Sorry for bugging out on you. I got daunted by the vastness of the task, started procrastinating, and then I had lots of RL stuff to do. Here is a start, anyway. All the upcoming statblocks were made by Kain Darkwind over at Dicefreaks, modified by me. (Switching out feats etc. to make them more effective).
First up, Tharizdun's human form. This is what the PCs find when they come to defeat Tharizdun and rescue the surviving gods after beating the Horde of Elemental Evil.
Tharizdun
Medium Outsider (Air, Earth, Elder, Evil, Fire, Water)
Hit Dice: 60d8 + 1560 (2040 hp)
Initiative: +20
Speed: 80 ft., burrow 80 ft., fly (perfect) 160 ft., swim 160 ft.
Armor Class: 113 (+18 deflection, +12 Dex, +30 divine, +13 insight, +30 natural), touch 83, flat-footed 88
Base Attack/Combat: +60/+90
Attack: Axe +120 melee (1d10 + 30 /19-20/x3)
Full Attack: Axe +120/+115/+110/+105 melee (1d10 + 30 /19-20/x3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Alter reality, aura of decay, elemental fury, summon elementals
Special Qualities: Damage reduction 55/-, darkvision, elemental traits, immune to acid, cold, electricity and fire, regeneration 50, spell resistance 85
Saves: Fort +86, Ref +80, Will +81
Abilities: Str 50, Dex 35, Con 46, Int 35, Wis 37, Cha 46
Skills: Acrobatics +45, Bluff +81, Concentration +81, Climb +53, Diplomacy +93, Disguise +81 (+87 acting), Escape Artist +75, Fly +83, Intimidate +87, Knowledge (arcana) +75, Knowledge (history) +75, Knowledge (nature) +75, Knowledge (the planes) +75, Knowledge (religion) +75, Linguistics +75, Perception +76, Sense Motive +76, Spellcraft +81, Stealth +75, Survival +76, Swim +83
Feats: Ability Focus (alter reality), Bounding Assault, Cleave, Combat Reflexes, Dodge, Fly-by Attack, Great Cleave, Improved Critical (axe), Improved Fly-by Attack, Improved Initiative, Improved Sunder, Mobility, Power Attack, Rapid Blitz, Spring Attack, Swim-by Attack
Epic Feats: Damage Reduction x5, Dire Charge, Epic Toughness x 4, Epic Ability Focus (alter reality), Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: Tharizdun's Prison
Organization: Solitary (unique)
Challenge Rating: 75
Treasure: A safe new world.
Alignment: Neutral Evil
Alter Reality (Ex): Tharizdun can produce the effects of any spell up to 39th level as a full round action. The DC to resist any such effects is 94, the caster level of the effect is 30th. (Remember that as this is done as an extraordinary ability, spell resistance does not apply and antimagic is not effective against it. Although it can still be dispelled as normal, I think)
Aura of Decay (Ex): Within 500 ft. of Tharizdun, every object and creature must make a Fortitude save (DC 88) or take 40d6 points of disintegration damage. This counts as disintegrate for any purposes such as destroying walls of force or immunity.
Elemental Fury: 200 ft. radius burst, 40d10 fire, 40d10 cold, 40d10 electricity and 40d10 bludgeoning damage. Reflex DC 88 half. At will, every 1d10 rounds.
Summon Elementals (Sp): At will, Tharizdun may summon up to 100 HD of elementals from each primal element. He may not have more than 100 HD from a single element serving him at any time.
Elder: Tharizdun has an effective Divine Rank of 30 for purposes of interacting with divine powers and entities.
Regeneration (Ex): It is unknown if any type of damage deals lethal damage to Tharizdun. Presumably a specifically designed epic spell cast upon him after his nonlethal damage exceeds his hit points by 780 points could prevent him from regenerating the damage. Specific major artifacts may also be capable of dealing Tharizdun lethal damage.
Possessions: Tharizdun wields a +10 waraxe of ruin that deals vile damage.
