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Thread: [4e] Enemies Beyond Epic (PEACH)

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    Surrealistik's Avatar

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    Feb 2008

    Default Re: [4e] Enemies Beyond Epic (PEACH)

    Currently a WIP; there will be a second 'form'/stage Tharizdun transmutes into when this one is destroyed. The first form is primarily concerned with Tharizdun's dominion over madness, the second over destruction.


    Tharizdun, the Black Sun - Level 40 Solo Brute, Stage 1
    Gargantuan immortal humanoid (god) - 555,000 XP
    HP & Defenses:
    HP:
    947; Bloodied: 473 - Initiative: +0 (see Entity of Shattered Time)
    AC: 52 Fortitude: 52 Reflex: 52 Will: 56
    Perception: +36 Darkvision, Truesight 20
    Speed: 10, fly 20 (hover), teleport 20
    Immune: attacks by creatures below level 20, disease, fear, poison
    Resist: 20 all, 40 necrotic, psychic
    Vulnerability: 40 radiant
    Saving Throws: +5 (+10 versus dazed, stunned, dominated, Charm, Fear, Illusion, and Psychic effects)
    Action Points: 2
    --------------------------------------------------------------------------
    Traits:
    Harbinger of Madness * Aura 20
    Whenever a creature other than Tharizdun starts its turn in this aura, Tharizdun slides the target its speed and forces it to make an at-will attack, or charge a creature of Tharizdun's choice as a free action. Enemies within the aura lose immunity to charm and fear effects and psychic damage. A creature that loses one or more immunities in this way is not subject to the aura's other effects.

    Entity of Shattered Time
    Tharizdun doesn't roll initiative. Instead he has a turn on initiative counts 50, 30 and 10. At the end of each of these turns, Tharizdun makes a saving throw to end conditional effects that don't normally end on a saving throw. Tharizdun only makes one set of recharge rolls at the end of his last turn each round.

    Fuelled by Destruction
    Whenever Tharizdun drops a creature to 0 hit points or fewer, or a creature drops to 0 hit points or fewer while in Tharizdun's aura, that creature dies and cannot be revived by any means until Tharizdun is destroyed, and Tharizdun gains a charge counter.
    --------------------------------------------------------------------------
    Standard Actions:
    Melee Basic; Touch of Ineffable Madness (necrotic, psychic) * At-Will
    Attack: Melee 5 (one enemy); +43 vs. Will
    Hit: 6d12 + 9 necrotic and psychic damage. The target is maddened (save ends, see addendum at bottom).

    Tides of Madness * Recharge 5+ or when first bloodied
    Attack: Close burst 20 (each creature in burst); +43 vs. Will
    Hit: The target is maddened (save ends).
    Miss: The target is dazed (save ends).

    Halo of the Black Sun (necrotic, psychic) * Recharge 5+ or when first bloodied
    Attack: Close burst 20 (each maddened creature in burst); +43 vs. Fortitude or Will
    Hit: The target is corrupted (save ends, see addendum at bottom) instead of maddened.
    Each Failed Save: The target takes a cumulative -2 penalty to saving throws against this effect until it ends (max -6).
    Aftereffect: The target is maddened (save ends).
    Miss: The target takes necrotic and psychic damage equal to its healing surge value. This damage cannot be reduced in any way.

    Banish to Oblivion (necrotic, psychic) * Recharge 3+ or when first bloodied
    Attack: Close Burst 20 (one creature in the burst); +43 vs. Will
    Hit: The target is banished (save ends, see addendum at bottom), loses 1 healing surge and takes a -2 penalty to all saving throws made against this effect.
    Each Failed Saving Throw: The target loses 1 healing surge. Until this effect ends, the target takes a cumulative -2 penalty (max -6) to saving throws against this effect.
    Aftereffect: The target returns to play in an unoccupied square of Tharizdun's choice within 20 squares of Tharizdun and is corrupted (save ends).
    Miss: Tharizdun teleports the target 20 squares and the target is maddened (save ends).
    Special: Whenever this power would cause the target to lose a healing surge, if the target has no healing surges left, it instead takes necrotic and psychic damage equal to its healing surge value; this damage cannot be reduced in any way.

