Here is the grand finale of the “Shrine of Tithe” section of my current campaign. This follows on directly from the three elite dragons encounter and was a level 27.5 encounter for 6 level 24 characters. The PCs had 1 round before this kicked off, which for game purposes I counted as a short rest to allow some healing and power resetting.
The large 5ft high platform activated as a teleport zone (see 3 elite dragons post for a brief environment description) and a large sized Dragonborn with multicoloured scales appeared, wearing a scintillating suit of platemail and a matching halberd which shone in range of shifting colours, the PCs immediately recognised this powerful creature as an Exarch of Tiamat and a very serious threat. The next creature through was a medium sized Dragonborn wearing robes and carrying a staff that ended in a crown of dragon heads, this creature immediately hopped off the platform to take cover behind it.
The battle was on, this was going to be no walk in the park……..
Exarch of Tiamat Level 26 Solo Soldier
Large Immortal Humanoid XP 45,000
Initiative +25 / +10 Senses Perception +24, darkvision
HP 1,220; Bloodied 610; see Maximum Rage
AC 42; Fortitude 41, Reflex 37, Will 39
Resist 20 variable (3/encounter); Vulnerable 10 necrotic
Saving Throws +5
Speed 7, fly 10 (clumsy)
Action Points 2
Halberd Strike (Standard; at-will)
Reach 3; attack +33 vs. AC; 2d8+11 damage
Elemental Assault (Standard; at-will) ♦ variable
Exarch makes 3 attacks against the same target; reach 3; attack +32 vs.
AC; 1d6+11 (variable) damage; to determine the damage type on each
attack roll a d6:
1: fire; 2: cold; 3: acid; 4: lightning; 5: poison; 6: the attack combines all
the above and deals an additional 1d6 damage
Maximum Rage (Standard; at-will) ♦ only while bloodied
Only while bloodied; reach 3; attack +33; 5d10+11 damage; on hit target
is pushed 5 squares and slowed (save ends)
Chromatic Retaliation (Immediate Reaction; recharge 
) ♦ charm, hit
by any attack within range
When hit by any attack within 10 squares; does not provoke opportunity
attacks; attack +31 vs. Will; on hit target is blinded (save ends)
Elemental Blast (Standard; recharge 
) ♦ fire, cold, acid, lightning,
poison
Close blast 5; attack +31 vs. Reflex; 4d10+9 fire, cold, acid, lightning and
poison damage; on hit secondary attack +30 vs. Will; on hit target is
dazed (save ends)
Visions of Avarice (Standard; encounter) ♦ charm, psychic
Burst 10; enemies only; attack +31 vs. Will; 5d12+9 psychic damage; on
hit target is dominated (save ends)
Chromatic Whirlwind (Standard; recharge
) ♦ fire, cold, acid,
lightning, poison
Burst 3; attack +33 vs. AC; 4d6+11 fire, cold, acid, lightning and poison
damage; on hit target is pushed 5 squares and knocked prone
Threatening Reach
Exarch has threatening reach (3) with its Halberd Strike attack
Multiple Actions
Exarch acts twice each round on +25 and +10; on each turn it may take a
standard (or move) and minor action
Teleport (Minor; recharge
) ♦ teleport
Exarch may teleport 8 squares as a minor action
Alignment Chaotic Evil Languages draconic, supernal
Skills Athletics +29, Endurance +27, Intimidate +27
Str 32 (+24) Dex 24 (+20) Wis 22 (+19)
Con 28 (+22) Int 20 (+18) Cha 28 (+22)
Equipment chromatic plate, chromatic halberd
Tithe Priest Level 25 Elite Artillery (Leader)
Medium Immortal Humanoid XP 14,000
Initiative +19 Senses Perception +25, darkvision
Aura of Inevitable Doom (charm) aura 5; All enemies inside the aura
take a -2 penalty to saving throws
Eternal Contract of Tiamat aura 20; All Tithe Warriors reduced to 0 HPs
inside the aura are not killed but instead pulled through an open planar rift
(if available); these Warriors may return to battle on their next turn
through any available planar rift
HP 364; Bloodied 182; see Conduit Cascade
AC 37; Fortitude 37, Reflex 37, Will 38
Saving Throws +2
Speed 6, teleport 5
Action Points 1
Staff Strike (Standard; at-will)
Attack +30 vs. AC; 3d6+5 damage; on hit Priests Charged Blast power
recharges
Lightning Bolts (Standard; at-will) ♦ lightning
3 attacks; Range 20; attack +32 vs. AC; 2d8+9 lightning damage
Charged Blast ♦ fire, lightning, see Staff Strike
Close blast 5; attack +30 vs. Reflex; 5d12+9 fire and lightning damage
Tiamats Rage (Standard; encounter) ♦ fire, lightning, charm
Burst 20; enemies only; attack +30 vs. Fortitude; 4d10+9 fire and
lightning damage; on hit target takes a -2 penalty to Will defence and
cannot use any attack power other than basic attacks (save ends both)
Create Conduit (Minor; recharge 
)
Burst 5, 1 target free square; creates a planar rift that fills 1 square;
Tithe Warriors may emerge from and travel between rifts as part of a
move action; any enemy ending their turn adjacent to a rift takes the
following attack; attack +30 vs. Fortitude; on hit target takes 15 damage
and is pulled through rift and emerges from another rift of the Priests
choice (or a random rift if the Priest is dead); individual rifts can be
