D&D 4E The Final Arc of my Epic 4e Campaign

the Jester

Legend
As promised, here is a stat block: Fray, the longest-running villain in my campaign (since about 1986!). Obviously, this is her in 4e terms, but I've had 1e and 2e stats for her, too. (She never came up during the 3e era.)


Fray --- Level 33 Elite Artillery (Leader)
Medium fey humanoid (eladrin) --- XP 62,000
HP 434; Bloodied 217 --- Initiative +21 (see also temporal control)
AC 47; Fortitude 44; Reflex 44; Will 48 --- Perception +19
Speed 6 --- Lowlight vision
Saving Throws +2; Action Points 1

TRAITS

Temporal Control

Fray rolls for initiative twice and takes a full set of actions on each turn. Her ability to take immediate actions refreshes on each of her turns. (Note that during the final battle, she was taking three turns, not two.)

STANDARD ACTIONS

(mbasic) Fey Staff (teleportation, weapon) * At Will

Attack: Melee 1 (one creature); +38 vs. AC.
Hit: 4d6+20 damage.
Effect: Fray teleports 10 squares.

(rbasic) Archaic Magic Missile (force) * At Will
Effect: One creature within 20 squares takes 8 force damage. Fray then repeats the effect four times.

(close) Archaic Burning Hands (fire) * At Will
Attack: Close blast 3 (each creature in blast); +34 vs. Reflex.
Hit: 6d4+18 fire damage.

(area) Archaic Fireball (fire) * Recharges when first bloodied
Attack: Area burst 2 within 20 (each creature in burst); +36 vs. Reflex.
Hit: 20d6 fire damage.
Miss: Half damage.

(ranged) Ray of Thunder (thunder) * Recharges when Fray rolls a saving throw
Attack: Ranged 10 (one creature); +38 vs. Fortitude.
Hit: 4d10+20 thunder damage, and the target is knocked prone and deafened (save ends).
Sustain Minor: Fray makes the following attack against the primary target, and this sustain ability persists until the end of her next turn.
Secondary Attack: Ranged 10 (the primary target); +38 vs. Fortitude.
Hit: The target falls prone.

(ranged) Fray's Persuasion (charm) * Encounter
Attack: Ranged 10 (one creature); +36 vs. Will.
Hit: Fray slides the target up to its speed, and the target makes a basic attack against a target of Fray's choice. The target is then dominated (save ends).
Miss: The target is dazed (save ends).

(area) Wall of Sand (wall) * Encounter
Effect: Fray creates a wall 8 of swirling sand up to 8 squares high in unoccupied spaces that lasts until the end of her next turn. It requires 10 squares of movement to push through a square of the wall.
Sustain Minor: The wall persists.

(area) Cloudkill (poison, zone) * Encounter
Attack: Area burst 3 within 20 squares (each creature in burst); +36 vs. Fortitude.
Hit: 6d10 poison damage plus ongoing 25 poison damage (save ends).
Miss: Half damage.
Effect: The burst becomes a zone of choking green vapors that persists until the end of Fray's next turn. Creatures in the zone have concealment. Any creature that ends its turn in the zone takes 20 poison damage.
Sustain Minor: The zone persists.
Sustain Move: Fray moves the zone up to 4 squares.

MOVE ACTIONS

Fey Step (teleportation) * Encounter

Effect: Fray teleports 6 squares.

Fey Tactics (teleportation) * Recharges when first bloodied
Effect: Fray teleports 6 squares and makes a saving throw. She then teleports each adjacent ally 3 squares.

Time Stop (teleportation) * Encounter
Effect: Until the end of her turn, Fray cannot affect or be affected by other creatures. She teleports 10 squares and gains 3 standard actions, which may not be attacks.

MINOR ACTIONS

Maximize Spell * Daily

Effect: Fray takes 108 damage that can't be reduced in any way. The next damage roll she makes before the end of the turn has all of its damage dice maximized. (This ability is granted by her robes of the archmage.)

Ultimate Concentration * At Will
Effect: Fray sustains up to three effects with a sustain minor entry. She can spend two of these sustain minors for a sustain move instead.

Fray's Dispelling * Recharges when first bloodied
Effect: Each conjuration or zone of Fray's choice within 10 squares ends. In addition, Fray and each ally within 10 squares each make a saving throw.

TRIGGERED ACTIONS

Rebuttal (force) * Encounter

Trigger: Fray is hit by a melee or close attack.
Attack (Immediate Reaction): Close burst 5 (the triggering creature); +39 vs. Reflex.
Hit: 6d12+20 force damage, and the target is stunned (save ends).
Effect: Fray makes up to 3 saving throws.

Fray's Escape (teleportation) * Encounter
Trigger: Fray takes damage that would reduce her to 0 hit points.
Effect (Immediate Interrupt): Fray turns invisible, teleports 20 squares and regains 40 hit points.
---
Skills Arcana +34, Bluff +30, Diplomacy +30, Insight +24
Str 12 Dex 21 Wis 17
Con 13 Int 36 Cha 29
Alignment unaligned --- Languages Abyssal, Common, Elven, Draconic, Infernal, Primordial, Sahuagin, Supernal, Undercommon
Equipment mindpatterned robe of the archmage +6, staff +6
e turn has all of its damage dice maximized.
 

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the Jester

Legend
This is my version of Orcus.

Orcus Reborn --- Level 33 Solo Brute (Leader)
Gargantuan elemental humanoid (demon) --- XP 155,000
HP 1,404; Bloodied 702 --- Initiative +22
AC 45; Fortitude 48; Reflex 44; Will 46 --- Perception +28
Speed 6, fly 10 (clumsy), teleport 6 --- Darkvision, low-light vision
Immune disease, poison, necrotic
Saving Throws +5; Action Points 2

TRAITS

Aura of Death (necrotic) * Aura 20

Enemies that enter or start their turn in the aura take 20 necrotic damage (30 while Orcus is bloodied).

