +29 melee (4d6+13)
Full Attack: Bite +29 melee (4d6+13), 2 Claws +24 melee (2d8+6), 2 Wings +24 melee (2d6+6), 1 Tail slap +24 melee (2d8+6); or 1 Crush Ref DC 28 (pinned, 4d6+19); or 1 Tail sweep +29 melee (2d6+19); or Melee touch +29 melee; or Ranged touch +16 ranged
Face/Reach: 20 ft./15 ft. (20 ft. with Bite) [*20 ft. with Wings][30 ft. with Tail Slap/Sweep]
Special Attacks: Breath weapon, frightful presence, spells, spell-like abilities, swift abjuration
Special Qualities: Immunities, damage reduction 5/+1, SR 18, cold subtype, icewalking, blindsense, keen senses, regeneration 4, abjurant armor, extended abjuration
Saves: Fort +19, Ref +14, Will +17
Abilities: Str 37, Dex 10, Con 28, Int 18, Wis 19, Cha 18
Skills: *Concentration +25 (+29 defensively) [16], *Diplomacy +6, *Escape Artist +0, *Hide -12, Jump +30 [5], *Knowledge (Arcana) +19 [15], *Knowledge (Planes) +14 [10], *Listen +25 [21], *Move Silently +16 [16], *Search +20 [16], *Sense Motive +20 [16], Spellcraft +22 [16], *Spot +25 [21], *Swim +26 (Take 10) [5], *Use Magic Device +22 (+24 scrolls) [19]
Feats: Flyby Attack, Hover, Wingover, Silent Spell, Versatile Spellcaster, Combat Casting, Final Strike, Martial Weapon Proficiency (Warhammer)B
Climate/Terrain: Any cold land and underground
Organization: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 13 [14?] [GCR 12 or 13]
Treasure: Triple standard (39,000 gp)
Alignment: Always chaotic evil
Advancement: – (Gargantuan)
Possessions: ~32,000 gp worth of gear. Cloak of Resistance +3, Amulet of Natural Armor +2, Ioun Stone (iridescent spindle; sustains creature without air)
Other active spell effects: All CL 41 - Permanent Rary's Telepathic Bond, Mind Blank, Resist Energy (Fire)
Breath Weapon (Su): A cone of cold 60x60x60 feet long, every 1d4 rounds; damage 6d6, Reflex half DC 28.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 18 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 23) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a 5th level sorcerer. (Caster Level 5th)
Save DC 14 + spell level
Sorcerer Spells Known: (6/4/2/1)
Spells per Day: (6/7/5/2)
*=Abjuration spells affected by Swift Abjuration
0 (6) - Arcane Mark, Detect Magic, Read Magic, Light, Mage Hand, Message
1 (4) - Mage Armor, Feather Fall, Shield*, Nerveskitter
2 (2) - Scintillating Scales^, See Invisibility
3 (1) - Anticipate Teleportation^ (or Displacement)
Spell-Like Abilities: 3/day-gust of wind, fog cloud. These abilities are as the spells cast by a 6th level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, +50% damage from fire.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Regeneration (Ex): Ice trolls take normal damage from fire and acid. If an ice troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Final Strike: When you are killed (that is, when your hit points drop to -10 or lower), your body explodes in a final strike--a blast of elemental destruction--according to the table below. Everything within 60 feet is subject to the effect. Your final strike deals 1d6 points of damage per Hit Die, up to a maximum of 20d6. Each creature in the area may make a successful Reflex save (DC 10 + 1/2 your Hit Dice + your Con modifier; Ref DC 29) to halve the damage dealt. The blast also has a secondary effect, which can be reduced or negated (as shown on the table below) by a second successful save of the type indicated (same DC as the save against the primary damage).
Cold Subtype: 20d6 Cold (Ref DC 29 half) 10d6 Ice shards (1d6 piercing damage per 2 Hit Dice; Reflex DC 29 half)
Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on mage armor, shield and similar spells instead of actual armor.
Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Clone - unbuffedHunnar Atiltroll Clone (lost one level) - No Charisma Buffs
Andvari-Cursed Great Wyrm Loredrake White Dragon Abjurant Champion 5
Size & Type: Gargantuan Dragon (Cold, Augmented Giant)
Hit Dice: 40d10+360 (580 hp) [max: 760]
Initiative: +0 (Dex)
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft., burrow 30 ft.
Armor Class: 41 (-4 size, +35 natural), touch 6, flat-footed 41
Mage Armor, Shield, Scintillating AC: 53 (-4 size, +4 armor, +8 shield, +35 deflection), touch 41, flat-footed 53
BAB/Grapple: +40/+65
Attack: Bite +49 melee (4d6+13)
Full Attack: Bite +49 melee (4d6+13), 2 Claws +44 melee (2d8+6), 2 Wings +44 melee (2d6+6), 1 Tail slap +44 melee (2d8+19); or 1 Crush Ref DC 37 (pinned, 4d6+19); or 1 Tail sweep Ref DC 37 (2d6+19); or Melee touch +49 melee; or Ranged touch +36 ranged
Face/Reach: 20 ft./15 ft. (20 ft. with Bite) [*20 ft. with Wings][30 ft. with Tail Slap/Sweep]
Special Attacks: Breath weapon, frightful presence, spells, spell-like abilities, swift abjuration, arcane boost
Special Qualities: Immunities, damage reduction 20/+3, SR 36 (SR 27), cold subtype, fire vulnerability, icewalking, blindsense, keen senses, regeneration 4, fast healing 3, abjurant armor
Saves: Fort +30, Ref +21, Will +28
Abilities: Str 37, Dex 10, Con 28, Int 18, Wis 19, Cha 18
Skills: *Concentration +39 (+43 defensively) [30], *Diplomacy +6, *Escape Artist +0, *Hide -12, Jump +30 [5], *Knowledge (Arcana) +17 [13], *Knowledge (Planes) +14 [10], *Listen +39 [35], *Move Silently +18 [18], *Search +34 [30], *Sense Motive +24 [20], Spellcraft +34 [28], *Spot +39 [35], *Swim +24 (Take 10) [3], *Use Magic Device +28 (+30 scrolls) [25]
Feats: Flyby Attack, Hover, Wingover, Combat Reflexes, Silent Spell, Awaken Spell Resistance, Versatile Spellcaster, Widen Spell*, Power Attack, Spellcasting Harrier, Combat Casting, Fast Healing, Final Strike, Permanent Emanation (Widened Antimagic Field), Martial Weapon Proficiency (Warhammer)B
Climate/Terrain: Any cold land and underground
Organization: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 25 [26?] [GCR 24 or 25]
Treasure: –
Alignment: Always chaotic evil
Advancement: 37+ HD (Gargantuan)
Possessions: One Scroll of Heal (CL 11), Four Scrolls of Lesser Restoration (CL 3)
Active Spell Effects: Arcane Sight, Mind Blank, Heart of Earth, Heart of Water, Resist Energy (acid, fire, 30), Mage Armor, and possibly Spell Turning (20% chance / 28%, but less chance someone has come in the last 6.8 hours)
Breath Weapon (Su): A cone of cold 60x60x60 feet long, every 1d4 rounds; damage 12d6, Reflex half DC 37.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 36 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 32) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a 19th level sorcerer.
