Super solo rules, considered

Fieari

Explorer
Taking what I learned from my first time running a super solo, here's the next one. This is the Winter Nymph's sister, Estia Tellach (Hearthstone in Gaelic) who is developed from the Level 16 Passion Devil with the Feyborn template added, making it elite.

Estia's summoning ability is story based. She's entered into a pact with "The Necromancer" in order to gain assistance with certain things, in exchange for a certain amount of faerie power. For other campaigns where this wouldn't make sense, substitute any 6 creatures that would be thematically appropriate for you; preferably 2 minions, 3 level appropriate standards, and 1 higher level challenge (elite or +2standard).




Estia Tellach - Hearthstone (Pure Seductress, First Form) Level 5 Super-Solo Controller
Medium Fey Humanoid (Shapechanger) XP 3,200

HP 256; Bloodied 128 Initiative +6
AC 21; Fortitude: 17 Reflex: 20 Will: 21
Speed 4, Fly 4 (Perfect), Teleport 3
Immune Fire
Vulnerable Cold Iron 5
Action Points 2

Traits
------
Object of Desire (Charm) * Aura 5
Effect: Enemies within the aura are dominated until no longer within the Aura. (Save allows move action)

Web of Lies
Estia is surrounded by magical glamour, enabling her "Object of Desire" and "Undeniable Beauty" abilities. 8 total successful DC 20 skill checks from Arcana, Insight, Nature, Perception will impair these her abilities as follows:

Object of Desire: Aura range reduced to 1. Effect now requires Attack +9 vs Will.
Undeniable Beauty: Replace "Hit" entry with "Miss" entry. Miss now has no effect.

Love Can't Wait
Estia can use an action point to gain a move or standard action as an immediate interrupt at any time.

Triggered Actions
-----------------
Undeniable Beauty (Charm) * Immediate Interrupt * At-Will
Trigger: When included as part of any attack
Attack: Ranged 20; +10 vs Will
Hit: Attacker must target any other valid target in range, including friends
Miss: Attacker must target any other valid target or else forgoe attacking this turn

Freudian Dreams * Immediate Interrupt * At-Will
Trigger: When an attack would drop Estia to 0 or fewer HP
Effect: Estia enters the attacker's mind, where she will remain safe until expelled by either the death of the host, or 8 successful DC 20 skill checks from Bluff, Diplomacy, Insight, Intimidate. While possessing a target, Estia may continue to attack her host with Object of Desire, and if she successfully dominates, may attack others with any attack she or her host knows. Upon explusion from her host, Estia enters her second form (Smoldering Temptress).

Standard Actions
----------------
(Basic Melee) Fiery Kiss (Fire, Charm) * At-Will
Attack: Melee 1 (one creature); +9 vs Will (Auto-Hit on Dominated)
Effect: 1d6+4 Fire Damage, and target is dominated even when outside of aura (save ends, no save until out of aura)

(Close) Beckoning Whispers (Charm) * At-Will
Attack: Close blast 5 (enemies in blast); +9 vs Will (Auto-Hit on Dominated)
Hit: Estia pulls the target(s) 5 squares, and the target is dominated for 1 turn

Pact with The Necromancer * Recharge 3,4,5,6
Calls a random undead creature within 5 squares. Called creature acts on its own initiative count (unmodified d20) and has HP adjusted.
1: Carcass Eater (OG 196) - HP 1;AC 21;Fort 19;Ref 17;Will 15;Burrow 4;+12 vs AC=5 necro;extra attack vs bloodied
2: Skeleton Soldier (OG 77) - HP 1;AC 21;Fort 18;Ref 19;Will 18;Walk 6;+11 vs AC=5 damage;Ranged 15
3: Phantom Warrior (MM1 116) - HP 20;AC 18;Fort 16;Ref 15;Will 16;Fly 6(perfect);+9 vs Ref=1d8+2 necro
4: Ghoul (MM1 118) - HP 30;AC 21;Fort 18;Ref 20;Will 17;Walk 8/Climb 4;+12 vs AC=1d6+4 immobilize;3d6+4 vs immobile
5: Dread Zombie (OG 197) - HP 40;AC 21;Fort 19;Ref 15;Will 16;Walk 5;+12 vs AC=1d8+5;Rise Again unless killed radient
6: Corpse Vampire (OG 189) - HP 80;AC 22;Fort 21;Ref 20;Will 18;Walk 4,Burrow 1,Climb 4;+13 vs AC=2d6+5;Shift 6!

