View Full Version : Post your BBEG's (3.5)

2009-10-27, 12:48 PM
We've all made them, so let's see yours

2009-10-27, 08:32 PM
This probably belongs in roleplaying discussion, no?

2009-10-27, 08:42 PM
Ye-yeah. Th-they were statted. Every...er....every last one of them ;;>>

No fudging here...nope, uh, no siree :smalleek:

The Tygre
2009-10-27, 09:12 PM
Ye-yeah. Th-they were statted. Every...er....every last one of them ;;>>

No fudging here...nope, uh, no siree :smalleek:

"Yes, I undestand his AC was 20 last time, but now he's wearing -new- armor and at -full- health."

2009-10-27, 09:30 PM
"Yes, I undestand his AC was uh, kinda high last time *frantically checks lost notes*, but now he's wearing *looks at DMG magical armor table* enchanted blazing armor of the demongods and at *rolls* twice normal health 'cause he turned into a *points to random MM entry* mummy lord."^This is more accurate.

PairO'Dice Lost
2009-10-27, 09:41 PM
Just wanted to say that I have never fudged my BBEGs' stats in the slightest, but then, I'm constantly reworking them before they appear as new ideas strike, so they tend to be fairly PC-resistant to start with. :smallbiggrin: I'd post some of my major BBEGs, but (A) some of my players frequent these forums and (B) they're often a bit ridiculous rules-wise and sometimes a bit of a one-trick pony (not like "ubercharger" one trick, but like "I force you to make 7 Fort saves and 3 Will saves each time you're hit or die" one trick).

I will say that my most...interesting bad guy (i.e. the one using the most rules contortions) thus far is Lieutenant Darius from my current campaign; he's a grafting-focused necromancer, so he has enough templates, grafts, and spare limbs to outfit an army and has scared the Hells out of my players on multiple occasions. Let's just say that tauric creatures, half-golems, and monsters of legends were involved and leave it at that.

2009-10-27, 10:33 PM
I think this was the stats of mine as of the final battle with him (not completely sure). It was the 3rd time they fought him, 5th time they met him (1 time being a Comic Book like team up against more horrible evil). He was trying to kill the party (his collective arch-nemesis at this point) and steal a new born baby that had the potential to be a "True Mage" (think all the best traits of wizards and sorcerers, NPC only) and make her his eventual replacement as marshal of the illithid forces upon this world (there were 4 conterminous Primes but the one the illithids were from was mostly sealed). They won, when the knight hit with his aberration bane adamantine greatsword due to the aid another action from a tiger familiar companion and killed the ullitharid.