Save DC 14 + spell level
Sorcerer Spells Known: (9/5/5/4/4/4/3/3/3/2)
Spells per Day: (6/8/8/8/7/7/7/7/6/4)
*=Abjuration spells affected by Swift Abjuration
0 (9) - Arcane Mark, Detect Magic, Detect Poison, Read Magic, Light, Ghost Sound, Mage Hand, Message, Mending
1 (5) - Mage Armor, Feather Fall, Shield*, Nerveskitter, Protection from Good*
2 (5) - Wraith Strike, Scintillating Scales*, See Invisibility, Resist Energy*, Cat's Grace
3 (4) - Heart of Water, Ray of Dizziness, Anticipate Teleportation*, Displacement
4 (4) - Dimension Door, Heart of Earth, Greater Mirror Image, Scrying
5 (4) - True Haste, Prying Eyes, Transmute Mud to Rock, Teleport
6 (3) - Antimagic Field^, Stone Body, Greater Dispel Magic^
7 (3) - Ethereal Jaunt, Spell Turning^, Limited Wish
8 (3) - Mind Blank^, Mystic Shield^, Superior Invisibility
9 (3) - Time Stop, Stasis Clone
Spell-Like Abilities: 3/day-gust of wind, fog cloud, wall of ice; 1/day-control weather. These abilities are as the spells cast by a 19th level sorcerer (save DC 14 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell (Ref DC 19 or fall, each round on dragon’s turn; Balance DC 10 to move at half speed, failing by 5 causes you to fall). The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, +50% damage from fire.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Regeneration (Ex): Ice trolls take normal damage from fire and acid. If an ice troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Final Strike: When you are killed (that is, when your hit points drop to -10 or lower), your body explodes in a final strike--a blast of elemental destruction--according to the table below. Everything within 60 feet is subject to the effect. Your final strike deals 1d6 points of damage per Hit Die, up to a maximum of 20d6. Each creature in the area may make a successful Reflex save (DC 10 + 1/2 your Hit Dice + your Con modifier; Ref DC 39) to halve the damage dealt. The blast also has a secondary effect, which can be reduced or negated (as shown on the table below) by a second successful save of the type indicated (same DC as the save against the primary damage).
Cold Subtype: 20d6 Cold (Ref DC 39 half) 20d6 Ice shards (1d6 piercing damage per 2 Hit Dice; Reflex DC 39 half)
Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on mage armor, shield and similar spells instead of actual armor.
Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
*Bonus on attack rolls equal to the spell's level.
*Bonus on weapon damage rolls equal to twice the spell's level.
*Bonus to AC equal to the spell's level.
*Bonus on saving throws equal to the spell's level.
*Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Hunnar’s planned method of attack, once intruders start assaulting his simulacrum (he knows via telepathic bond):
1) Time Stop buff routine.
2) Approach battlefield (Needs to cover 1200 - 2000 feet, depending upon battlefield location;
could have approached ~250 feet in each of rounds 2 and 3 of Time Stop; round 5 he can move 125 feet).
3) Note PC locations (will notice at 120 feet, due to arcane sight; PC’s may (likely) also notice him (Spot vs Hide)).
4) Unleash Mordenkainen’s Disjunction (1d20+30 vs. PC Caster Levels +11; Hathran buffs will likely survive) -
assuming PC’s are visible, Spellcasting Harrier will come into play.
5) Via Flyby Attack, move & breath on PC’s, then via extra Haste action, land on MEDIUM PC’s with Crush attack (Ref DC 37 (pinned, 4d6+19)), OR
Via True Haste action, move amongst the PC’s, cast Wraithstrike, Power Attack (for 15) full attack:
Bite +35 melee (4d6+28), 2 Claws +30 melee (2d8+21), 2 Wings +30 melee (2d6+21), 1 Tail slap +30 melee (2d8+34)
IF the PC’s have Mind Blank and Superior Invisibility cast by the Hathran, then there is a decent chance Hunnar will not be able to strip these spells away from them. (1d20+30 maxes out at 50; Hathran dispel DC’s can be 51).
If that is true, he and the PC’s will just be taking 50% miss chances constantly as they attack each other (and they can’t use targeted spells). A Limited Wish -> Heroism (Blind-Fight) would be a good option for Hunnar to use.
Note also, if Hunnar notices PC’s are flying, he can pull right up next to them (possibly hovering), then turn on his Antimagic Field as a free action, causing the PC to fall, and thus getting an AoO (sadly only one AoO per turn; no way to get his Dex up and have the AMF on at the same time).
He could also fly around with AMF up, and when any PC becomes visible when entering the AMF, he can get an AoO as they start to fall, AND get a standard action attack via Flyby Attack.