Minor Actions
-------------
Change Shape (polymorph) * At-Will

Effect: Estia alters her physical form to appear as a Medium humanoid until it attacks, until she uses change shape again, or until she drops to 0 hit points. Estia retains her statistics in her new form. Her armor, and other possessions do not change, but if previously naked she can assume the appearance (but not substance) of clothing and equipment. To assume a specific individual's form, Estia must have seen that individual or make a +9 vs Will attack to pull an image from a target's mind. Other creatures can make a DC 27 Insight check to discern that the form is a disguise.

Move Actions
------------
Heart Exchange (teleport) * At-Will

(Ranged) Attack: Ranged 20 (creature that shares Estia's current shape); +9 vs lesser of Ref/Will
Hit: Estia teleports to target's location, target teleports to Estia's starting point.


Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 16 (+5) Int 13 (+3) Cha 20 (+7)


===================================================================================

Estia Tellach - Hearthstone (Smoldering Temptress, Second Form) Level 5 Super-Solo Controller
Medium Fey Humanoid (Shapechanger) XP 3,200

HP 256; Bloodied 128 Initiative +6
AC 21; Fortitude: 17 Reflex: 20 Will: 21
Speed 9, Fly 9 (Perfect), Teleport 3
Immune Fire; Regenerate 10 (if damaged by Cold Iron, Estia does not regenerate this turn)
Action Points 2

Traits
------
Heat (Fire) * Aura 5
Enemies within the aura are "in heat" and take: 1d4 fire damage, -2 penalty to saves, -2 penalty to will

Interrupting Action
Estia can use an action point to take an additional full round action as an immediate interrupt at any time.

Triggered Actions
-----------------
Hearthstone * Immediate Reaction * At-Will
Trigger: Estia is hit by an attack that brings her HP from Non-Bloodied to Bloodied
Effect: Estia regains 1 used action point. Estia's Burning Heart of Stone leaves her body, and floats above the air. Estia can reclaim her Burning Heart of Stone with a minor action if her HP raises above 128. While her heart is intact outside her body, her HP cannot be lowered below 1.

The Burning Heart of Stone can be destroyed with 8 successful DC 20 skill checks from Acrobatics, Athletics, Endurance, Heal. A failed check will deal 3d8+4 fire damage, a successful check will deal 1d6+4 instead.

Substitutional Hero * Immediate Interrupt * At-Will
Trigger: Estia is included in any attack while within 20 squares of her Burning Heart of Stone.
Effect: Estia attacks any target with Heart Exchange, and if successful, the attack targets her target instead.

Move Actions
------------
Burning Heart Exchange
(Ranged) Attack: Ranged 20; +9 vs lesser of Ref/Will
Hit: Estia teleports to target's location, target teleports to Estia's starting point and take 1d6+4 Psychic/Fire Damage.

Standard Actions
----------------
(Basic Melee) Fiery Kiss (Fire, Charm) * At-Will
Attack: Melee 1 (one creature); +9 vs Will
Hit: 1d10+4 Fire Damage, and target is dominated (save ends)

(Ranged) Lasso of Love (Fire) * At-Will
Attack: Ranged 5 (one creature); +10 vs AC
Hit: 2d8+4 Fire Damage, target is pulled 5

(Close) Passion's Flames (fire) * At-Will
Attack: Close burst 3 (enemies in burst); +9 vs Reflex
Hit: Target takes ongoing 5 fire damage. If the target is dominated, the target also makes a standard action attack as a free action against a creature of Estia's choice every time he fails his save. Creates a zone of fire dealing 5 fire damage to anyone entering the zone. Zone lasts 2 rounds.

