DragonBaneDM
2014-06-02, 08:33 PM
I'm sure a couple of you guys have read the Angry DM Blog where he critiques solos and tries coming up with a three-stage process. In case you haven't, go ahead and read it here (http://angrydm.com/2010/04/the-dd-boss-fight-part-1/), it's a cool concept that I've done in Heroic Tier before, but this time I'm taking it to epic.
General ideas for the progression of the fight is Daughter of Kord -> Divine Storm where she ascends to godhood -> Humanoid version of the Tarrasque after something goes terribly wrong during her ascension. Sorry if the phrasing is a bit awkward, I'm not exactly a Wizards designer. My general goal was to have her dealing around 143 damage a round (180 in her brute form) while applying at least one effect. Each stage has 1/3rd the HP of a normal solo of its type, and the PCs get a "mini-rest" between each stage. Let me know if this seems plausible, and if not what sort of problems I should watch out for.
It's a heckuva lot of text, but even if someone could critique one stage of the fight before I run this thing it would be cool having an outside opinion! Right now I'm throwing this fight at a Level 26 party.
Kalla Bloodbringer, Master of Combat Level 30 Boss Soldier
Large immortal humanoid
Initiative: +26 Perception: +31
HP: 352 Bloodied: 176
AC: 46 Fortitude: 44 Reflex: 42 Will: 40
Speed: 7, teleport 7
Action Points: 2 Saving Throws: +5
Instinctive Assault: At Kalla’s initiative + 10, Kalla uses Widowmaker, Breaker, or Skyrender as a free action. If she is dazed, dominated, or stunned, she instead ends that effect.
Standard Actions:
Widowmaker: Reach 2 (melee basic attack) +35 vs AC: 3d10 + 10 (crit 3d10 + 40) damage and the target takes ongoing 15 damage and is weakened (save ends both)
Blood Storm: Kalla makes two Widowmaker attacks against two different targets.
The Breaker: Reach 2 (melee basic attack): +33 vs Fort: 5d12 + 14 thunder damage and the target is stunned until the end of Kalla’s next turn. Aftereffect: The target is immobilized until the end of Kalla’s next turn.
Skyrender: Close burst 2: +35 vs AC: 4d10 + 15 damage and the target is pushed 2 squares and knocked prone.
Thousand Needles: (Recharge 5, 6) Close blast 6: +33 vs Reflex: 3d8 + 15 damage and the target is immobilized (save ends) Miss: Half damage and the target is immobilized until the end of Kalla’s next turn.
Minor Actions:
Stormbringer’s Stance: Lasts until Kalla uses another stance power. In this stance, Kalla’s weapon attacks deal an extra 10 lightning and thunder damage.
Bladebreaker Stance: Lasts until Kalla uses another stance power. In this stance Kalla gains resist 10 to all damage.
Kalla’s Challenge: (Recharge 4, 5, 6) Close burst 10, one enemy: +33 vs Will: If the target does not deal 50 damage, heal themselves or an ally for 50 hp, or inflict two status conditions (page 277 of PHB) on Kalla, then they take 3d6 + 15 psychic damage and are slowed (save ends) at the end of their turn.
Immediate and Opportunity Actions:
Boltcatcher: (Opportunity Action, triggers when an enemy provokes within 3 squares of Kalla): +33 vs Fortitude: 2d10 + 15 lightning damage and the target falls prone and is dazed until the end of Kalla’s next turn.
Bastion: (Immediate Interrupt, Recharge 4, 5 6): Triggers when Kalla is hit by an attack that targets her AC or Reflex. Kalla gains a +3 shield bonus to AC and Reflex against the triggering attack and pushes one target adjacent to her 1 square.
Worldbreaker:
Ascent: (No action) Triggers when Kalla Bloodbringer, Master of Combat, has 0 hit points or fewer: +33 vs Reflex: 6d12 + 9 radiant damage and the target is pushed 10 squares. Miss: Half damage The encounter immediately ends. Each PC may spend up to 2 surges and regain up to 1 encounter attack power.
Skills: Athletics (+33), Perception (+31), Religion (+27), Intimidate (+30)
Str 33 (+28) Dex 28 (+26) Wis 28 (+26) Con 30 (+27) Int 20 (+22) Cha 27 (+25)
Kalla Ascendant Level 30 Boss Controller
Large immortal humanoid
Initiative: +24 Perception: +31
HP: 352 Bloodied: 176
AC: 44 Fortitude: 42 Reflex: 40 Will: 43
Speed: immobile (See Essence of Eternity)
Action Points: 2 Saving Throws: +5
Essence of Eternity: Kalla does not move throughout this stage of the fight, she hovers 2 squares in the air. She is also immune to any type of forced movement and teleportation.
Searing Radiance: Aura 10: At 10 + Kalla’s initiative, she deals each enemy within the aura 20 radiant damage as a free action and each enemy to take damage this way takes a -2 penalty to attack rolls. If Kalla is stunned, dazed, or dominated she instead ends that effect.
Standard Actions:
Dazzling Rays: Ranged Basic Attack. Targets up to 3 creatures, one attack each: +33 vs Reflex: 2d6 + 11 radiant damage and the target is slowed (save ends). If the target is already slowed then it is instead dazed (save ends). If the target is already dazed then it is stunned (save ends).
Corona of Blinding Lightning: Close burst 5: +33 vs Fortitude: 4d10 + 8 radiant and lightning damage and the target is blinded (save ends).
Astral Storm: (Recharge 5, 6) Area burst 3 within 10: +33 vs Reflex: The target takes 4d12 + 14 lightning, thunder, and radiant damage. Miss: Half damage. Effect: The attack creates a zone that lasts until the end of the encounter or until Kalla uses this attack again. While within the zone, targets are slowed and if they start their turn there they take 2d12 + 7 lightning, thunder, and radiant damage.
Imbue with Awe: Close burst 10 (Recharge 5, 6) One enemy. +33 vs Will: The target is stunned (save ends) Whenever this target is no longer stunned by this power, each enemy within 2 squares of the primary target takes 3d10 + 10 radiant and thunder damage, is pushed 5 squares, and knocked prone.
Revoke Existence: (Recharge 4, 5, 6) Close burst 1: Kalla ends a zone within the burst.
Minor Actions:
Summon Motes: (Recharges when there are no motes left alive) Close burst 10: Kalla summons 6 Storm Motes in a circle around her. They act directly after Kalla in initiative.
Sacrifice: Targets one Storm Mote within 10 squares: The Mote drops to 0 hp and uses Detonate.
Worldbreaker:
Annihilation: No action. Triggers when Kalla Ascendant reaches 0 HP or fewer. +33 vs Fortitude: 6d12 + 9 damage and the target is pushed 10 squares. Miss: Half damage, 5 square push. Effect: The encounter immediately ends. Each PC can spend up to 2 healing surges and regain one encounter attack power.
Storm Mote Level 30 Minion Artillery
Small immortal construct
Initiative: +22 Perception: +31
HP: 1 A missed attack never damages a minion
Immune: radiant, lightning
AC: 42 Fortitude: 40 Reflex: 43 Will: 42
Speed: Fly 6 (hover)
Astral Bolt: +33 vs Reflex: 15 radiant damage
Detonate: Triggers when the Storm Mote drops to 0 hp. Close burst 2: +33 vs Fortitude: 10 thunder damage and the target is dazed until the end of Kalla Ascendant’s next turn.
Kalla Bloodbringer, Reborn Abomination Level 30 Boss Brute
Huge elemental humanoid
Initiative +23 Senses Perception +19; blindsight 20
Earthbinding aura 40; any flying creature in the aura has its fly speed reduced to 1 and maximum altitude reduced to 20 feet (putting it within Kalla’s reach). Any creature above this altitude at the end of its turn falls to an altitude of 20 feet automatically.
HP 435 This stage always counts as bloodied Regeneration 10
AC 43; Fortitude 49, Refl ex 38, Will 32
Immune charm, fear;
Saving Throws +5
Speed 7, burrow 7, climb 7
Action Points 2
Elder of Annihilation Kalla’s attacks ignore all resistances.
Instinctive Annihilation: At 10 + Kalla’s initiative, she uses Trample as a free action. If Kalla is dazed, stunned, or dominated, she instead ends that effect.
Standard Actions:
Bite (standard; at-will) Reach 3; +34 vs. AC; 2d12 + 20 damage, and ongoing 15 damage (save ends).
Fury of the Bloodbringer (recharge 5, 6) Kalla makes a bite attack and one of the following attacks:
* Rending Bite: reach 3; +34 vs. AC; 3d12 + 10 damage, plus the target takes a –5 penalty to AC until the end of Kalla’s next turn.
* Tail Slap: reach 3; cannot use against the same target it attacked with its bite; +32 vs. Fortitude; 3d12 + 10 damage, plus the target is pushed 4 squares and knocked prone.
Trample (standard; at-will)
Kalla can move up to her speed and enter enemies’ spaces. This movement provokes opportunity attacks, and Kalla must end its move in an unoccupied space. When it enters an enemy’s space, Kalla makes a trample attack:
+33 vs. Reflex; 2d12 + 10 damage, and the target is knocked prone.
Frenzy: (Only useable if Fury of the Bloodbringer is not recharged) Close burst 3; Kalla makes a bite attack against each creature within the burst.