Dark Knowledge cannot be used against Hunnar UNLESS, Todd has Draconic Archivist, OR Hunnar is under the effects of Devil’s Ego (which changes his type to Outsider). Stone Body would make Hunnar immune to Stunning. Dark Knowledge COULD affect Hunnar while in an AMF, if Todd has Draconic Archivist.
If the PC’s catch Hunnar in a Forcecage, turning on AMF will NOT end the Forcecage. At that point he is better off sitting in the cage for a round (with Mystic Shield running), and absorbing whatever they throw at him. On his next turn, he can Disjoin the Forcecage with Mordenkainen’s Disjunction (or Limited Wish -> Disintegrate), then move and continue to act.
BUT, having AMF up and running will prevent a Forcecage from FORMING around Hunnar (as the magic is prevented from coming into being, since its entirety would be within the AMF).
Keep in mind, Hunnar loses all forms of Damage Reduction when in an AMF (DR 20/+3 is supernatural; all other forms would come from spells).
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Mystic Shield
(Anauroch: The Empire of Shade, p. 141)
Abjuration
Level: Sorcerer 8, Wizard 8,
Components: V, S, M,
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With the casting of your spell, you feel a presence about you, warding off the spells of other caster.
This spell creates an invisible aura around the recepient that moves with that individual. It prevents all spells and spell-like abilities of 6th level or lower from affecting the recipient. The protected individual can cast spells normally, even on himself. Magic items and spells that summon items to the caster such as Leomund's secret chest and Drawmij's instant summons likewise function normally.
A mystic shield also negates the enhancement bonuses and special properties of magic weapons used against the target.
Material Component: A stone, a drop of blood, a tear from caster's eye, and a clear gem stone worth at least 400 gp.
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Clone - Buffed w/ Draconic Might & Devil's EgoHunnar Atiltroll Clone (lost one level) - Draconic Might & Devil’s Ego buffs
Andvari-Cursed Great Wyrm Loredrake White Dragon Abjurant Champion 4
Size & Type: Gargantuan Outsider (Cold, Augmented Giant)
Hit Dice: 40d10+440 (660 hp) [max: 840][30 temp HP]
Initiative: +0 (Dex)
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft., burrow 30 ft.
Armor Class: 41 (-4 size, +35 natural), touch 6, flat-footed 41
Mage Armor, Shield, Scintillating AC: 53 (-4 size, +4 armor, +8 shield, +35 deflection), touch 41, flat-footed 53
Mage Armor, Shield, Scintillating, Drac Might AC: 57 (-4 size, +4 armor, +8 shield, +39 deflection), touch 45, flat-footed 57
True Haste, Mage Armor, Shield, Scintillating, Drac Might AC: 61 (-4 size, +4 armor, +4 haste, +8 shield, +39 deflection), touch 49, flat-footed 57 [Flat-Footed Touch 45]
BAB/Grapple: +40/+67
Attack: Bite +51 melee (4d6+13)
Full Attack: Bite +51 melee (4d6+15), 2 Claws +46 melee (2d8+7), 2 Wings +46 melee (2d6+7), 1 Tail slap +46 melee (2d8+22); or 1 Crush Ref DC 39 (pinned, 4d6+22); or 1 Tail sweep Ref DC 39 (2d6+22); or Melee touch +51 melee; or Ranged touch +36 ranged
Face/Reach: 20 ft./15 ft. (20 ft. with Bite) [*20 ft. with Wings][30 ft. with Tail Slap/Sweep]
Special Attacks: Breath weapon, frightful presence, spells, spell-like abilities, swift abjuration, arcane boost
Special Qualities: Immunities, damage reduction 20/+3, SR 36 (SR 27), cold subtype, fire vulnerability, icewalking, blindsense, keen senses, regeneration 4, fast healing 3, abjurant armor
Saves: Fort +32, Ref +21, Will +28 [Immune to spells of 6th level and lower]
Abilities: Str 41 (37), Dex 10, Con 32 (28), Int 18, Wis 19, Cha 26 (18)