Minor Actions
-------------
Pact with The Necromancer * Recharge 5,6
Calls a random undead creature within 5 squares. Creature is on fire, and takes 5 fire damage at the end of their turn. Creatures deal an extra 1d6+4 fire damage on a successful attack. Called creature acts on its own initiative count (unmodified d20) and has HP adjusted.
1: Carcass Eater (OG 196) - HP 1;AC 21;Fort 19;Ref 17;Will 15;Burrow 4;+12 vs AC=5 necro;extra attack vs bloodied
2: Skeleton Soldier (OG 77) - HP 1;AC 21;Fort 18;Ref 19;Will 18;Walk 6;+11 vs AC=5 damage;Ranged 15
3: Phantom Warrior (MM1 116) - HP 20;AC 18;Fort 16;Ref 15;Will 16;Fly 6(perfect);+9 vs Ref=1d8+2 necro
4: Ghoul (MM1 118) - HP 30;AC 21;Fort 18;Ref 20;Will 17;Walk 8/Climb 4;+12 vs AC=1d6+4 immobilize;3d6+4 vs immobile
5: Dread Zombie (OG 197) - HP 40;AC 21;Fort 19;Ref 15;Will 16;Walk 5;+12 vs AC=1d8+5;Rise Again unless killed radient
6: Corpse Vampire (OG 189) - HP 80;AC 22;Fort 21;Ref 20;Will 18;Walk 4,Burrow 1,Climb 4;+13 vs AC=2d6+5;Shift 6!

Change Shape (polymorph) * At-Will

Effect: Estia alters her physical form to appear as a Medium humanoid until it attacks, until she uses change shape again, or until she drops to 0 hit points. Estia retains her statistics in her new form. Her armor, and other possessions do not change, but if previously naked she can assume the appearance (but not substance) of clothing and equipment. To assume a specific individual's form, Estia must have seen that individual or make a +9 vs Will attack to pull an image from a target's mind. Other creatures can make a DC 27 Insight check to discern that the form is a disguise.
 

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Hey Fieari mate! :)

Glad you are enjoying the super-solo idea...although i still think its overkill at Level 5. ;)

I am curious about the Object of Desire power. If its an automatic domination within range, how the heck do the PCs get to use the skills to 'lessen' it?

Interesting monster though.

By the way, for super-solo's to be properly worth 5 levels lower stats than a solo they need to deal 50% more damage than a monster of that level.
 

Fieari

Explorer
It'll be a session or two before Estia is used, so I'm using pure conjecture here, but my was of imagining the battle is everyone staying the hell away from here, fighting off the summoned undead, sacrificing actions to make skill checks from a distance. I used Aura 5 because that made for a really exciting system with the Winter Nymph-- although with that, if she moved her aura over top them they were merely flung backwards out of it and took damage. This is a bit more drastic.

Perhaps Aura 3 might be better. Either way, they don't need to be right up next to her to perform the skillchecks.

As for damage... I was factoring in her summoning ability as increasing her damage output, and trying to be conservative with her other damaging stuff since she'll be dominating players so much. But perhaps I should consider going up anyway.
 

Hi Fieari mate! :)

Well I don't know your groups PCs but I would have thought any warrior types would try to close to melee. Auto domination 5 looks incredibly nasty. Even as an Aura 5 making a Will attack against anyone in the aura is very dangerous I would have thought.

My suggestion is that if you go along with the domination make it so that she can only dominate one character at a time with that power.
 

Fieari

Explorer
Here's another shot at a Super-Solo. In fact... a Tarrasque. Down to level 20 like it should be.


Tarrasque Level 20 Super-Solo Brute
Gargantuan Elemental Magical Beast XP 35,000

Initiative +13 Senses Perception +15; Blindsight 20
Earthbinding aura 60; any flying creature in the aura has its fly speed reduced to half and maximum altitude reduced to 30 feet (putting it within the tarrasque’s reach). Any creature above this altitude at the end of its turn falls to an altitude of 30 feet automatically.
HP 1020; Bloodied 510
AC 34; Fortitude 40, Reflex 31, Will 37
Immune Low attacks (see carapace), charm, fear, weakened condition; Resist 1/2 ranged attacks
Saving Throws +5
Speed 8, Burrow 8, Climb 8
Action Points 2

Traits
------
Elder of Annihilation
The tarrasque's (external) attacks ignore all resistances.

