Help me stat out Tharizdun
+ Log in or register to post
Page 1 of 2 12 LastLast
Results 1 to 10 of 26

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Help me stat out Tharizdun

    My campaign revolves around The Chained God, Tharizdun. As the final boss, I intend to run the level 30 characters against him in a solo encounter.

    I don't know about Tharizdun beyond things like wikipedia. Normally when I do things like this without a concept, I simply just take a variety of powers from the PC classes. I could do this for Tharizdun but I'd rather put it up on the boards first.

    Seeing as he is to be a truly solo boss fight, I'd like his level to be about 35-36 and hopefully have the kind of staying power that Tiamat does as a single combatant.

    The more unique his abilities are to the game the better.
    Since the stats are strictly for combat, things like skills are not terribly important. I'm looking at this in terms of what defenses he'd excel at, and powers would he have. Please minimize the use of stun condition.

    Have fun with it, and thanks in advance for anyone helping me out.

    I'm sure its quite possible this has already been done multiple times in the past, if anyone should have a link for me, that would be great.
    Last edited by babinro; Wednesday, 24th February, 2010 at 04:09 PM.

  2. #2
    Member
    Enchanter (Lvl 12)



    Join Date
    Jan 2002
    Location
    Link÷ping
    Posts
    3,180
    Reviews
    Read 38 Reviews

    ° Block Starfox


    ° Friend+
    I would give him several avatars along the way with powerful mental abilities. Sorry to say, lots of stun and dominate really seems to be his thing. Then ambush the players when they actually find him with a very physical opponent. He still has an aura that drives you mad, and is a regenerating tentacle monster.

    But this is all off the cuff. There should be a lot of Tharizdun lore floating around.

  3. #3
    Facing any god in combat is incredibly dependant on context.

    Tharizdun is not a god you are just going to stumble upon. After creating and abandoning the Abyss he marshalled an army against all the other gods and the primordials. The other gods defeated him, but could not destroy him so they bound and chained him in a secret location known only to them. There he festers dreaming of escape........

    This brief background implies that to even find out where Tharizdun is you are going to have to persuade a major god to tell you. I really don't think they would be inclined to help, but it could be possible. Every god has its weakness after all.

    If you could some how get to the secret location of Tharizduns exile then you might have to break down the ancient magics that imprison him. This could be as simple as breaking the enchantment on some 'giant magical padlocks' or it might involve navigating a huge dungeon complex filled with lethal counter measures designed to stop a god getting out as well as stopping meddling adventurers or cultists getting in.

    If you manage to do this you may have to fight him at the same time as ancient counter measures react to his escape, these would probably include sending alerts to the gods who imprisoned him. Now those gods would probably try and get over there pretty quickly to try and avert disaster.

    Alternatively:

    Your story might revolve around Tharizdun somehow getting free and the PCs having to put him back in his box, or even destroy him utterly.

    If this is the case we would need a lot more information to create a suitable encounter.


    On a side note your openning remark....

    My campaign revolves around The Chained God, Tharizdun. As the final boss, I intend to run the level 30 characters against him in a solo encounter.
    .....gives me the uneasy feeling that your PCs are nowhere near level 30 and you are trying to design the end of the story a long time in advance. I would strongly advise against doing this as you probably have no real idea what your PCs will be like when (or if) the time comes.
    (if this is not the case for any reason then fair enough )

    My own campaign which is now in early Epic features the gods pretty heavily. I have been building up to a God War for a long time and it is just starting to kick off. It is more than likely that my PCs will battle gods directly eventually, but so far they have only fought Aspects or Exarchs.

    I also have a Tharizdun connection in my game, one of my PCs has acquired a greatsword with Tharizduns emblem on it that he has subsequently learned is "a Key". Other than Tharizdun being known as the chained god and that he has been imprsioned by the other gods my PCs know very little of him.

    Anyway with some more information we could probably build a truely epic encounter where the PCs save the multiverse from annihilation, or die trying.

  4. #4
    I suppose I was lacking quite a bit of information. The players are in early Epic at this time. So there is no rush on this, and it could change as they progress.

    But the story revolves around Shothrogat and his clan having finally obtained the 333 shards required to free the chained god. Tharizdun then resumes his war against the gods which goes in his favor this time. Some gods may or may not be around when it comes time for the PC's to face Tharizdun, but I would really want to minimize their involvement in the final encounter as it takes away from the player's fun.
    Essentially the PC's will be your typical 'last hope' in saving the multiverse.