    Obliterate * Recharge 6+ or when first bloodied
    Requirement: Tharizdun must expend 3 charge counters.
    Attack: Ranged 40 (one creature, and each creature granting cover to that creature); +43 vs. Fortitude; this attack ignores cover and superior cover
    Hit: The target is dropped to its negative bloodied value and dies.
    Miss: The target takes damage equal to its bloodied value, is knocked prone, and is dazed, slowed and weakened (save ends all).
    --------------------------------------------------------------------------
    Minor Actions:
    Countdown to Armageddon * At-Will (1/round)
    Effect: Tharizdun gains a charge counter.

    Sudden Madness * At-Will (1/turn)
    Attack: Close Burst 20 (one creature in the burst); +43 vs. Will
    Hit: The target is maddened (save ends).

    Glare of the Black Sun * At-Will (1/turn)
    Attack: Close Burst 20 (one maddened creature in the burst); +43 vs. Fortitude or Will
    Hit: The target is corrupted (save ends).
    --------------------------------------------------------------------------
    Free Actions:
    Ruinous Infusion * At-Will (1/turn)
    Effect: Tharizdun expends any number of charge counters. For each charge counter expended in this way, he gains a +2 bonus to an attack roll, rolls to recharge a power, makes a saving throw to end an effect (even if that effect doesn't normally end on a save), or deals 25 extra damage.
    Special: Once per use of this power, Tharizdun can take 50 damage in place of expending 1 charge counter. This damage can't be reduced in any way.
    --------------------------------------------------------------------------
    Triggered Actions:
    Aspect of Annihilation (force, thunder) * At-Will
    Trigger: Tharizdun drops to 0 or fewer hit points.
    Attack: Close Burst 20 (each creature in burst); +43 vs. Fortitude
    Hit (No Action): 10d12 + 7 force and thunder damage. Tharizdun pushes the target 20 squares. The target is knocked prone, blinded, deafened and stunned until the end of Tharizdun's next turn.
    Miss: Half damage. Tharizdun pushes the target 20 squares and the target is knocked prone and dazed until the end of Tharizdun's next turn.
    Effect: Tharizdun changes into his Stage 2 form. All effects on Tharizdun end. Tharizdun retains all charge counters from his prior form. Each enemy of Tharizdun in the encounter can spend a healing surge and regain an encounter power of their choice or 6 power points.

    Salvation to Destruction * At-Will
    Trigger: A creature within Tharizdun's aura regains hit points, gains temporary hit points, or makes an extra saving throw
    Attack: Close Burst 20 (the triggering creature); +43 vs. Fortitude
    Hit (Immediate Interrupt): If the target is making an extra saving throw, that saving throw automatically fails, and counts as a failed saving throw for the purposes of effects. Otherwise, the target does not regain hit points or gain temporary hit points and takes necrotic damage equal to the amount of hit points or temporary hit points it would have gained. This damage cannot be reduced in any way.

    Brush With Madness * At-Will (1/turn)
    Trigger: An enemy hits or deals damage to Tharizdun.
    Target: The triggering creature.
    Effect (No Action): Tharizdun uses Touch of Ineffable Madness against the target as no action, even if the target is out of reach, and Tharizdun has no line of sight or effect to the target. This attack counts as a ranged attack, and ignores all penalties to its attack roll.

    Immortal Resilience * At-Will
    Trigger: Tharizdun is subjected to an effect with a conditional duration.
    Effect (No Action): Tharizdun makes a saving throw to end the effect, even if that effect doesn't normally end on a save.
    --------------------------------------------------------------------------
    Skills & Attributes:
    Skills: Arcana +36, Athletics +46, Endurance +46, Bluff +36, History +38, Insight +36, Intimidate +36, Nature +36, Religion +36
    Str: 53 (+41) - Dex: 23 (+29) - Wis: 33 (+31)
    Con: 53 (+41) - Int: 33 (+31) - Cha: 33 (+31)
    Alignment: Chaotic Evil - Languages: All, Telepathy 100
    Equipment: None