Instinctual Reaction
The Tarrasque can use an action point at any time to gain an immediate standard action.

Carapace
The Tarrasque takes up a 4x4x4 cube of space. Attacks directed at the lower 4x4x2 cubes deal no damage, requiring either reach, ranged attacks, flight, or a DC 30 athletics check to Climb (Provoking) or Running Jump (single attack only) to within reach.

Slumber of the Tarrasque
Reducing the Tarrasque to 0 hit points, or any other method that would normally kill a creature (such as disease or drowning) does not kill the tarrasque, but instead causes it to fall asleep until it can use its Regeneration ability. If forcibly kept asleep for 5 minutes, it will sleep longer (DM specified period).

Resilience
The Tarrasque is Resilient to many status effects, reducing them as follows:
Attacks that would knock unconscious, stun instead.
Attacks that would stun, daze instead.
Attacks that would daze, slow instead.

Adaptation
Every time the Tarrasque is hit and damaged by a specific attack, it gains a resist 10 versus that attack which lasts until that attacker uses a different attack against the Tarrasque. Each additional round the attacker (or anyone else) uses the same attack, the resist goes up by an additional 10.

Example: Consider 2 wizards attacking the Tarrasque, named Alicia and Baroq.

Round 1- Alicia attacks with Magic Missile, Tarrasque does not resist. (MM Resist lasts until end of Alicia's next turn)
Baroq attacks with Magic Missile, Tarrasque Resists 10. (MM Resist now lasts until the end of Baroq's next turn instead)

Round 2- Alicia attacks with Flaming Hands, Tarrasque does not resist. (FH Resist lasts until the end of Alicia's next turn).
Baroq attacks with Magic Missile, Tarrasque Resists 20. (MM Resist still in effect, and lasts until the end of Baroq's next turn)

Round 3- Alicia attacks with Disintegrate, Tarrasque does not resist. (D Resist until the end of Alicia's next turn, FH Resist Ends).
Baroq attacks with Flaming Hands, Tarrasque does not resist. (FH Resist until the end of Baroq's next turn, MM Resist ends).


Standard Actions
------------------
(Basic Melee) Bite * At-Will (Not when bloodied)
Threatening Reach 3; +23 vs AC; 3d6 + 8 damage, ongoing 5 damage (save ends)

(Basic Melee) Swallow Whole * At-Will (Only when bloodied)
Threatening Reach 3; +21 vs Reflex; 3d6 + 8 damage and target is sent Inside the Tarrasque.

Move Actions
------------
(Melee) Trample * At-Will
The Tarrasque can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the Tarrasque must end its move in an unoccupied space. When it enters an enemy’s space, the Tarrasque makes a trample attack:
+21 vs. Reflex; 3d6 + 8 damage, and the target is knocked prone.

Minor Actions
-------------
(Basic Melee) Tail Slap * At-Will (Only when flanked)
Threatening Reach 3; +23 vs AC; 1d10 + 8 damage, slide 4, prone. For every square that movement is blocked because of a solid surface, deal an additional 1d10 damage.

Triggered Actions
-----------------
Sharpness Bite * At-Will
Trigger: The Tarrasque scores a critical hit with its Bite or Swallow Whole attack.
Attack: +21 vs Fortitude, or Auto-hit vs Bloodied target.
Hit: 3d8 + 7 damage and the Tarrasque severs an appendage from the target. Roll 1d10:
1-5: Arm-- Cannot dual wield or use two handed weapons. -5 to attack.
6-9: Leg-- Cannot stand without a crutch, wall, or balance DC 31. Walk speed reduced to 1. -5 to AC.
(8-9: Wing, If Applicable)-- Cannot fly.
10: Head-- Instant death.
The tarrasque may spend a move action to swallow the body part, otherwise, it lands on the ground at the tarrasque's feet.

Reflective Carapace * At-Will
Trigger: An enemy misses the Tarrasque with a ranged attack.
Effect: The Tarrasque attacks any target within range and line-of-effect from the initially targeted square with the same missed attack, at a +21 attack bonus.

Regeneration * At-Will
Trigger: The tarrasque ends its turn without having been damaged at all in the previous round. (Successful attacks do not prevent this ability if they deal no damage)
Effect: The tarrasque heals 255 hp. All negative status conditions are removed. Any "permanent" injury such as limb loss or disease is recovered.

Instant Recovery * At-Will
Trigger: The Tarrasque is afflicted with any effect that allows a saving throw.
Effect: The Tarrasque makes an immediate saving throw.


Alignment Unaligned Languages --
Str: 40 (+25) Dex: 17 (+13) Wis: 15 (+12)
Con: 36 (+23) Int: 3 (+6) Cha: 7 (+8)





ENCOUNTER: Inside the Tarrasque
A swallowed adventurer will have to go through a series of organs-acting-as-monsters, traps, and puzzles before reaching the Tarrasque's Heart, which is the only way to kill the Tarrasque permanently. Most damage done to the inside of the Tarrasque does not injure the Tarrasque with noted exceptions, and the internal organ also possess the Regeneration ability, meaning that the round after they stop taking damage they are healed in full.

Even stabbing the Tarrasque's Heart is not enough to kill it alone. The Tarrasque must be simultaneously defeated on the outside, by reducing it to 0 HP and causing it to sleep, as well as defeating its heart on the inside. Defeating only one or the other will allow the Tarrasque to regenerate-- both must defeated at the same time.

Inside The Tarrasque's Mouth
-----------------------------------
Description: The mouth is a room 10'x10' in size, with barely 3 or 4 feet of space between the roof and the tongue, which you are lying prone on. Rows of razor teeth line the walls and roof of the Tarrasque's mouth. You may be able to jump out the next time the Tarrasque opens its mouth, or you could try forcing it open. Acid drips from every surface, and is also in a great pool beneath the tongue. There is no room to stand, but you should be able to crawl around, if you so see fit.

Anyone within the Tarrasque's mouth takes 1d10 acid damage per round.

The mouth can be forced open with a DC 30 athletics check, dealing an additional 1d8 damage from the razor teeth in the process. The mouth will open whenever the Tarrasque attacks someone else with Swallow Whole or Bite, but will close again before you have a chance to get out unless you ready an action for escape.

Anyone deliberately attempting to go down the Tarrasque's throat will be able to make checks to see Gizzard Stones there, and disable them from relative safety if they are able.

Regardless, the Tarrasque's Tongue will immediately attack, attempting to help chew and swallow the victim.

Tarrasque's Tongue Level 20 Controller
Large Elemental Magical Beast


Initiative +16 Senses blindsight 1
HP 194; Bloodied 97
AC 34; Fortitude 33, Reflex 32, Will 32
Resist 10 acid
Speed 0

(Basic Melee) Chew * At-Will
The tongue grinds you against the razors on the roof of the Tarrasque's mouth.
+25 vs AC; 3d6 + 8 damage.

(Melee) Swallow * At-Will
The tongue forces you towards the Tarrasque's throat, grinding you against the razors on the roof of the Tarrasque's mouth in the process.
+25 vs AC; 3d6 + 8 damage and slide 1.



Inside the Tarrasque's Throat
------------------------------------
The Tarrasque's Throat is a 5' diameter tube that drops down at least 20 feet into its stomach. Near the top of the throat, however, is an organ similar to a Chicken's Gizzard Stones, meant to assist in grinding up anything to be swallowed before it reaches the stomach.

Gizzard Stones Level 20 Lurker
Trap XP 500


Perecption
DC 20; The throat looks like it can expand or contract.
DC 24; There is a gizzard filled with sharp rocks connected to the throat.
DC 28; Those rocks are uncut diamonds the size of bowling balls.

Attack
Melee 1; +25 vs Reflex (+27 if target unaware); Target is immobilized, restrained, and takes ongoing 20 damage until free.

Escaping
Squirm Through: A character may attempt to squirm his way through the stones. DC 24 Endurance check, taking 3d12 damage in the process whether he succeeds or fails.

Cut Throat: A character may attempt to use a heavy blade, such as an Axe or Great Sword, to cut through the throat itself. (Other attacks have no effect on the hardened throat) AC 34, Fort 32, HP 80, Immune Acid. (Remember, it heals fully if there is a full round where it takes no damage) Skip directly to Heart Cavity.

Countermeasures
Spring the Trap: Reaching for the diamonds or otherwise entering the throat in any way triggers the trap.

Bypass: A DC 29 acrobatics check will enable you to slide down the throat before the gizzard can grab you.

Gag Reflex: A DC 25 Heal check will inform you that there is a tissue in the throat that will cause the Tarrasque to gag, temporarily disabling the gizzard. A followup DC 20 Thievery check will activate the gag, allowing 1 round to get down the throat unharmed.





Inside the Tarrasque's Stomach
------------------------------
There is finally room to stand... or at least swim. You are in a cavern roughly fifteen feet in diameter, filled with a 5' deep pool of caustic stomach acid. You share this cavern with a number of parasites.

A DC 20 acrobatics check will allow the character to stop his descent into the acid via a "Chimney Climb" manuever at the entrance to the stomach. The parasites can still jump out of the acid and reach you here.

Each round in the acid will deal 5 ongoing acid damage (save ends), cumulative; so two rounds in the acid will cause 10 ongoing, and so on. No saving throws may be made against this damage until no longer immersed in the acid.

There are three ways out of the stomach.

1) Climb back up the throat (and past the gizzard again, and into the mouth). Throat Climb DC 30 (due to slickness, smoothness, and the movement of the tarrasque). Climbing the stomach wall is DC 20.

2) Cut, stab, burn, or otherwise injure your way through the stomach wall. AC 34, Fort 32, HP 80, Immune Acid. (Remember, it heals fully if there is a full round where it takes no damage) Go to "Amongst Organs".

3) Head down through the acid to gain entrance to the intestines (and eventually out)

Regardless of route taken, the various parasites will immediately attack. There are 5 parasites, and they can follow either into to the intestines (one at a time), as well as Amongst the Organs and into the Heart Cavity.


Tarrasque's Intestinal Parasites Level 20 Minion Skirmisher
Small Elemental Magical Beast XP 700


Initiative +20 Senses: Blindsight 20
HP 1 (A missed attack never deals damage to a minion)
AC 34; Fortitude 32, Reflex 33, Will 32
Immune Acid
Speed Swim 6, Jump 4

Jumping Attack
A parasite can jump its full jump speed, attack, and then fall.

(Basic Melee) Bite * At-Will
+25 vs AC; 5 ongoing acid damage (save ends)

Regeneration * At-Will
Trigger: 2 Rounds after killed, while immersed in acid
Effect: The parasite ressurects itself



Inside Tarrasque's Intestines
-----------------------------
The intestines are cramped; a medium creature can only just squeeze through them.

They are lined with acid, dealing 5 cumulative ongoing acid damage (just like the stomach). The intestines are 36 squares long, and require a DC 25 Athletics check to escape at the end.

At any point during the escape, the character may attempt to cut, stab, burn, or otherwise injure your way through the stomach wall. AC 34, Fort 32, HP 80, Immune Acid. (Remember, it heals fully if there is a full round where it takes no damage). Go to "Amongst the Organs".



Amongst the Organs
--------------
You are outside the Tarrasque's Stomach, amidst its kidneys, liver, and other organs-- and literally swimming in fat.

While holding their breath, characters may attempt to attack the various organs, or the carapace of the Tarrasque itself: AC 34; Fortitude 40, HP 204. Attacking the organs does deal damage to the main Tarrasque. Attacking the carapace does not, however it can open a way in or out of the Tarrasque (noting that the round after you stop damaging it, it closes again).

Reaching the Heart will require swimming. Swiming in the fat is very disorienting, and requires a DC 20 insight check to determine which way is up, followed by three DC 25 athletics check to actually swim up to the chest cavity. Each athletics check requires a move action. On final success, go to Heart Cavity.


Heart Cavity
------------
There is a 15'x10' cavity inside the Tarrasque. You stand on the diaphram, with the throat behind you, spine above you, lungs to either side, and the Tarrasque's Heart directly in front of you.