    At present, the PC's have only just discovered what Shothrogat is attempting to do, and are currently in the midst of trying to stop him from getting the final shards. The plan being of course that they will eventually stop Shothrogat but it will be too late, meaning they will need to act against the gods or face inevitable annihilation.

  5. #5
    I love Tharizdun and look forward to seeing what this produces. (Although I keep his morality in question, with a cult viewing him as a gnostic figure and the other gods filling in for the Demiurge.)

    I don't think inducing madness has to equal daze, stun, or other action-denying conditions. In fact I wonder if a straight-up fight is even appropriate; what comes to mind to me instead of beating on a giant boss is dealing with lots of illusions and encounters that end up with players accidentally fighting each other. Might even break out some sanity systems from another RPG. (I once ran an encounter with some newbie players where I told them they'd been separated and actually ran two combats in separate rooms, switching between them each round. After one group had defeated their enemies, they realized they'd been fighting each other. Probably couldn't have done it with a more experienced group, of course, but in the circumstances it went brilliantly.)

    As a side note, is there anywhere in 4E that actually talks about Tharizdun wanting to erase existence? From what I've seen it's just been "the Chained God created the Abyss with a shard of pure evil" (whatever that would be).

  6. #6
    Member
    Orcus on an Off-Day (Lvl 22)



    Join Date
    Jun 2002
    Location
    Colombus, OH
    Posts
    11,618
    Reviews
    Read 0 Reviews

    ° Block Celebrim


    ° Friend+
    Tharizdun
    Initiative +4000 Senses: Perception +4000; super duper deeper darker than black darkvision
    HP: 10000 Bloodied: Very
    Speed:0
    Resist: No damage from any attack
    Vunerable: Sleep
    AC 24; Fortitude 4000, Reflex 4000, Will 4000
    Ebon Blast: (Minor; at Will)
    Ranged 10560000/21120000: +4000 Vs Will: You are all screwed (Save doesn't end, are you kidding it's freakin' Tharizdun?).

    Power of Plot: (Standard; Recharge 5+)
    Do any freakin' thing the DM wants.

    Awaken: (Standard; When the stars are right and the heroes screw up)
    Thardizun's speed becomes 4000. Campaign ends.

    Alignment: Nihilism
    Languages: All

  7. #7
    Member
    The Great Druid (Lvl 17)

    Kzach's Avatar

    Join Date
    Oct 2007
    Location
    Ringwood
    Posts
    4,219
    Reviews
    Read 0 Reviews

    ° Block Kzach


    ° Friend+
    Tharizdun controls entropy itself.

    I'd give him one power. Save or die

  8. #8
    Member
    Cutpurse (Lvl 5)



    Join Date
    Sep 2009
    Location
    Launceston, tasmania, Australia
    Posts
    607
    Reviews
    Read 0 Reviews

    ° Block Katana_Geldar


    ° Friend+
    This has given me some great ideas for my own epic campaign. One of my players wants to become a god, and I suggested the Big T as appropriate as he's a Chaotic Evil fire mage.

    Mind if I use those stats, Celebrim?

  9. #9
    Member
    Orcus on an Off-Day (Lvl 22)



    Join Date
    Jun 2002
    Location
    Colombus, OH
    Posts
    11,618
    Reviews
    Read 0 Reviews

    ° Block Celebrim


    ° Friend+
    Quote Originally Posted by Katana_Geldar View Post
    This has given me some great ideas for my own epic campaign. One of my players wants to become a god, and I suggested the Big T as appropriate as he's a Chaotic Evil fire mage.

    Mind if I use those stats, Celebrim?
    Not at all, though I never did stat out the 3 other avatars. They should be fairly easy to stat out by looking at my suggestions and liberally stealing from published level 30 lurker, artillery, and skirmisher (depending on the avatar). Also don't blame me if 'Big T' makes mincemeat out of 4 level 30 characters if they don't have cold immunity.
    Last edited by Celebrim; Monday, 12th September, 2011 at 04:35 PM.

  10. #10
    Member
    Orcus on an Off-Day (Lvl 22)



    Join Date
    Jun 2002
    Location
    Colombus, OH
    Posts
    11,618
    Reviews
    Read 0 Reviews

    ° Block Celebrim


    ° Friend+
    Green Avatar of Thardizun
    Level 30 Elite Artillery
    Wizard in peeked hat and green robes. Faceless, hands and feet like squid.