Marcus: Ullitharid Wizard 4/Cerebromancer 4; CR 18; Large Aberration; HD 12d8+48 and 8d4+32; hp 157; Init +10; Spd 30-ft; AC 39 (-1 size, +7 Natural, +6 Dex, +4 Def, +13 Inertial Armor), t 19, FF 33; DR 3/silver; BAB/Grp +14/+19; Atk 2 long tentacles +14 melee (1d6+2) and 4 short tentacles +14 melee (1d6+2) or +17 (+18 to hit and +1 damage within 30-ft) ray (often 20d6+20 electric with a +3 to hit if foe is wearing metal armor); S/R 10/5 (10 with long tentacles); SA Extract, Improved Grab, Mind Blast (60-ft cone, DC 27, 3d4 rounds), Psionics, Spells; SQ: SR 27, Telepathy 200-ft, Spells; SV F +15, Ref +16, W +24; Str 14, Dex 18 (22), Con 18, Int 30 (34), Wis 16, Cha 24.
Skills and Feats: Bluff +17, Concentration +27, Diplomacy +17, Disguise +7 (+9 in character), Hide +9, Intimidate +19, Knowledge (Arcana) +33, Knowledge (the Planes) +30, Autohypnosis +18, Knowledge (History) +30, Knowledge (Psionics) +33, Listen +20, Move Silently +13, Sense Motive +20, Spot +18, Spellcraft +29, Psicraft +29, Knowledge (Dungeoneering) +32. Improved Initiative, Psionic Meditation, Quicken Power, Split Psionic Ray, Scribe Scroll, Expanded Knowledge (Psionic Dominate), Privileged Energy (Electric), Practiced Manifester.
Possessions: Spellbook, Ring of Protection +4, Amulet of Natural Armor +2, Gloves of Dexterity +4, Contingent Plane Shift (activates at 30 hp), Cloak of Resistance +5, Shirt of the Moon, Amulet of Focus (may hold an extra psionic focus, 3/day), Boots of Elvenkind, Ring of Arcane Might, Metamagic Rod of Extend Spell. Headband of Intellect +4.
Psionic Powers Known (kineticist) (358 max; will have Inertial Armor -19 and Energy Conversion -13). 5/4/4/4/4/3/3/3/1.
1st: Inertial Armor (max augment +13 for 19), Energy Ray (max augment 20d6 deals +1/die if anything but sonic [-1/die with sonic] and gets +3 to hit if target is wearing metal armor if electric, 20 PP, may expend focus and pay the same to deal 18d6 to 2 targets or expend focus and activate as a swift action to deal 16d6 to one target), Force Screen (max augment +8 AC for 17 PP), Mind Thrust (max augment 20d10, Will DC 32 negates, 20 PP), Empty Mind (immediate action, +2 on Will saves for 1 round).
2nd: Specified Energy Adaptation (7 to activate as an immediate action, energy resistance 30), Energy Missile (3d6 to 5 targets, Ref [Fort if Cold] DC 21 [23 if electric] for half [+1/die unless sonic, -1/die if sonic] no 2 targets may be farther than 15-ft apart [3 PP], may augment for 20d6 each and Ref/Fort 29 [31 if electric] for 19 PP), Control Air, Sustenance.
3rd: Energy Retort (4d6 [+1/die if any but sonic, -1/die if sonic] damage with ranged touch of +21 to hit, Ref 24 [26 if electric, 24 Fort if cold], automatically attacks 1/round but only against an opponent who hits him, is within 60-ft and can be identified as the attacker), Dispel Psionics (+10 on dispel check, +2 for every extra point paid beyond 5, to a maximum of +20 with 10 points paid), Touchsight (60-ft blindsight), Body Adjustment (heals 1d12 hp to self, +1d12 per 2 PP, so max 8d12 for 19 PP).
4th: Energy Ball (7d6 [standard] damage in 20-ft radius burst [like fireball] Ref [or fort] DC 25 [or 27] to halve, may augment to 20d6 and DC 32 [34] to halve), Energy Adaptation (11 to manifest as a immediate action, energy resistance all 30), Inertial Barrier (DR 5/-, for 200 minutes), Implanted Suggestion, Psionic Dominate (several options).
5th: Psionic Plane Shift, Psionic True Seeing, Power Resistance, Psychic Crush (reduces foe to -1 hp unless they make a DC 22 Will, on a success they instead only take 3d6 damage, may augment so that on successful Will save it deals 8d6 damage).
6th: Dispelling Buffer (active so all powers +5 vs dispel), Stygian Bolt (all creatures in 120-ft line must make a DC 27 Ref save or take 1d4 negative levels for 14 hours, augment so that it deals 3d4), Mass Cloud Mind (20 subjects cannot perceive him, they each get a Will save DC 27 to negate, and a second if he attacks anything or if someone else tells them about you).
7th: Ultrablast (20d6 damage to all enemies within 15-ft, Will DC 32 for half, 20 PP), Energy Wave (20d6+20 electric damage to all enemies within 120-ft cone, Ref DC 34 for half, 20 PP), Energy Conversion (Energy Adaptation with energy rays of absorbed energy, cannot fire more than a 57 point ray, 200 minute duration, 13 PP).
8th: Psionic Greater Teleports, Planar Embrace (gains half-fiend template), Bend Reality.
9th: Tornado Blast (ranged touch deals 8d6 in addition, regardless of whether it hits or not or whether you choose to forgo it, all creatures within 40-ft radius take 20d6 damage, Ref halves, and are moved 1d4x10 feet away in a random direction [if blocked by a wall or barrier they end adjacent to it].
Spells per Day (CL 9): 0: Detect Magic x3, Read Magic x1; 1st: Magic Missile x3, Alarm x2, Ebon Eyes x2. 2nd: See Invisibility x2, Bull’s Strength x2, Fox’s Cunning x1, Eagle’s Splendor. 3rd: Nondetection x2, Fly x2, Haste x2. 4th: Enervation x1, Ray Deflection x2, Greater Invisibility x1.

2009-10-28, 11:11 AM
This probably belongs in roleplaying discussion, no?

No, not if you made the BBEG yourself. This is no different than "Post your homebrew campaigns."