The Heart of the Tarrasque is a monster in its own right, and must be fought and killed. It will not regenerate as long as someone remains within the Heart Cavity, but will regenerate 480 HP per round it is alone.

The Heart can push attackers back-- if pushed backed all the way, they return to Amongst the Organs.


Heart of the Tarrasque Level 20 Elite Controller
Large Elemental Magical Beast XP 5,600

Initiative +5
HP 384; Bloodied 192 Senses: Blindsight 15
AC 36; Fortitude: 34 Reflex: 22 Will: 35
Speed Immobile (cannot be force moved)
Saving Throws +5; Action Points 2

Standard Actions
----------------
(Basic Melee) Heartstrings (Psychic) * At-Will
Threatening Reach 3; +25 vs AC; 3d6 + 8 damage, and target is immobilized (save ends).

(Melee) Absorb Strength (Psychic) * At-Will
Melee 3 (Targets only immobilized creatures); +24 vs Will; 4d10 + 7 damage.

(Melee) Enraging Passions (Psychic) * At-Will
Melee 3 (Targets only immobilized creatures); +24 vs Will; Target immediately uses its highest-level encounter attack power against a creature or creatures of the kraken's choice, including the target itself. This use of the power does not expend it. The target uses the power even if the power has been expended.


Minor Actions
-------------
Tugging on Heartstrings * At-Will
Close blast 3; All immobilized creatures in blast take 15 psychic damage and slide 1.


Str: 23 (+16) Dex: 0 (+5) Wis: 26 (+18)
Con: 24 (+17) Int: 3 (+6) Cha: 26 (+18)
 
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Hey Fieari mate! :)

Interesting monster. However, my first thoughts are that its far too busy. There is simply too much going on. Maybe I'd just need to see it in 4E format - posted stat-blocks on the forums always seem a bit overwhelming to me. :-S

I also think that Adaptation is too fidgety to be worth the trouble.

Sharpness Bite (as written) I'm not convinced is a great idea.

I do love Slumber of the Tarrasque though.

All its damages are wrong.

Level 20 AVERAGE Brute Damage = 35 (e.g. 3d12 + 16)
Minor Actions = 28 (e.g. 2d12 + 15)
Recharge Standard Actions = 42 (e.g. 4d12 + 16)
Encounter Standard Actions = 49 (e.g. 5d12 + 17)

Technically I'd just keep the bonus at +16 for all the above.

Regeneration (as written) I'm not sure about.

Love the interior sections. :)

Personally though I'd lower the minion level down to 4 levels lower than the monster itself. That way they don't impact the overall encounter level. Oh and...

Level 16 minion damage = 12
Level 20 Minion damage = 14

Overall great stuff though. Good work. :cool:
 


Fieari

Explorer
If you reduce the heart to 0, but not the tarrasque, it merely sleeps. If you reduce the tarrasque to 0, but not the heart, it sleeps. Only when BOTH are at 0, simultaneously, does it die. Otherwise, the heart regenerates the tarrasque, or the tarrasque's other organs regenerates the heart.

Upper Krust said:
I also think that Adaptation is too fidgety to be worth the trouble.

Hrm. Here's the problem I was planning on overcoming, and see what you think of it.

My players have, on occasion, discussed the various underhanded, sneaky, non-wish and underleveled methods of killing a Tarrasque in 3.5e. Furthermore, they've dealt with unconscious-but-regenerating monsters already in my campaign, and handled them by having someone standing there, constantly using the coup de grace action.

What I want is to close loopholes for cheap kills. I can just see them preparing in advance, luring the Tarrasque into a pool of acid, and keeping it there until it dissolves. Or setting a wildfire around it. Or gathering hundreds of mages to fire magic missiles. Things like that. I wanted to nip them all in the bud. And I also wanted to see the looks on their faces when they knock it out (before getting the heart) and try their coup de grace trick, but suddenly see the Big T get back up again.