Reborn Puissance
At the start of Orcus' turn, one condition or effect on it of its choice ends.

STANDARD ACTIONS

(mbasic) Wand of Orcus (necrotic) * At Will

Attack: Melee 3 (one creature); +36 vs. Fortitude.
Hit: 6d10+18 necrotic damage, and the target loses a healing surge. If it has no healing surges, it dies.

Furious Flurry * At Will
Effect: Orcus uses the Wand of Orcus twice.

(melee) Death Touch * Recharges when first bloodied
Requirement: Orcus must be using the Wand of Orcus.
Attack: Melee 3 (one creature); +36 vs. Fortitude.
Hit: The target takes damage equal to its maximum hit points and loses 3 healing surges. If it does not have 3 healing surges, it dies.
Miss: The target takes damage equal to its bloodied value and loses a healing surge. If it has no healing surges, it dies.

(close) Necrotic Burst (healing, necrotic) * Recharge 6
Attack: Close burst 10; +36 vs. Fortitude (each enemy in burst).
Hit: 3d12+12 necrotic damage, and Orcus regains 20 hit points per creature hit.
Miss: Half damage.

MINOR ACTIONS

(melee) Crushing Fist * At Will 1/round

Requirement: Orcus must be bloodied.
Attack: Melee 2 (one creature); +38 vs. AC.
Hit: 10d6+16 damage.

TRIGGERED ACTIONS

(mbasic) Tail Lash * At Will

Trigger: An enemy enters a square adjacent to Orcus.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); +38 vs. AC.
Hit: 6d8+24 damage, and the target is knocked prone.
---
Skills Arcana +28, History +28, Intimidate +31, Religion +28
Str 35 Dex 22 Wis 25
Con 33 Int 25 Cha 30
Alignment chaotic evil --- Languages Abyssal, Common, telepathy 120'
Equipment Wand of Orcus
 

the Jester

Legend
Fray's lackeys at the endgame:


Walpyvmynan Fighter Mage --- Level 28 Minion Brute
Medium fey humanoid, eladrin --- XP 3,250
HP 1; a missed attack never damages a minion --- Initiative +21
AC 40; Fortitude 41; Reflex 39; Will 41 --- Perception +18
Speed 7 --- Low-light vision

TRAITS

Aegis of Shielding

Whenever a creature marked by the fighter mage deals damage with a power that does not include the fighter mage as a target, each target gains resist 20 against the power.

STANDARD ACTIONS

(mbasic) Lightning Strike (lightning, weapon) * At Will

Attack: Melee 1 (one creature); +33 vs. AC.
Hit: 12 damage plus 10 lightning damage.
Effect: The fighter mage marks the target.

(ranged) Acid Bolt (acid, implement) * At Will
Attack: Ranged 10 (one creature); +31 vs. Reflex.
Hit: 20 acid damage, and each creature adjacent to the target takes 5 acid damage.

MOVE ACTIONS
Fey Step (teleportation) * Encounter

Effect: The fighter mage teleports 5 squares.
---
Skills Arcana +29
Str 27 Dex 24 Wis 18
Con 19 Int 30 Cha 23
Alignment unaligned --- Languages Common, Elven
Equipment chain mail, longsword

Fray's Personal Guard --- Level 30 Soldier
Medium natural humanoid (human) --- XP 19,000
HP 268; Bloodied 134 --- Initiative +23
AC 46; Fortitude 42; Reflex 42; Will 42 --- Perception +22
Speed 6 --- Lowlight vision

TRAITS

Bodyguard's Parry

Adjacent allies get a +2 bonus to AC and Reflex. This bonus increases by +1 for each additional Fray's bodyguard adjacent to the target.

STANDARD ACTIONS

(mbasic) Longsword (weapon) * At Will

Attack: Melee 1 (one creature); +35 vs. AC.
Hit: 3d8+6 damage.

(rbasic) Longbow (weapon) * At Will
Attack: Ranged 20/40 (one creature); +35 vs. AC.
Hit: 3d6+7 damage.

Double Attack * At Will
Effect: The bodyguard makes two basic attacks.

TRIGGERED ACTIONS

(melee) Shield Slam (weapon) * At Will

Requirement: The bodyguard must be wielding a shield.
Trigger: An enemy makes a melee attack on an ally adjacent to the bodyguard that does not also include the bodyguard as a target.
Attack (Immediate Interrupt): Melee 1 (the triggering enemy); +35 vs. Fortitude.
Hit: 4d10+16 damage, the bodyguard pushes the target 1 square and the target falls prone.

Take the Blow * Encounter
Trigger: An adjacent ally is hit by a melee attack.
Effect: The ally and the bodyguard exchange places, and the attack instead hits the bodyguard.

Human Perseverance * Encounter
Trigger: The bodyguard makes an attack roll or skill check and dislikes the result.
Effect (Free Action): The bodyguard gets a +4 bonus to the triggering attack.
---
Str 30 Dex 23 Wis 24
Con 20 Int 16 Cha 15
Alignment unaligned --- Languages Common, Elven
Equipment chain armor, light shield, longsword, longbow
 


Kannik

Hero
Wow. That was mighty, in terms both of story/finale as well as what you as the DM did to prepare and run it! Well done sir, that was fantastic to read, and I can imagine the atmosphere in the room must've been incredible. Thank you for typing all that up to share with us! And for the stat blocks -- I like your take on Orcus and how to handle the wand's power through death by healing surge drain. Superb.

gamingly,

Kannik
 


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