Alignment Unaligned Languages —
Str 42 (+31) Dex 26 (+23) Wis 18 (+19) Con 36 (+28) Int 7 (+13) Cha 7 (+13)
General ideas for the progression of the fight is Daughter of Kord -> Divine Storm where she ascends to godhood -> Humanoid version of the Tarrasque after something goes terribly wrong during her ascension. Sorry if the phrasing is a bit awkward, I'm not exactly a Wizards designer. My general goal was to have her dealing around 143 damage a round (180 in her brute form) while applying at least one effect. Each stage has 1/3rd the HP of a normal solo of its type, and the PCs get a "mini-rest" between each stage. Let me know if this seems plausible, and if not what sort of problems I should watch out for.
It's a heckuva lot of text, but even if someone could critique one stage of the fight before I run this thing it would be cool having an outside opinion! Right now I'm throwing this fight at a Level 26 party.
Kalla Bloodbringer, Master of Combat Level 30 Boss Soldier
Large immortal humanoid
Initiative: +26 Perception: +31
HP: 352 Bloodied: 176
AC: 46 Fortitude: 44 Reflex: 42 Will: 40
Speed: 7, teleport 7
Action Points: 2 Saving Throws: +5
Instinctive Assault: At Kalla’s initiative + 10, Kalla uses Widowmaker, Breaker, or Skyrender as a free action. If she is dazed, dominated, or stunned, she instead ends that effect.
Standard Actions:
Widowmaker: Reach 2 (melee basic attack) +35 vs AC: 3d10 + 10 (crit 3d10 + 40) damage and the target takes ongoing 15 damage and is weakened (save ends both)
Blood Storm: Kalla makes two Widowmaker attacks against two different targets.
The Breaker: Reach 2 (melee basic attack): +33 vs Fort: 5d12 + 14 thunder damage and the target is stunned until the end of Kalla’s next turn. Aftereffect: The target is immobilized until the end of Kalla’s next turn.
Skyrender: Close burst 2: +35 vs AC: 4d10 + 15 damage and the target is pushed 2 squares and knocked prone.
Thousand Needles: (Recharge 5, 6) Close blast 6: +33 vs Reflex: 3d8 + 15 damage and the target is immobilized (save ends) Miss: Half damage and the target is immobilized until the end of Kalla’s next turn.
Minor Actions:
Stormbringer’s Stance: Lasts until Kalla uses another stance power. In this stance, Kalla’s weapon attacks deal an extra 10 lightning and thunder damage.
Bladebreaker Stance: Lasts until Kalla uses another stance power. In this stance Kalla gains resist 10 to all damage.
Kalla’s Challenge: (Recharge 4, 5, 6) Close burst 10, one enemy: +33 vs Will: If the target does not deal 50 damage, heal themselves or an ally for 50 hp, or inflict two status conditions (page 277 of PHB) on Kalla, then they take 3d6 + 15 psychic damage and are slowed (save ends) at the end of their turn.
Immediate and Opportunity Actions:
Boltcatcher: (Opportunity Action, triggers when an enemy provokes within 3 squares of Kalla): +33 vs Fortitude: 2d10 + 15 lightning damage and the target falls prone and is dazed until the end of Kalla’s next turn.
Bastion: (Immediate Interrupt, Recharge 4, 5 6): Triggers when Kalla is hit by an attack that targets her AC or Reflex. Kalla gains a +3 shield bonus to AC and Reflex against the triggering attack and pushes one target adjacent to her 1 square.
Worldbreaker:
Ascent: (No action) Triggers when Kalla Bloodbringer, Master of Combat, has 0 hit points or fewer: +33 vs Reflex: 6d12 + 9 radiant damage and the target is pushed 10 squares. Miss: Half damage The encounter immediately ends. Each PC may spend up to 2 surges and regain up to 1 encounter attack power.
Skills: Athletics (+33), Perception (+31), Religion (+27), Intimidate (+30)
Str 33 (+28) Dex 28 (+26) Wis 28 (+26) Con 30 (+27) Int 20 (+22) Cha 27 (+25)
Kalla Ascendant Level 30 Boss Controller
Large immortal humanoid
Initiative: +24 Perception: +31
HP: 352 Bloodied: 176
AC: 44 Fortitude: 42 Reflex: 40 Will: 43
Speed: immobile (See Essence of Eternity)
Action Points: 2 Saving Throws: +5
Essence of Eternity: Kalla does not move throughout this stage of the fight, she hovers 2 squares in the air. She is also immune to any type of forced movement and teleportation.
Searing Radiance: Aura 10: At 10 + Kalla’s initiative, she deals each enemy within the aura 20 radiant damage as a free action and each enemy to take damage this way takes a -2 penalty to attack rolls. If Kalla is stunned, dazed, or dominated she instead ends that effect.