dispelled with a DC35 religion or arcana check as a standard action by an
adjacent PC
Conduit Cascade (Free) ♦ when first bloodied
When first bloodied Priest creates 4 planar rifts as an immediate free
action, see Create Conduit
Alignment Chaotic Evil Languages draconic, supernal
Skills Arcana +25, Religion +25
Str 20 (+17) Dex 24 (+19) Wis 26 (+20)
Con 26 (+20) Int 26 (+20) Cha 28 (+21)
Equipment Dragon Staff
Tithe Warrior Level 22 Minion
Medium Immortal Humanoid XP 520
Initiative +19 Senses Perception +17, darkvision
HP 1; a missed attack never damages a minion.
AC 38; Fortitude 35, Reflex 35, Will 33
Speed 6, charge 7
Sword Strike (Standard; at-will)
Attack +27 vs. AC; 14 damage
Pre-Emptive Attack (Immediate Interrupt; at-will) ♦ attacked by an
adjacent enemy
When attacked by an adjacent enemy Warrior may make a Sword Strike
attack against the target as an immediate interrupt
Alignment Chaotic Evil Languages draconic, supernal
Skills Athletics +24, Endurance +23
Str 27 (+19) Dex 26 (+19) Wis 22 (+17)
Con 24 (+18) Int 16 (+14) Cha 18 (+15)
Equipment longsword, chainmail
Each round 8 Tithe Warriors entered play using any of the rifts, this meant that if the rifts and the minions themselves weren’t dealt with they would quickly get out of hand and swamp the PCs. The PCs quickly adopted a policy of large damaging zones which helped cut off rifts or kill minions quickly.
It was a long and bloody fight, the Exarch was a juggernaught and ruled the area with multicoloured fire for a long time. The Priest kept at range and opened up more and more portals while the group followed closing them down, the joy they had when they bloodied the priest quickly turned to fear when it opened up 4 more portals…. So they made sure to drop him quickly after that with the hope that that would also destroy the portals. Again their hopes were dashed as the minions kept flowing.
Eventually the Exarch was bloodied and they knew it could be defeated, then as they reduced the number of active portals down to two the cleric noticed something very large and white moving on the other side. (note the PCs had cleverly dropped a zone on the last 2 portals that would deal damage to anything entering it so this stopped the minions in their tracks – of course I had a turn where minions came pouring out and were burned to death in the Paladins holy fire). The next round there was a horrible ripping sound as a portal stretched and an ancient white dragon emerged (a level 24 solo) and ploughed directly into combat with its massive aura and breath attack. The effect this had on moral was nearly disastrous but the Warlock could see the dragon was highly attuned to the remaining portals, if they could close those down there would be a good chance that the dragon would be pulled back through to Tiamats realm.
Two rounds later the rifts were closed and the dragon was pulled back to where it came from. It battled the dismissal long enough to swear that Tiamat would hunt the PCs down and destroy them utterly, but at that point the group had little concern for the future as they were still fighting for their lives against the badly wounded but still dangerous Exarch.
Amazingly my stalwart PCs pulled through and triumphed, only one PC dropped to negative HPs in the encounter but everyone was bloodied multiple times and quite a few were perilously close to death, especially while the White Dragons 30 cold damage aura was in play.
I was very pleased with the encounter, and we all found it amusing that due to my creature design the Exarch spent the last quarter of the encounter fighting from prone. It didn’t have the luxury of spending its action standing up, and even when it teleported it was still prone. In a way this added to the atmosphere as the Exarch had gone from confidently blasting the poor fools that had angered it to desperately trying to fend them off in a pool of its own blood.
If anyone has any thoughts or feedback on this as always I would welcome it. Anyway I hope you found this encounter useful or at least entertaining.
The large 5ft high platform activated as a teleport zone (see 3 elite dragons post for a brief environment description) and a large sized Dragonborn with multicoloured scales appeared, wearing a scintillating suit of platemail and a matching halberd which shone in range of shifting colours, the PCs immediately recognised this powerful creature as an Exarch of Tiamat and a very serious threat. The next creature through was a medium sized Dragonborn wearing robes and carrying a staff that ended in a crown of dragon heads, this creature immediately hopped off the platform to take cover behind it.
The battle was on, this was going to be no walk in the park……..
Exarch of Tiamat Level 26 Solo Soldier
Large Immortal Humanoid XP 45,000
Initiative +25 / +10 Senses Perception +24, darkvision
HP 1,220; Bloodied 610; see Maximum Rage
AC 42; Fortitude 41, Reflex 37, Will 39
Resist 20 variable (3/encounter); Vulnerable 10 necrotic
Saving Throws +5
Speed 7, fly 10 (clumsy)
Action Points 2