    Stage 2

    Tharizdun, the Black Sun - Level 40 Solo Brute, Stage 2
    Gargantuan immortal humanoid (god) - 0 XP
    HP & Defenses:
    HP:
    947; Bloodied: 473 - Initiative: +0 (see Entity of Shattered Time)
    AC: 52 Fortitude: 56 Reflex: 52 Will: 52
    Perception: +36 Darkvision, Truesight 20
    Speed: 10, fly 20 (hover), teleport 20
    Immune: attacks by creatures below level 20, disease, fear, poison
    Resist: 20 all, 40 force, necrotic
    Vulnerability: 40 radiant
    Saving Throws: +5 (+10 versus dazed, stunned, dominated, Charm, Fear, Illusion, and Psychic effects)
    Action Points: 2
    --------------------------------------------------------------------------
    Traits:
    Harbinger of Oblivion * Aura 20
    Whenever Tharizdun hits a creature other than itself within the aura with an attack, that creature loses all resistances and immunities, and can't regain hit points or gain temporary hit points until all effects of that attack end. Whenever a creature other than Tharizdun enters or starts its turn in the aura, it takes 50 damage (100 damage while Tharizdun is bloodied). A creature can take this damage only once per turn.

    Entity of Shattered Time
    Tharizdun doesn't roll initiative. Instead he has a turn on initiative counts 50, 30 and 10. At the end of each of these turns, Tharizdun makes a saving throw to end conditional effects that don't normally end on a saving throw. Tharizdun only makes one set of recharge rolls at the end of his last turn each round.

    Fuelled by Destruction
    Whenever Tharizdun drops a creature to 0 hit points or fewer, or a creature drops to 0 hit points or fewer while in Tharizdun's aura, that creature dies and cannot be revived by any means until Tharizdun is destroyed, and Tharizdun gains a charge counter.
    --------------------------------------------------------------------------
    Standard Actions:
    Melee Basic; Annihilating Touch (force, necrotic) * At-Will
    Attack: Melee 5 (one enemy); +43 vs. Fortitude
    Hit: 5d12 + 3 force and necrotic damage. The target takes an equal amount of ongoing force and necrotic damage (save ends). If the target is already taking ongoing force and necrotic damage, increase it by this amount instead. The target takes a -5 penalty to its first saving throw against ongoing damage taken or increased in this way.

    Tides of Destruction (force, necrotic) * Recharge 5+ or when first bloodied
    Attack: Close burst 20 (each creature in burst); +43 vs. Fortitude
    Hit: 5d12 + 3 force and necrotic damage. The target is pushed 10 squares and knocked prone.
    Miss: Half damage. The target is pushed 5 squares and knocked prone.
    Effect: The target takes ongoing force and necrotic damage (save ends) equal to the damage dealt by this attack. If the target is already taking ongoing force and necrotic damage, increase it by this amount instead. The target takes a -5 penalty to its first saving throw against ongoing damage taken or increased in this way.

    Scion of the Black Sun (force, necrotic, zone) * Recharge 4+ or when first bloodied
    Attack: Area burst 2 within 20 squares
    Effect: The burst creates a zone that lasts until the end of the encounter. At the start of each round, the size of the burst increases by +1. The zone blocks line of sight and squares within the zone are totally obscured. Creatures and objects cannot teleport while in the zone. While in the zone, moving to a square in the zone further from the origin square costs 3 additional squares of movement. Whenever a creature enters or starts its turn in the zone, the zone attacks that creature with Banish to Oblivion as no action. Tharizdun ignores all effects of the zone.

    Obliterate * Recharge 6+ or when first bloodied
    Requirement: Tharizdun must expend 3 charge counters.
    Attack: Ranged 40 (one creature, and each creature granting cover to that creature); +43 vs. Fortitude; this attack ignores cover and superior cover.
    Hit: The target is dropped to its negative bloodied value and dies.
    Miss: The target takes damage equal to its bloodied value, is knocked prone, and is dazed, slowed and weakened (save ends all).

    Utter Annihilation * At-Will
    Requirement: Tharizdun must expend 10 charge counters.
    Attack: Close Burst 20 (each creature in burst); +43 vs. Fortitude; this attack ignores cover and superior cover.
    Hit: The target is dropped to its negative bloodied value and dies.
    Miss: The target takes damage equal to its bloodied value, is knocked prone, and is dazed, slowed and weakened (save ends all).
    --------------------------------------------------------------------------
    Minor Actions:
    Countdown to Armageddon * At-Will (1/round)
    Effect: Tharizdun gains a charge counter.

    Expunge * At-Will (1/turn)
    Attack: Close Burst 20 (one creature in the burst); +43 vs. Will
    Hit: The target takes ongoing force and necrotic damage equal to its healing surge value (save ends). If the target is already taking ongoing force and necrotic damage, increase it by this amount instead.

    Condemnation of the Black Sun * At-Will (1/turn)
    Attack: Close Burst 20 (one creature in the burst taking ongoing damage from Tharizdun); +43 vs. Fortitude or Will
    Hit: Until the ongoing damage dealt by Tharizdun ends, the target gains phasing and is weakened and insubstantial, and if the target fails two or more saving throws against that ongoing damage after being hit by this attack, it dies, leaving no remains. Tharizdun ignores any insubstantial quality gained in this way.
    --------------------------------------------------------------------------
    Free Actions:
    Ruinous Infusion * At-Will (1/turn)
    Effect: Tharizdun expends any number of charge counters. For each charge counter expended in this way, he gains a +2 bonus to an attack roll, rolls to recharge a power, makes a saving throw to end an effect (even if that effect doesn't normally end on a save), or deals 25 extra damage.
    Special: Once per use of this power, Tharizdun can take 50 damage in place of expending 1 charge counter. This damage can't be reduced in any way.
    --------------------------------------------------------------------------
    Triggered Actions:
    Divine Discorporation * Encounter
    Trigger: Tharizdun becomes bloodied.
    Effect (No Action): Tharizdun discorporates. If Tharizdun cannot discorporate, he gains 3 charge counters instead.

    Salvation to Destruction * At-Will
    Trigger: A creature within Tharizdun's aura regains hit points, gains temporary hit points, or makes an extra saving throw
    Attack: Close Burst 20 (the triggering creature); +43 vs. Fortitude
    Hit (Immediate Interrupt): If the target is making an extra saving throw, that saving throw automatically fails, and counts as a failed saving throw for the purposes of effects. Otherwise, the target does not regain hit points or gain temporary hit points and takes necrotic damage equal to the amount of hit points or temporary hit points it would have gained. This damage cannot be reduced in any way.

    Entropic Backlash (force, necrotic) * At-Will (1/turn)
    Trigger: An enemy hits or deals damage to Tharizdun.
    Target: The triggering creature.
    Effect (No Action): The target takes ongoing force and necrotic damage equal to the greater of half the damage it dealt or its healing surge value. If the target is already taking ongoing force and necrotic damage, increase it by this amount instead. The target takes a -10 penalty to the first saving throw against ongoing damage taken or increased in this way.

    Immortal Resilience * At-Will
    Trigger: Tharizdun is subjected to an effect with a conditional duration.
    Effect (No Action): Tharizdun makes a saving throw to end the effect, even if that effect doesn't normally end on a save.
    --------------------------------------------------------------------------
    Skills & Attributes:
    Skills: Arcana +36, Athletics +46, Endurance +46, Bluff +36, History +38, Insight +36, Intimidate +36, Nature +36, Religion +36
    Str: 53 (+41) - Dex: 23 (+29) - Wis: 33 (+31)
    Con: 53 (+41) - Int: 33 (+31) - Cha: 33 (+31)
    Alignment: Chaotic Evil - Languages: All, Telepathy 100
    Equipment: None


    Maddened:
    While maddened, a creature takes a -2 penalty to its Will defense and saving throws against the effects of the creature that caused it to become maddened, is subject to all effects of that maddening creature's auras, and makes a saving throw whenever it takes an action or uses a power. If the maddened creature fails that saving throw, the creature that made the creature maddened makes all decisions for that action or power. If an attack made by a maddened creature hits a creature other than the one that maddened it, that creature is maddened (save ends), treating the original source of the maddened condition as the creature that maddened it (instead of the maddened creature).

    Corrupted:
    While corrupted, a creature takes a -5 penalty to its Will defense against the attacks of the creature that corrupted it and a -2 penalty to its saving throws against the effects of the creature that corrupted it. The creature that corrupted it chooses all actions for the corrupted creature, and enemies of the corrupting creature count as enemies to the corrupted creature. The corrupting creature cannot force the corrupted creature to take non at-will actions. If the corrupted creature's attacks hit a creature other than the creature that corrupted it, that creature is maddened (save ends), treating the original source of the corrupted condition as the creature that maddened it (instead of the corrupted creature).

    Banished:
    While banished, a creature is removed from play, and can't regain hit points or gain temporary hit points.