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<blockquote data-quote="bsnead666" data-source="post: 5294969" data-attributes="member: 68507"><p>So, I read the formums frequently, but don't post a lot. I thought I'd post the final solo battle of the campaign I've been running since 4e started. Let me know what you think, does the creature look too strong? </p><p> </p><p>You see a little background, the campaign has been mostly story based, the party is set up to fight solo's and can easily take down a powerful solo of 4 lvs higher in a few rounds. In the past I ddin't worry about some combats being too easy since it was the story we were focused on the most, but I want the final battle to be an epic battle and a challenge, but not a TPK. Some of the past solos they've fought that I tried to make a challenge just weren't.</p><p> </p><p>Mostly they save up their dailies to kill solos and rarely use them in battles w/o solos. In this case, there will be multiple solo battles and hopefully they will use many of their solo killing powers before getting here, in fact they may not even realize that another solo fight isn't the end battle, and use many of their powers there.</p><p> </p><p>Anyway, here it is, a primordial being of pure madness and destruction, let me know what you think. Hopefully the formatting from the character builder isn't too hard to read.</p><p> </p><p>Zurath, Madness Incarnate Level 37 Solo Controller</p><p>Gargantuan immortal magical beast XP 315,000</p><p></p><p>HP 1841; Bloodied 921</p><p>Regeneration 30 (while not bloodied)</p><p>AC 52; Fortitude 51; Reflex 50; Will 50</p><p>Speed 10 fly (hover), teleport 10</p><p>Immune fear, dazed condition, stunned condition</p><p></p><p>Saving Throws +5 whenever an attack applies an effect to Zurath that a save can end, it immediately rolls a saving throw. Zurath also makes saving throws at the end of each of its turns as normal.; Action Points 3</p><p>Initiative +30</p><p>Perception +40</p><p>All-Around Vision, Truesight 20</p><p></p><p>Traits</p><p>O Infectious Madness • Aura 10 (only while not bloodied)</p><p>Any enemy that enters the aura or starts its turn within the aura takes 30 damage and is dominated until the end of the turn. The creature can choose to ignore this effect by losing a healing surge. A creature is immune to the dominating effect once it has no healing surges remaining.</p><p></p><p>O Erratic Aura of Maliciousness • Aura 20 (only while bloodied)</p><p>Any enemy that enters the aura or starts its turn there is subject to one of the following effects until the start of its next turn (rolled on a d20). 1-2 blinded 3-4 dazed 5-6 deafened 7-8 immobilized 9-10 knocked prone 11-12 restrained 13-14 slowed 15-16 stunned 17-18 weakened 19-20 roll twice (ignore this effect if rolled again)</p><p></p><p>Triple Actions</p><p>Zurath does not roll initiative. It has set initiative counts of 50, 40, and 30, It cannot delay or ready actions. Once per round on its initiative count it can take a standard action and a move action. Zurath's ability to take immediate actions refreshes on each turn. Zurath can spend an action point only once per round.</p><p></p><p>Primordial Frenzy</p><p>When Zurath is bloodied, wave of dark conscious recharges at the start of every round.</p><p></p><p>Standard Actions</p><p></p><p>m Lash of Destruction • At-Will</p><p>Attack: Reach 4; +42 vs. AC</p><p>Hit: 3d12 + 14 damage and ongoing 20 damage (save ends).</p><p>Aftereffect: Ongoing 10 damage (save ends).</p><p></p><p>M Lash Assault • At-Will</p><p>Effect: Zurath makes up to 3 lash of destruction attacks. Each attack must be against a different target.</p><p></p><p>C Glimpse the Unthinkable (fear) • Encounter</p><p>Attack: Close burst 20 (targets enemies); +41 vs. Will</p><p>Hit: The target is stunned until the end of Zurath's next turn.</p><p>Aftereffect: The target is blind and weakened (save ends).</p><p>Aftereffect: The target is weakened (save ends).</p><p></p><p>Minor Actions</p><p></p><p>C Wave of Dark Conscious • Recharge 5 6</p><p>Attack: Close burst 10; +41 vs. Will</p><p>Hit: 2d8 + 11 damage and the target is dazed and weakened (save ends both).</p><p></p><p>Triggered Actions</p><p></p><p>Bloodied Backlash • Encounter</p><p>Trigger: When first bloodied.</p><p>Effect (Immediate Interrupt): Zurath's Glimpse the Unthinkable recharges, and it uses it immediately.</p><p></p><p>C Rape the Mind • Recharge 6</p><p>Trigger: When an enemy within 20 squares makes an attack roll against Zurath.</p><p>Attack (Immediate Interrupt): +41 vs. Will</p><p>Hit: Zurath slides the target 10 squares and chooses a new target for its attack. If no target is within range of the original attacker's new position, the attack hits the original attacker.</p><p></p><p>Skills Arcana +40, Endurance +43, Intimidate +38</p><p>Str 40 (+33) Dex 28 (+27) Wis 45 (+35)</p><p>Con 50 (+38) Int 45 (+35) Cha 40 (+33)</p><p>Alignment chaotic evil Languages Primordial</p></blockquote><p></p>
[QUOTE="bsnead666, post: 5294969, member: 68507"] So, I read the formums frequently, but don't post a lot. I thought I'd post the final solo battle of the campaign I've been running since 4e started. Let me know what you think, does the creature look too strong? You see a little background, the campaign has been mostly story based, the party is set up to fight solo's and can easily take down a powerful solo of 4 lvs higher in a few rounds. In the past I ddin't worry about some combats being too easy since it was the story we were focused on the most, but I want the final battle to be an epic battle and a challenge, but not a TPK. Some of the past solos they've fought that I tried to make a challenge just weren't. Mostly they save up their dailies to kill solos and rarely use them in battles w/o solos. In this case, there will be multiple solo battles and hopefully they will use many of their solo killing powers before getting here, in fact they may not even realize that another solo fight isn't the end battle, and use many of their powers there. Anyway, here it is, a primordial being of pure madness and destruction, let me know what you think. Hopefully the formatting from the character builder isn't too hard to read. Zurath, Madness Incarnate Level 37 Solo Controller Gargantuan immortal magical beast XP 315,000 HP 1841; Bloodied 921 Regeneration 30 (while not bloodied) AC 52; Fortitude 51; Reflex 50; Will 50 Speed 10 fly (hover), teleport 10 Immune fear, dazed condition, stunned condition Saving Throws +5 whenever an attack applies an effect to Zurath that a save can end, it immediately rolls a saving throw. Zurath also makes saving throws at the end of each of its turns as normal.; Action Points 3 Initiative +30 Perception +40 All-Around Vision, Truesight 20 Traits O Infectious Madness • Aura 10 (only while not bloodied) Any enemy that enters the aura or starts its turn within the aura takes 30 damage and is dominated until the end of the turn. The creature can choose to ignore this effect by losing a healing surge. A creature is immune to the dominating effect once it has no healing surges remaining. O Erratic Aura of Maliciousness • Aura 20 (only while bloodied) Any enemy that enters the aura or starts its turn there is subject to one of the following effects until the start of its next turn (rolled on a d20). 1-2 blinded 3-4 dazed 5-6 deafened 7-8 immobilized 9-10 knocked prone 11-12 restrained 13-14 slowed 15-16 stunned 17-18 weakened 19-20 roll twice (ignore this effect if rolled again) Triple Actions Zurath does not roll initiative. It has set initiative counts of 50, 40, and 30, It cannot delay or ready actions. Once per round on its initiative count it can take a standard action and a move action. Zurath's ability to take immediate actions refreshes on each turn. Zurath can spend an action point only once per round. Primordial Frenzy When Zurath is bloodied, wave of dark conscious recharges at the start of every round. Standard Actions m Lash of Destruction • At-Will Attack: Reach 4; +42 vs. AC Hit: 3d12 + 14 damage and ongoing 20 damage (save ends). Aftereffect: Ongoing 10 damage (save ends). M Lash Assault • At-Will Effect: Zurath makes up to 3 lash of destruction attacks. Each attack must be against a different target. C Glimpse the Unthinkable (fear) • Encounter Attack: Close burst 20 (targets enemies); +41 vs. Will Hit: The target is stunned until the end of Zurath's next turn. Aftereffect: The target is blind and weakened (save ends). Aftereffect: The target is weakened (save ends). Minor Actions C Wave of Dark Conscious • Recharge 5 6 Attack: Close burst 10; +41 vs. Will Hit: 2d8 + 11 damage and the target is dazed and weakened (save ends both). Triggered Actions Bloodied Backlash • Encounter Trigger: When first bloodied. Effect (Immediate Interrupt): Zurath's Glimpse the Unthinkable recharges, and it uses it immediately. C Rape the Mind • Recharge 6 Trigger: When an enemy within 20 squares makes an attack roll against Zurath. Attack (Immediate Interrupt): +41 vs. Will Hit: Zurath slides the target 10 squares and chooses a new target for its attack. If no target is within range of the original attacker's new position, the attack hits the original attacker. Skills Arcana +40, Endurance +43, Intimidate +38 Str 40 (+33) Dex 28 (+27) Wis 45 (+35) Con 50 (+38) Int 45 (+35) Cha 40 (+33) Alignment chaotic evil Languages Primordial [/QUOTE]
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