Skills: *Concentration +41 (+45 defensively) [30], *Diplomacy +10, *Escape Artist +0, *Hide -12, Jump +32 [5], *Knowledge (Arcana) +17 [13], *Knowledge (Planes) +14 [10], *Listen +39 [35], *Move Silently +18 [18], *Search +34 [30], *Sense Motive +24 [20], Spellcraft +34 [28], *Spot +39 [35], *Swim +26 (Take 10) [3], *Use Magic Device +32 (+34 scrolls) [25]
Feats: Flyby Attack, Hover, Wingover, Combat Reflexes, Silent Spell, Awaken Spell Resistance, Versatile Spellcaster, Widen Spell*, Power Attack, Spellcasting Harrier, Combat Casting, Fast Healing, Final Strike, Permanent Emanation (Widened Antimagic Field), Martial Weapon Proficiency (Warhammer)B, (Blind-Fight via Heroics)
Climate/Terrain: Any cold land and underground
Organization: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 25 [26?] [GCR 24 or 25]
Treasure: –
Alignment: Always chaotic evil
Advancement: 37+ HD (Gargantuan)
Possessions: One Scroll of Heal (CL 11), Four Scrolls of Lesser Restoration (CL 3)
Active Spell Effects: Devil’s Ego, Draconic Might, Arcane Sight, Mind Blank, Heart of Earth, Heart of Water, Resist Energy (acid, fire, 30), Scintillating Scales, Mage Armor, True Haste, Mystic Shield, and Spell Turning.
Breath Weapon (Su): A cone of cold 60x60x60 feet long, every 1d4 rounds; damage 12d6, Reflex half DC 39.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 36 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 36) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a 19th level sorcerer.
Save DC 18 + spell level
Sorcerer Spells Known: (9/5/5/4/4/4/3/3/3/2)
Spells per Day: (6/8/8/8/7/7/7/7/6/6)
*=Abjuration spells affected by Swift Abjuration
0 (9) - Arcane Mark, Detect Magic, Detect Poison, Read Magic, Light, Ghost Sound, Mage Hand, Message, Mending
1 (5) - Mage Armor, Feather Fall, Shield*, Nerveskitter, Protection from Good*
2 (5) - Wraith Strike, Scintillating Scales*, See Invisibility, Resist Energy*, Cat's Grace
3 (4) - Heart of Water, Ray of Dizziness, Anticipate Teleportation*, Displacement
4 (4) - Dimension Door, Heart of Earth, Greater Mirror Image, Scrying
5 (4) - True Haste, Prying Eyes, Transmute Mud to Rock, Teleport
6 (3) - Antimagic Field^, Stone Body, Greater Dispel Magic^
7 (3) - Ethereal Jaunt, Spell Turning^, Limited Wish
8 (3) - Mind Blank^, Mystic Shield^, Superior Invisibility
9 (3) - Time Stop, Stasis Clone
Spell-Like Abilities: 3/day-gust of wind, fog cloud, wall of ice; 1/day-control weather. These abilities are as the spells cast by a 41st level sorcerer (save DC 18 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell (Ref DC 23 or fall, each round on dragon’s turn; Balance DC 10 to move at half speed, failing by 5 causes you to fall). The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, +50% damage from fire.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Regeneration (Ex): Ice trolls take normal damage from fire and acid. If an ice troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Final Strike: When you are killed (that is, when your hit points drop to -10 or lower), your body explodes in a final strike--a blast of elemental destruction--according to the table below. Everything within 60 feet is subject to the effect. Your final strike deals 1d6 points of damage per Hit Die, up to a maximum of 20d6. Each creature in the area may make a successful Reflex save (DC 10 + 1/2 your Hit Dice + your Con modifier; Ref DC 41) to halve the damage dealt. The blast also has a secondary effect, which can be reduced or negated (as shown on the table below) by a second successful save of the type indicated (same DC as the save against the primary damage).
Cold Subtype: 20d6 Cold (Ref DC 39 half) 20d6 Ice shards (1d6 piercing damage per 2 Hit Dice; Reflex DC 41 half)
Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on mage armor, shield and similar spells instead of actual armor.
Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
*Bonus on attack rolls equal to the spell's level.
*Bonus on weapon damage rolls equal to twice the spell's level.
*Bonus to AC equal to the spell's level.
*Bonus on saving throws equal to the spell's level.
*Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Hunnar’s planned method of attack, once he wakes up in his Clone:
1) Cast Mindblank; Resist Energy (Fire)
2) Cut out a chunk of flesh; Resist Energy (Acid)
3) Cast (stasis?) Clone from a Scroll; Scintillating Scales
4) Shield; Cast True Haste
5) Limited Wish -> Devil's Ego; Limited Wish -> Draconic Might
6) Arcane Sight; Mage Armor
7) Heart of Earth; Heart of Water
8) Mage Armor; Spell Turning
9) Mystic Shield
10) Stone Body; Cat's Grace
11) Superior Invisibility; Limited Wish -> True Seeing; Greater Mirror Image
12) Teleport (near the front of the cave).
13+) Via True Haste action, move amongst the PC’s, cast Wraithstrike, Power Attack (for 15) full attack:
Bite +36 melee (4d6+28), 2 Claws +31 melee (2d8+21), 2 Wings +31 melee (2d6+21), 1 Tail slap +31 melee (2d8+34)
Keep in mind... If he is under Ethereal Jaunt, he can become material as a Free Action, and then ethereal again as a free action... but it does strip him of all his buffs...
IF the PC’s have Mind Blank and Superior Invisibility cast by the Hathran, then there is a decent chance Hunnar will not be able to strip these spells away from them. (1d20+30 maxes out at 50; Hathran dispel DC’s can be 51).
If that is true, he and the PC’s will just be taking 50% miss chances constantly as they attack each other (and they can’t use targeted spells). A Limited Wish -> Heroism (Blind-Fight) would be a good option for Hunnar to use.
Note also, if Hunnar notices PC’s are flying, he can pull right up next to them (possibly hovering), then turn on his Antimagic Field as a free action, causing the PC to fall, and thus getting an AoO (sadly only one AoO per turn; no way to get his Dex up and have the AMF on at the same time).
He could also fly around with AMF up, and when any PC becomes visible when entering the AMF, he can get an AoO as they start to fall, AND get a standard action attack via Flyby Attack.
Dark Knowledge cannot be used against Hunnar UNLESS, Todd has Draconic Archivist, OR Hunnar is under the effects of Devil’s Ego (which changes his type to Outsider). Stone Body would make Hunnar immune to Stunning. Dark Knowledge COULD affect Hunnar while in an AMF, if Todd has Draconic Archivist.
If the PC’s catch Hunnar in a Forcecage, turning on AMF will NOT end the Forcecage. At that point he is better off sitting in the cage for a round (with Mystic Shield running), and absorbing whatever they throw at him. On his next turn, he can Disjoin the Forcecage with Mordenkainen’s Disjunction (or Limited Wish -> Disintegrate), then move and continue to act.
BUT, having AMF up and running will prevent a Forcecage from FORMING around Hunnar (as the magic is prevented from coming into being, since its entirety would be within the AMF).
Keep in mind, Hunnar loses all forms of Damage Reduction when in an AMF (DR 20/+3 is supernatural; all other forms would come from spells).
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Mystic Shield
(Anauroch: The Empire of Shade, p. 141)
Abjuration
Level: Sorcerer 8, Wizard 8,
Components: V, S, M,
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With the casting of your spell, you feel a presence about you, warding off the spells of other caster.
This spell creates an invisible aura around the recepient that moves with that individual. It prevents all spells and spell-like abilities of 6th level or lower from affecting the recipient. The protected individual can cast spells normally, even on himself. Magic items and spells that summon items to the caster such as Leomund's secret chest and Drawmij's instant summons likewise function normally.
A mystic shield also negates the enhancement bonuses and special properties of magic weapons used against the target.
Material Component: A stone, a drop of blood, a tear from caster's eye, and a clear gem stone worth at least 400 gp.
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