Reach 3; attack +33 vs. AC; 2d8+11 damage

Exarch makes 3 attacks against the same target; reach 3; attack +32 vs.
AC; 1d6+11 (variable) damage; to determine the damage type on each
attack roll a d6:
1: fire; 2: cold; 3: acid; 4: lightning; 5: poison; 6: the attack combines all
the above and deals an additional 1d6 damage

Only while bloodied; reach 3; attack +33; 5d10+11 damage; on hit target
is pushed 5 squares and slowed (save ends)



by any attack within range
When hit by any attack within 10 squares; does not provoke opportunity
attacks; attack +31 vs. Will; on hit target is blinded (save ends)



poison
Close blast 5; attack +31 vs. Reflex; 4d10+9 fire, cold, acid, lightning and
poison damage; on hit secondary attack +30 vs. Will; on hit target is
dazed (save ends)

Burst 10; enemies only; attack +31 vs. Will; 5d12+9 psychic damage; on
hit target is dominated (save ends)


lightning, poison
Burst 3; attack +33 vs. AC; 4d6+11 fire, cold, acid, lightning and poison
damage; on hit target is pushed 5 squares and knocked prone
Threatening Reach
Exarch has threatening reach (3) with its Halberd Strike attack
Multiple Actions
Exarch acts twice each round on +25 and +10; on each turn it may take a
standard (or move) and minor action
Teleport (Minor; recharge


Exarch may teleport 8 squares as a minor action
Alignment Chaotic Evil Languages draconic, supernal
Skills Athletics +29, Endurance +27, Intimidate +27
Str 32 (+24) Dex 24 (+20) Wis 22 (+19)
Con 28 (+22) Int 20 (+18) Cha 28 (+22)
Equipment chromatic plate, chromatic halberd
Tithe Priest Level 25 Elite Artillery (Leader)
Medium Immortal Humanoid XP 14,000
Initiative +19 Senses Perception +25, darkvision
Aura of Inevitable Doom (charm) aura 5; All enemies inside the aura
take a -2 penalty to saving throws
Eternal Contract of Tiamat aura 20; All Tithe Warriors reduced to 0 HPs
inside the aura are not killed but instead pulled through an open planar rift
(if available); these Warriors may return to battle on their next turn
through any available planar rift
HP 364; Bloodied 182; see Conduit Cascade
AC 37; Fortitude 37, Reflex 37, Will 38
Saving Throws +2
Speed 6, teleport 5
Action Points 1