I don't think I've ever seen the Princes of Elemental Evil statted with the ability to deny use of their element, but I can make a version that has such powers if you want one.
First up, Tharizdun's human form. This is what the PCs find when they come to defeat Tharizdun and rescue the surviving gods after beating the Horde of Elemental Evil.
Tharizdun
Medium Outsider (Air, Earth, Elder, Evil, Fire, Water)
Hit Dice: 60d8 + 1560 (2040 hp)
Initiative: +20
Speed: 80 ft., burrow 80 ft., fly (perfect) 160 ft., swim 160 ft.
Armor Class: 113 (+18 deflection, +12 Dex, +30 divine, +13 insight, +30 natural), touch 83, flat-footed 88
Base Attack/Combat: +60/+90
Attack: Axe +120 melee (1d10 + 30 /19-20/x3)
Full Attack: Axe +120/+115/+110/+105 melee (1d10 + 30 /19-20/x3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Alter reality, aura of decay, elemental fury, summon elementals
Special Qualities: Damage reduction 55/-, darkvision, elemental traits, immune to acid, cold, electricity and fire, regeneration 50, spell resistance 85
Saves: Fort +86, Ref +80, Will +81
Abilities: Str 50, Dex 35, Con 46, Int 35, Wis 37, Cha 46
Skills: Acrobatics +45, Bluff +81, Concentration +81, Climb +53, Diplomacy +93, Disguise +81 (+87 acting), Escape Artist +75, Fly +83, Intimidate +87, Knowledge (arcana) +75, Knowledge (history) +75, Knowledge (nature) +75, Knowledge (the planes) +75, Knowledge (religion) +75, Linguistics +75, Perception +76, Sense Motive +76, Spellcraft +81, Stealth +75, Survival +76, Swim +83
Feats: Ability Focus (alter reality), Bounding Assault, Cleave, Combat Reflexes, Dodge, Fly-by Attack, Great Cleave, Improved Critical (axe), Improved Fly-by Attack, Improved Initiative, Improved Sunder, Mobility, Power Attack, Rapid Blitz, Spring Attack, Swim-by Attack
Epic Feats: Damage Reduction x5, Dire Charge, Epic Toughness x 4, Epic Ability Focus (alter reality), Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: Tharizdun's Prison
Organization: Solitary (unique)
Challenge Rating: 75
Treasure: A safe new world.
Alignment: Neutral Evil
Alter Reality (Ex): Tharizdun can produce the effects of any spell up to 39th level as a full round action. The DC to resist any such effects is 94, the caster level of the effect is 30th. (Remember that as this is done as an extraordinary ability, spell resistance does not apply and antimagic is not effective against it. Although it can still be dispelled as normal, I think)
Aura of Decay (Ex): Within 500 ft. of Tharizdun, every object and creature must make a Fortitude save (DC 88) or take 40d6 points of disintegration damage. This counts as disintegrate for any purposes such as destroying walls of force or immunity.
Elemental Fury: 200 ft. radius burst, 40d10 fire, 40d10 cold, 40d10 electricity and 40d10 bludgeoning damage. Reflex DC 88 half. At will, every 1d10 rounds.
Summon Elementals (Sp): At will, Tharizdun may summon up to 100 HD of elementals from each primal element. He may not have more than 100 HD from a single element serving him at any time.
Elder: Tharizdun has an effective Divine Rank of 30 for purposes of interacting with divine powers and entities.
Regeneration (Ex): It is unknown if any type of damage deals lethal damage to Tharizdun. Presumably a specifically designed epic spell cast upon him after his nonlethal damage exceeds his hit points by 780 points could prevent him from regenerating the damage. Specific major artifacts may also be capable of dealing Tharizdun lethal damage.
Possessions: Tharizdun wields a +10 waraxe of ruin that deals vile damage.
I don't think I've ever seen the Princes of Elemental Evil statted with the ability to deny use of their element, but I can make a version that has such powers if you want one.
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