    Size Large
    HP: 666: Bloodied: 333
    AC 43; Fortitude 42, Reflex 39, Will 42
    Speed 8
    Resistances: 20 Fire, 20 Acid
    Immune: Immune Cold, Necromantic, Disease, Poison
    Vulnerability: 20 Radiance, -2 saves vs. Sleep
    Saving Throws: +2
    Action Points: 1
    Ray of Green Acid (Standard: At Will)
    Reach 12/24: +35 vs. Reflex 3d8 damage plus 20 ongoing acid damage (save ends), effects all targets in line
    Hand of Force (Minor: At Will)
    Close: +37 vs. Reflex 1d10+15 damage, save or pushed 1d6 squares back
    Thrown Nightmare (Standard; recharge 5,6)
    Reach 6/12: +35 vs. Will 3d10 psychic damage, save or must go beserk (-3 to defences) and attacks nearest ally as if dominated (save ends both).
    Clawing Slime (Minor; recharge 5,6)
    Reach 12: Creates a 3x3 area of sentient clawing slime, which reaches up to grab anything above it. Anyone in or moving through area suffers an attack +39 vs. AC, 20 ongoing acid damage and is immobilized (save ends both). Slime lasts for 6 rounds, though each square can be destroyed by 20 points of radiance damage.

    Red Avatar of Thardizun
    Level 30 Elite Skirmiser
    Masked Rogue wearing solid red suit similar to that of a jester or clown. Wields bardiche

    Size Large
    HP: 666: Bloodied: 333
    AC 43; Fortitude 42, Reflex 42, Will 39
    Speed 10
    Resistances: 20 Fire, 20 Acid
    Immune: Immune Cold, Necromantic, Disease, Poison
    Vulnerability: 20 Radiance, -2 saves vs. Sleep
    Saving Throws: +2
    Action Points: 1
    Graceful Bardiche Cut
    Melee +36 vs. AC (standard; at will): 3d12+15 damage, does bonus 3d12 damage if Red Avatar has combat advantage. Also does additional bonus 3d12 damage on critical. If attack is successful, may shift 2 after hit.
    Spinning Axe
    Close Burst 2 +35 vs. AC (standard, recharge 5,6): 5d12+15 damage, if all attacks miss, may shift 2 and immediately recharge power.
    Terrorizing Aura
    Close Burst 6: +33 vs. Will (minor, recharge 5,6): 10 pychic ongoing pyschic damage, target is stunned, and target is pushed 2 squares back (save ends all three)
    Red Avatar's Rage (immediate, when bloodied): Red Avatar of Thardizun immediately recharges all powers.

    Blue Avatar of Thardizun
    Level 30 Elite Lurker
    Blue hooded robed figure with over long arms, bearing a scepter topped with a lashing tentacle.

    Size Large
    HP: 666: Bloodied: 333
    AC 43; Fortitude 39, Reflex 42, Will 42
    Speed 8
    Resistances: 20 Fire, 20 Acid
    Immune: Immune Cold, Necromantic, Disease, Poison
    Vulnerability: 20 Radiance, -2 saves vs. Sleep
    Saving Throws: +2
    Action Points: 1
    Tentacled Touch
    Melee +36 vs. AC (standard; at will): 3d8+10 damage and target is grabbed (save ends). While target grabbed, this attack is a minor action and automatically hits. If Blue Avatar has combat advantage, does an additional 3d8 damage.
    Mind Destroying Chaos
    10/20 Ranged + 33 vs. Will (standard; at will): 20 ongoing psychic damage and target is stunned (save ends both)
    Cloud of Blue Chaos (minor; recharge 5,6)
    Blue Avatar shifts 4 and gains combat advantage against all opponents
    Last edited by Celebrim; Monday, 12th September, 2011 at 06:12 PM.

+ Log in or register to post
Page 1 of 2 12 LastLast

Quick Reply Quick Reply

Similar Threads

  1. 4e articles on Tharizdun?
    By Jack99 in forum Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 26
    Last Post: Friday, 7th May, 2010, 07:54 AM
  2. Aspect of Tharizdun
    By airwalkrr in forum Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 2
    Last Post: Saturday, 28th October, 2006, 06:06 PM
  3. Forgotten Temple of Tharizdun
    By cerebus in forum D&D 5th Edition News, Rules, Homebrews, and House Rules
    Replies: 16
    Last Post: Saturday, 23rd July, 2005, 05:59 AM
  4. When was Tharizdun demoted?
    By Flexor the Mighty! in forum Roleplaying Games General Discussion
    Replies: 31
    Last Post: Monday, 1st April, 2002, 08:40 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •