A couple of years ago I came up with an idea for a particularly unfair combat encounter involving a dragon who takes every advantage of his terrain and abilities. I never inflicted it on my players, but other Dungeon Masters may not be so merciful.
Using the D&D 3.5 rules, take a young red dragon, CR7. Red dragons are described as preparing multiple strategies ahead of time, and taking great care to avoid damaging their enemy’s items so they can loot them later. This one is no exception.
The dragon lures his enemy to a chosen spot: a beach, at night. With +17 to Bluff, setting up a ruse like this is no problem. Bluff is a class skill for red dragons, and they have a lot of hit dice.
He begins the battle by reading a scroll of resist energy for cold resistance 10, which he can do since he casts spells as a first level sorcerer. It costs 150 gp, but 7th level characters have about 19,000 gp worth of equipment each, so it’s a sound investment. The dragon uses his own spellcasting ability to cast mage armor and resistance, for +4 to AC and a brief +1 to saves before swooping in for the attack.
This is where the beach terrain is important. The dragon swoops in from 150 feet away (30 squares) and uses the Hover feat to make a whirlwind of sand. The sandstorm extinguishes all torches, gives the dragon full concealment if he’s 25 feet away or more, and forces casters to make a Concentration check (DC 16) to cast a spell. The dragon can hover at a height of up to twenty feet, out of the range of melee attackers.
The PCs will have to move into 10 feet range of the dragon to attack without penalty. This means archers can’t make a full attack and spellcasters must move into melee range. A PC at the very edge of the dust cloud must move 45 feet to attack without penalty. Area spells work normally, but the red dragon is immune to the usual fireball and resists the first 10 of a cold based attack before its cold weakness is applied.
Now, lets say we scale this encounter up to a young adult red dragon, CR13. We have even more frustrating tactic to use here. Remember that we’re on a beach.
At Huge size, the dragon qualifies for the Snatch feat, giving him the ability to pick up anyone he hits with a bite or claw, provided he can succeed at a grapple (at a whopping +37). He then flies over the ocean at full fly speed of 150ft and drops the grabbed character into the ocean.
To get back, the dropped character must swim 150 feet. Assuming he passes a Swim check each around (DC 10), the character moves at one-quarter speed: half speed for swimming (even as a full round action), and half that again due to the little-known effect that you move half speed in darkness. The average character will be out of combat for twenty rounds.
This snatch attack assumes the dragon hits with his bite attack and flies off in the same round. If it misses, the dragon continues his full attack (two claws, one tail slap), choosing to grapple with the claws at a -20 penalty to hold without penalty to himself (still grappling at +17). If the target fails to escape, he begins the next round by dropping the target in the ocean as usual.
Once there’s only one character left on the beach, the dragon can do even worse. Hovering at 10 feet, he snatches the target with his bite and flies up diagonally at a 45 degree angle at half speed (the maximum allowed by his fly movement category), moving 35 feet forward and 35 feet up. If the target breaks free on its turn, it falls 45 feet. If not, the dragon flies another 35 feet diagonally up, blasts the target with his breath weapon allowing no save for 10d10 fire damage, then drops him 80 feet for 8d6 falling damage. On average, this is 83 damage in one round.
What do you think? Too much?