Standard Actions:
Dazzling Rays: Ranged Basic Attack. Targets up to 3 creatures, one attack each: +33 vs Reflex: 2d6 + 11 radiant damage and the target is slowed (save ends). If the target is already slowed then it is instead dazed (save ends). If the target is already dazed then it is stunned (save ends).
Corona of Blinding Lightning: Close burst 5: +33 vs Fortitude: 4d10 + 8 radiant and lightning damage and the target is blinded (save ends).
Astral Storm: (Recharge 5, 6) Area burst 3 within 10: +33 vs Reflex: The target takes 4d12 + 14 lightning, thunder, and radiant damage. Miss: Half damage. Effect: The attack creates a zone that lasts until the end of the encounter or until Kalla uses this attack again. While within the zone, targets are slowed and if they start their turn there they take 2d12 + 7 lightning, thunder, and radiant damage.
Imbue with Awe: Close burst 10 (Recharge 5, 6) One enemy. +33 vs Will: The target is stunned (save ends) Whenever this target is no longer stunned by this power, each enemy within 2 squares of the primary target takes 3d10 + 10 radiant and thunder damage, is pushed 5 squares, and knocked prone.
Revoke Existence: (Recharge 4, 5, 6) Close burst 1: Kalla ends a zone within the burst.
Minor Actions:
Summon Motes: (Recharges when there are no motes left alive) Close burst 10: Kalla summons 6 Storm Motes in a circle around her. They act directly after Kalla in initiative.
Sacrifice: Targets one Storm Mote within 10 squares: The Mote drops to 0 hp and uses Detonate.
Worldbreaker:
Annihilation: No action. Triggers when Kalla Ascendant reaches 0 HP or fewer. +33 vs Fortitude: 6d12 + 9 damage and the target is pushed 10 squares. Miss: Half damage, 5 square push. Effect: The encounter immediately ends. Each PC can spend up to 2 healing surges and regain one encounter attack power.
Storm Mote Level 30 Minion Artillery
Small immortal construct
Initiative: +22 Perception: +31
HP: 1 A missed attack never damages a minion
Immune: radiant, lightning
AC: 42 Fortitude: 40 Reflex: 43 Will: 42
Speed: Fly 6 (hover)
Astral Bolt: +33 vs Reflex: 15 radiant damage
Detonate: Triggers when the Storm Mote drops to 0 hp. Close burst 2: +33 vs Fortitude: 10 thunder damage and the target is dazed until the end of Kalla Ascendant’s next turn.
Kalla Bloodbringer, Reborn Abomination Level 30 Boss Brute
Huge elemental humanoid
Initiative +23 Senses Perception +19; blindsight 20
Earthbinding aura 40; any flying creature in the aura has its fly speed reduced to 1 and maximum altitude reduced to 20 feet (putting it within Kalla’s reach). Any creature above this altitude at the end of its turn falls to an altitude of 20 feet automatically.
HP 435 This stage always counts as bloodied Regeneration 10
AC 43; Fortitude 49, Refl ex 38, Will 32
Immune charm, fear;
Saving Throws +5
Speed 7, burrow 7, climb 7
Action Points 2
Elder of Annihilation Kalla’s attacks ignore all resistances.
Instinctive Annihilation: At 10 + Kalla’s initiative, she uses Trample as a free action. If Kalla is dazed, stunned, or dominated, she instead ends that effect.
Standard Actions:
Bite (standard; at-will) Reach 3; +34 vs. AC; 2d12 + 20 damage, and ongoing 15 damage (save ends).
Fury of the Bloodbringer (recharge 5, 6) Kalla makes a bite attack and one of the following attacks:
* Rending Bite: reach 3; +34 vs. AC; 3d12 + 10 damage, plus the target takes a –5 penalty to AC until the end of Kalla’s next turn.
* Tail Slap: reach 3; cannot use against the same target it attacked with its bite; +32 vs. Fortitude; 3d12 + 10 damage, plus the target is pushed 4 squares and knocked prone.
Trample (standard; at-will)
Kalla can move up to her speed and enter enemies’ spaces. This movement provokes opportunity attacks, and Kalla must end its move in an unoccupied space. When it enters an enemy’s space, Kalla makes a trample attack:
+33 vs. Reflex; 2d12 + 10 damage, and the target is knocked prone.
Frenzy: (Only useable if Fury of the Bloodbringer is not recharged) Close burst 3; Kalla makes a bite attack against each creature within the burst.
Alignment Unaligned Languages —
Str 42 (+31) Dex 26 (+23) Wis 18 (+19) Con 36 (+28) Int 7 (+13) Cha 7 (+13)