@Zaydos: What is a Ullitharid? Shirt of the Moon?

Good, keep em coming.

2009-10-28, 12:01 PM
Well, there's This Guy (http://www.giantitp.com/forums/showthread.php?t=121334), and his semi-solid, semi-real and semi-sentient pseudoplane formed out of the a dead universe that never was, powered and populated by the dreams and delusions of One-Hundred-And-Eight robots who worship him as a god.

2009-10-28, 12:05 PM
No, not if you made the BBEG yourself. This is no different than "Post your homebrew campaigns."

@Zaydos: What is a Ullitharid? Shirt of the Moon?

Good, keep em coming.

Ullitharid is a type of super-illithid from Lords of Madness, and Shirt of the Moon is from the Magic Item Compendium gave him a little DR /silver.

2009-10-29, 09:28 PM
Ok, this dude is somewhat rough. My players, don't look.

Acophisinian, Old Xorvintaal Fang Dragon CR 15
Male Fang Dragon
CN Huge dragon
Init +8; always goes first Senses Listen/Spot +34, Search +32, darkvision 120 ft, blindsense 60 ft, keen senses
Languages Draconic, Common, Infernal, Abyssal, Ignan, Terran, telepathic communication to his exarchs inside 10 miles and willing xorvintaal dragons inside of 100 miles
AC 35, touch 12, flat-footed 31
(-2 size, +4 Dex, +23 natural)
HP 345 (24 HD, fast healing 3, berserker power); DR 10/magic
Immune divinations to predict future xorvintaal moves, sleep, paralysis; SR 24
Fort +26, Ref +22, Will +25
Speed 60 ft, fly 120 ft (poor)
Melee bite +39 (4d6+15+dragon toxin+con drain), 2 claws +39 (2d8+7+dragon toxin+trip), 2 wings (2d6+7), tail slap (2d8+22+trip)
Space 15 ft Reach 10 ft (15 ft with bite)
Base Atk +24; Grp +47
Atk Options trip, con drain, frightful presence, Dire Charge, crush
Spell-Like Abilities
At-will - detect magic, read magic, charm monster (exarchs only)
3/day – scrying (exarch as focus)
2/day – shield, telekinesis
1/day – dispel magic, spell turning
Abilities Str 40, Dex 18, Con 26, Int 20, Wis 24, Cha 18
SA frightful presence, con drain, trip, dragon toxin
SQ increased damage, sound imitation, create exarchs, twist of fate, berserker power, rejuvenation, dragon eyes, keen senses
Feats Improved Initiative, Dire Charge, Superior Initiative, Fast Healing, Multiattack, Improved Multiattack, Awaken Spell Resistance, Power Attack, Improved Bull Rush, Improved Sunder, Combat Brute, Shock Trooper,
Skills Use Magical Device +31, Listen +34, Search +32, Spot +34, Intimidate +13, Diplomacy +31, Sense Motive +31, Knowledge (Xorvintaal) +32, Knowledge (history) +32, Knowledge (arcana) +32, Tumble +31
Advancement by age category (so, hit dice)
Possessions xxx
Frightful Presence Acophisinian can unsettle foes with its mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures within a radius of 240 feet are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to his frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Con Drain Acophisinian does not have a breath weapon, but his bite drains 1d8 Constitution if the victim fails a Fortitude save (DC 24).
Trip If Acophisinian hits with a claw or tail attack can attempt to trip the opponent as a free action. If the attempt fails, the opponent cannot react to trip Acophisinian.
Increased Damage Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they were one size category larger.
Sound Imitation Acophisinian can mimic any voice or sound he has heard. Listeners must succeed on a Will save (DC 26) to detect the ruse.
Create Exarchs A xorvintaal dragon can perform an hour-long ritual to designate a creature as an exarch in the ongoing great game. Doing so gives the xorvintaal exarch template to the designated creature or gives five favor tokens to a creature that is already an exarch.
Dragon Toxin When it is in combat, a xorvintaal dragon’s fangs and claws drip a corrosive fluid called dragon toxin. Any creature dealt damage by the xorvintaal dragon’s bite or claw attacks is affected by dragon toxin. At the start of each of the dragon’s turns, each creature affected by dragon toxin takes an extra 5 points of damage for every two age categories the dragon has. Multiple wounds don’t deal damage multiple times—a creature is either affected by dragon toxin or not. Any form of magical healing eliminates dragon toxin currently affecting a creature but doesn’t protect against subsequent exposure. Its dragon toxin harmlessly dissipates 1 round after a xorvintaal dragon dies.
Twist of Fate Taking this ability gives a xorvintaal dragon an array of benefits, each activated as an immediate action in response to a specific trigger.
--When subject to a targeted spell, a xorvintaal dragon can take an immediate action to try to disrupt the incoming spell. The effort grants the dragon a bonus on the saving throw equal to its age category. Once the dragon uses the saving throw bonus, its insight bonus on saves disappears for 1d4 rounds.
--When subject to an area spell or effect, a xorvintaal dragon can take an immediate action to move up to 30 feet, but only if doing so would take it out of the effect’s area. The dragon must take the most direct available route to the nearest safe squares, and it provokes attacks of opportunity as normal for its movement. If the dragon makes this move, it can’t move during its next turn.
--When the dragon could make an attack of opportunity, it can instead flap its wings and blast wind at the foe that provoked the attack. The wing flap functions like a bull rush attempt, except that the dragon doesn’t move along with the foe being pushed (though the victim can still be pushed as far as the maximum distance the dragon could normally bull rush it). If the other creature is airborne, then it counts as one size smaller for the purpose of resolving the opposed check. If a xorvintaal dragon takes this immediate action, it can’t use its wing attacks during its next turn. However, this immediate action doesn’t use up one of the dragon’s attacks of opportunity.
Berserker Power Once reduced to half of its full normal hit points or fewer, a xorvintaal dragon receives a +1 bonus on melee attack rolls and damage rolls for every two age categories it has. The bonus lasts until the dragon heals to half its full normal hit points or higher.
Rejuvenation When a xorvintaal dragon reaches –10 hit points, it doesn’t actually die. All life functions cease, however, and the dragon is functionally a corpse for the purpose of resolving all spells that affect dead bodies. It takes a Heal check (DC 20 + dragon’s age category) to detect any vital signs. It remains at –10 hit points no matter what damage or healing it receives. Death effects still affect the dragon normally, and dismembering or skinning the corpse is sufficient to kill it. When 10 minutes have passed since the dragon last took damage, it gains fast healing 10. It still appears dead until it reaches its full normal hit points.
Dragon Eyes A xorvintaal dragon can keep tabs on its lair and territory with an array of floating magic eyes that patrol and report back to the dragon. This effect functions like the prying eyes spell, except that a xorvintaal dragon receives two floating eyes per age category it has. The dragon eyes last indefinitely; when one is destroyed, another one forms next to the dragon at the start of its next turn. Whenever an eye returns to the dragon, the dragon can give the eye new instructions.
Keen Senses A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Crush Reflex DC 24 or be pinned for crush damage each round, dealing 4d6+22 each round. Acts as a grapple, and only works creatures three or more sizes smaller.