This is what came to mind, and also seemed thematically cool-- except that, yes. It will be a NIGHTMARE to keep track of. I'd probably have to create a chart or bookkeeping program just to run the fight at any speed. And I wouldn't dare ask anyone ELSE to do it.

Any thoughts on the problem/alternative solutions?

Upper Krust said:
All its damages are wrong.

I was using Asmor's Monster Math Cruncher, and it clearly lowballed me. This WILL be corrected.

Upper Krust said:
Regeneration (as written) I'm not sure about.

This, I want to hear more details on. What aren't you sure about it?

Typical regeneration merely adds more HP to a monster, without adding anything tactical to the battle. The regeneration ability I have here means that the players MUST keep the pressure up on the big guy, or they'll have to nearly start over. Making the ability heal too little will mean it'll barely be a tactical consideration. Making it active all the time is, again, just giving it more HP, and thus making for more of a slog.

So... what's your issue with it?

Upper Krust said:
Personally though I'd lower the minion level down to 4 levels lower than the monster itself. That way they don't impact the overall encounter level.

Wouldn't that make them trivial, non-entities in the encounter? As opposed to something that reasonably needs attention and use up action economy? There especially needs to be something to draw action economy in the Heart Chamber... I'm not sure what else to use.
 

Hiya mate! :)

Fieari said:
If you reduce the heart to 0, but not the tarrasque, it merely sleeps. If you reduce the tarrasque to 0, but not the heart, it sleeps. Only when BOTH are at 0, simultaneously, does it die. Otherwise, the heart regenerates the tarrasque, or the tarrasque's other organs regenerates the heart.

Okay cool.

Hrm. Here's the problem I was planning on overcoming, and see what you think of it.

My players have, on occasion, discussed the various underhanded, sneaky, non-wish and underleveled methods of killing a Tarrasque in 3.5e. Furthermore, they've dealt with unconscious-but-regenerating monsters already in my campaign, and handled them by having someone standing there, constantly using the coup de grace action.

What I want is to close loopholes for cheap kills. I can just see them preparing in advance, luring the Tarrasque into a pool of acid, and keeping it there until it dissolves. Or setting a wildfire around it. Or gathering hundreds of mages to fire magic missiles. Things like that. I wanted to nip them all in the bud. And I also wanted to see the looks on their faces when they knock it out (before getting the heart) and try their coup de grace trick, but suddenly see the Big T get back up again.

This is what came to mind, and also seemed thematically cool-- except that, yes. It will be a NIGHTMARE to keep track of. I'd probably have to create a chart or bookkeeping program just to run the fight at any speed. And I wouldn't dare ask anyone ELSE to do it.

Any thoughts on the problem/alternative solutions?

The simplest solution would be to give the Tarrasque Resist All 15.

I was using Asmor's Monster Math Cruncher, and it clearly lowballed me. This WILL be corrected.

I don't think its been updated to MM3 values...and even they are sometimes low.

Remember its Level +8 for average damage.

+25% for brutes.
+25% for recharges 4 or 5.
-25% for minor actions.
+50% for recharges 6/encounter powers/death powers.

This, I want to hear more details on. What aren't you sure about it?

Typical regeneration merely adds more HP to a monster, without adding anything tactical to the battle. The regeneration ability I have here means that the players MUST keep the pressure up on the big guy, or they'll have to nearly start over. Making the ability heal too little will mean it'll barely be a tactical consideration. Making it active all the time is, again, just giving it more HP, and thus making for more of a slog.

So... what's your issue with it?

I think it must have been late in the day when I was reading it. :eek:

Seems fine. In fact if anything I think its too weak since I don't see it being used in combat at all.

Wouldn't that make them trivial, non-entities in the encounter? As opposed to something that reasonably needs attention and use up action economy? There especially needs to be something to draw action economy in the Heart Chamber... I'm not sure what else to use.

I suspect the difference is miminal. +2 to hit and 2 extra damage...of course lets not forget you actually had the damage set 7 points too low to begin with! ;)
 

Fieari

Explorer
Here's some updates to the Big T (external part only). Changes include: Updated damage, added a recharge and encounter ability, and modified resilience to reflect some ideas in the stunlock thread.

Tarrasque4eStatBlock.png
 

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