To solve this problem, all we need to do is have the odds multiply together to get 1 in 1 million. For this, we need the prime factorization of 1 million, and to find discreet probabilities that incorporate these factors. The prime factorization of 1 million is:
$$2 \times 2 \times 2 \times 2 \times 2 \times 2 \times 5 \times 5 \times 5 \times 5 \times 5 \times 5$$
There are many dice combinations that use these factors, but I chose:
- 1 on 1d20 twice
$$2 \times 2 \times 5 \times 2 \times 2 \times 5$$
- 2 on 1d10 once and 4 on 1d20 once -or- 4 on 1d20 twice
$$5 \times 5$$
- 2 on 1d20 twice
$$2 \times 5 \times 2 \times 5$$
One way to cause this dice combination to occur is as follow:
The Character
The character, let's call him Colt, to accomplish this is a level 12 character with the following classes:
- Fighter 2 --------------------------- (for Action Surge)
- Sorcerer (Shadow Magic) 10 ---- (for Hound of Ill Omen and spells)
...the following ability scores:
- Strength: 13 or more
- Dexterity: 9 or less
- Constitution: 28 or more
- Intelligence: 3
- Wisdom: 10 or 11
- Charisma: 20
... and the following equipment (all found in the Dungeon Master's Guide):
- adamantine armor
- potion of speed
- robe of the archmagi (attuned)
- a pistol (not proficient)
The Opponent
The opponent for our character, let's call her Olive, is a siren, the stats for which can be found in an adventure module:
the "Tomb of Horrors" adventure in Tales of the Yawning Portal
The Preparation
To prepare, Colt needs to find a siren isolated in a tank of water with at least one obstacle and some small rocks, and:
- Don his adamantine armor
- Use Hound of Ill Omen on himself
- Drink his potion of speed
- Cast confusion on himself
- Put on his robe of the archmagi
- Cast bestow curse on himself using a 5th level spell slot
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- Enter the tank
The Combat
First of all, there are four possible situations:
- Colt is both confused and cursed
- Colt is confused but not cursed
- Colt is not confused but cursed
- Colt is neither confused nor cursed
Whether or not he is cursed has no effect (he has a 4/400 chance to not be cursed, and a 4/400 chance that the curse won't affect him that turn), but we have two procedures depending on whether or not he is confused.
In either case, Colt is surprised that the Siren initiates combat as he thinks he has the utmost charm. As such, it doesn't matter whether Colt or Olive roll higher on Initiative.
Confused Colt
Olive's turn
- Seeing that Colt is confused, Olive uses a tactic:
- Swim up to Colt, use Stupefying Touch, swim behind 3/4 cover
- Colt is guaranteed to succeed on the Concentration saving throw as the most damage Olive can deal is 21 (critical hits become normal hits)
- There is a 16/20 chance Colt is Stunned during his turn.
Colt's turn
- Make the bestow curse roll if necessary (only a 4/400 chance he has the opportunity to act).
- Make the confusion roll (only a 2/10 chance he has the opportunity to attack).
- Use the effect of haste to take the Use an Object action and doff his robe of the archmagi.
- Attack with his pistol (at Disadvantage since he is underwater).
- He must roll a 20 on both d20 to hit (1/20 twice).
- Use Action Surge.
- Take the Ready action to put on his robe of the archmagi when Olive acts next.
- Make the save against confusion (4/20 twice).
Non-Confused Colt
Olive's turn
- Seeing that Colt is not confused (a 16/400 chance), Olive recognizes his superior combat ability.
- Olive throws a rock (improvised weapon) at Colt and swims behind 3/4 cover.
- Colt is guaranteed to succeed on the Concentration saving throw as the most damage Olive can deal is 8 (critical hits become normal hits)
Colt's turn
- Make the bestow curse roll if necessary (only a 4/400 chance he has the opportunity to act).
- Use the effect of haste to take the Use an Object action and doff his robe of the archmagi.
- Attack with his pistol (at Disadvantage since he is underwater).
- He must roll a 20 on both d20 to hit (1/20 twice).
- Use Action Surge.
- Take the Ready action to put on his robe of the archmagi when Olive acts next.
- Make the save against confusion (4/20 twice).
On the second iteration, everything is the same except Colt doesn't have the opportunity to put his robe of the archmagi back on.
The Calculation
In the version with confusion, the odds are calculated as follows:
- Chance that Colt is not stunned:
$$\frac{4}{20}$$
- Chance to succeed on bestow curse saving throw:
$$\frac{2}{20}\times\frac{2}{20}=\frac{4}{400}$$
- Chance to roll 09-10 on confusion 1d10 roll:
$$\frac{2}{10}$$
- Chance to roll two 20s on the attack roll:
$$\frac{1}{20}\times\frac{1}{20}=\frac{1}{400}$$
Multiplying these probabilities together we get:
$$\frac{4}{400}\times\frac{2}{10}\times\frac{1}{400}\times\frac{4}{20}=\frac{32}{32,000,000}$$
In the version without confusion, the odds are calculated as follows:
- Chance to succeed on confusion saving throw:
$$\frac{4}{20}\times\frac{4}{20}=\frac{16}{400}$$
- Chance to succeed on bestow curse saving throw:
$$\frac{2}{20}\times\frac{2}{20}=\frac{4}{400}$$
- Chance to roll two 20s on the attack roll:
$$\frac{1}{20}\times\frac{1}{20}=\frac{1}{400}$$
Multiplying these probabilities together we get:
$$\frac{16}{400}\times\frac{4}{400}\times\frac{1}{400}=\frac{64}{64,000,000}$$