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Zamyra and the Arithmetic of Eight Attacks

Zamyra is a creature in Dungeon Crawl Classics, and its threat is not subtle. The action dice line reads 8d20+1d20, which means a fistful of attacks and spellcasting resolved in a single round. At +27 to hit, the die roll is nearly a formality against most armor classes a party can field. High AC on Zamyra’s side compounds the problem: the attrition runs one direction.

The mistake is treating this as a slugging match. Standing in the open and trading blows hands Zamyra the exact conditions its dice were built to exploit. The counter is positional. Break line of effect, control who Zamyra can reach, and deny it clean target selection so those eight-plus dice land somewhere inconvenient. Fewer valid targets is the only real reduction in incoming damage you can engineer without magic.

The judge holds the other lever: a 160 foot fly speed. That range lets Zamyra reposition faster than a grounded party can respond, choosing engagements, isolating stragglers, and refusing the fight the players actually prepared for.

At the table: As judge, open the encounter with Zamyra airborne and out of charge range, then dive on the lone spellcaster before the melee line can interpose.

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