Battle Tactics: Dire Charge for a get full attack, slaughter everything and everyone with Shock Trooper/Combat Brute/Power Attack. Superior Initiative ensures you go first.

The only houserules in play are that we give feats at level 1, 2, and each even level thereafter; and that he has three epic feats, instead of the two he should have. The third was Fast Healing, just so a mage doesn't one-shot him with an orb or something. >_>

Sorry, but I'm not formatting that. Still working on finishing it! :smallbiggrin: Enjoy!

2009-10-29, 10:21 PM
Mine? Demilich inside a colossus. Has some divine rank thanks to the demigods he ate.
Plus his empire, which spans half the known world and has a nobility composed mostly of vampires. Plus there's a string of Advanced Great Wyrms with divine rank 1 on his side.

2009-10-29, 10:27 PM
Far too many... and I'm only talking about the game I'm still actively running a town or two over. Let's see... there's some of the Cult of Elitur-Urori, the notable members in the game include Duurfanth, Tibian, Fesseth'Ne, Sarabin, Brassuul, Desspeth, Duke Illiath, Martikk of Ash, Peksejj, Meark, Karsellusk, Zebar, Besfalenth, Scedinaj, Uudumont, Lord Pesth, Lady Wyr, Ashar, Ispalk and Baeneth. Then there's all the OTHER lingering threats and villains, like Ky'Uusikk at Blackwall, Arshasth Sawtooth, the entire population of the Rageforged on Shello under Arshasth's command, Gut-Horn the Bloodcaller, Chain of Blood, the Ragelord of Agony...