Attack +30 vs. AC; 3d6+5 damage; on hit Priests Charged Blast power
recharges

3 attacks; Range 20; attack +32 vs. AC; 2d8+9 lightning damage

Close blast 5; attack +30 vs. Reflex; 5d12+9 fire and lightning damage

Burst 20; enemies only; attack +30 vs. Fortitude; 4d10+9 fire and
lightning damage; on hit target takes a -2 penalty to Will defence and
cannot use any attack power other than basic attacks (save ends both)



Burst 5, 1 target free square; creates a planar rift that fills 1 square;
Tithe Warriors may emerge from and travel between rifts as part of a
move action; any enemy ending their turn adjacent to a rift takes the
following attack; attack +30 vs. Fortitude; on hit target takes 15 damage
and is pulled through rift and emerges from another rift of the Priests
choice (or a random rift if the Priest is dead); individual rifts can be
dispelled with a DC35 religion or arcana check as a standard action by an
adjacent PC
Conduit Cascade (Free) ♦ when first bloodied
When first bloodied Priest creates 4 planar rifts as an immediate free
action, see Create Conduit
Alignment Chaotic Evil Languages draconic, supernal
Skills Arcana +25, Religion +25
Str 20 (+17) Dex 24 (+19) Wis 26 (+20)
Con 26 (+20) Int 26 (+20) Cha 28 (+21)
Equipment Dragon Staff
Tithe Warrior Level 22 Minion
Medium Immortal Humanoid XP 520
Initiative +19 Senses Perception +17, darkvision
HP 1; a missed attack never damages a minion.
AC 38; Fortitude 35, Reflex 35, Will 33
Speed 6, charge 7

Attack +27 vs. AC; 14 damage

adjacent enemy
When attacked by an adjacent enemy Warrior may make a Sword Strike
attack against the target as an immediate interrupt
Alignment Chaotic Evil Languages draconic, supernal
Skills Athletics +24, Endurance +23
Str 27 (+19) Dex 26 (+19) Wis 22 (+17)
Con 24 (+18) Int 16 (+14) Cha 18 (+15)
Equipment longsword, chainmail
Each round 8 Tithe Warriors entered play using any of the rifts, this meant that if the rifts and the minions themselves weren’t dealt with they would quickly get out of hand and swamp the PCs. The PCs quickly adopted a policy of large damaging zones which helped cut off rifts or kill minions quickly.
It was a long and bloody fight, the Exarch was a juggernaught and ruled the area with multicoloured fire for a long time. The Priest kept at range and opened up more and more portals while the group followed closing them down, the joy they had when they bloodied the priest quickly turned to fear when it opened up 4 more portals…. So they made sure to drop him quickly after that with the hope that that would also destroy the portals. Again their hopes were dashed as the minions kept flowing.
Eventually the Exarch was bloodied and they knew it could be defeated, then as they reduced the number of active portals down to two the cleric noticed something very large and white moving on the other side. (note the PCs had cleverly dropped a zone on the last 2 portals that would deal damage to anything entering it so this stopped the minions in their tracks – of course I had a turn where minions came pouring out and were burned to death in the Paladins holy fire). The next round there was a horrible ripping sound as a portal stretched and an ancient white dragon emerged (a level 24 solo) and ploughed directly into combat with its massive aura and breath attack. The effect this had on moral was nearly disastrous but the Warlock could see the dragon was highly attuned to the remaining portals, if they could close those down there would be a good chance that the dragon would be pulled back through to Tiamats realm.
Two rounds later the rifts were closed and the dragon was pulled back to where it came from. It battled the dismissal long enough to swear that Tiamat would hunt the PCs down and destroy them utterly, but at that point the group had little concern for the future as they were still fighting for their lives against the badly wounded but still dangerous Exarch.
Amazingly my stalwart PCs pulled through and triumphed, only one PC dropped to negative HPs in the encounter but everyone was bloodied multiple times and quite a few were perilously close to death, especially while the White Dragons 30 cold damage aura was in play.
I was very pleased with the encounter, and we all found it amusing that due to my creature design the Exarch spent the last quarter of the encounter fighting from prone. It didn’t have the luxury of spending its action standing up, and even when it teleported it was still prone. In a way this added to the atmosphere as the Exarch had gone from confidently blasting the poor fools that had angered it to desperately trying to fend them off in a pool of its own blood.
If anyone has any thoughts or feedback on this as always I would welcome it. Anyway I hope you found this encounter useful or at least entertaining.