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| Min-CR = 6
| Min-CR = 6
| Max-CR = 35
| Max-CR = 40
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->

Latest revision as of 03:37, 12 January 2023

Maddened Magnate (HeavyCR 29)

True Chaotic - Medium - Aberration
Lore: K. (Dungeoneer)
58 73
Basic DC Full DC
Initiative
Initiative Icon 2.png
50
Perception:
62 +52
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
56
Man Def
Shield Icon 3.png
63
Monster Health
6,280 3,140 60
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +32
Refl: +27
Will: +32

Strong Against:

  • (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • Hardened (½ damage): Interstice damage
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+43
Sword Icon 3.png
Man Off
+51
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 2x Staff of Mad Exultation +43 (6d8+78/17-20 x2)
    as interstice (physical, rare)
    plus Dazzled

Full Attack (Melee):

  • 4x Staff of Mad Exultation +43 (6d8+78/17-20 x2)
    as interstice (physical, rare)
    plus Dazzled

Standard Attack (Ranged):

  • 2x Ray of Existential Despair +44 vs. AC (always hits on a 17+ on the die) (6d8+78/19-20 x2)
    as void (energy, rare)
    (Increment: 500 ft.; Max Range: 500 ft.)
    plus Quelled

Full Attack (Ranged):

  • 4x Ray of Existential Despair +44 vs. AC (always hits on a 17+ on the die) (6d8+78/19-20 x2)
    as void (energy, rare)
    (Increment: 500 ft.; Max Range: 500 ft.)
    plus Quelled

Siege Damage: Not siege capable

Statistics

36
STR
24
DEX
36
CON
32
INT
26
WIS
26
CHA

Skills:

Languages: Common, Abyssal, Djöfulleg, F'thaghu'fhalma, Gőbhach, Primal

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Fanatical Vengeance (Ex) Immediate action when Maddened ally killed

Whenever any Maddened creature is killed by enemy actions, any Maddened Magnate who has line of sight and line of effect to the attacker who made the killing blow may choose to make an immediate action attack against that creature using their Ray of Existential Despair. They must take all normal modifiers for such attacks as normal.

Take The Hit (Su) Free Action 1/Rnd after attack

Up to once per round, after a Maddened Magnate is struck by any attack made by a D20 roll, on their turn or off, they may declare that they are 'taking' that hit as a free action. They take no damage from that attack.

They can then apply that attack roll (the total number rolled against them) against the Armor Class or Maneuver Defense of any foe within 500 feet, that they can perceive, to whom they have line of sight and line of effect. If that attack roll total hits that foes defense, they may roll 6d8+78 as fracturing (physical, rare) damage and apply it to that foe.

Tide of Darkness (Su) Swift Action

As a swift action, the Magnate may gesture toward a foe and send the force of the Outer Dark upon them. A column of smoky, inky blackness streams from their space and crashes against their chosen target, as long as the target is within 50 feet of their space and they have line of sight to that victim (line of effect is not required, this works through force walls!). This ability inflicts 6d6+53 points of damage as negative (energy, uncommon) damage, and the victim is pushed to the outer range limit of Tide of Darkness(out to fifty feet away from the Magnate). This push may be resisted as normal, and of course any victims may fall prone to negate the movement at any time.

The target may roll a Reflex save against a DC of 40 in order to negate the forced movement entirely, but alas, the damage is not changed.

Obsidian Night (Sp) Standard Action
  • Concentration: 1d20 + 35 vs. a DC of 45 (10 needed on the die)

As a standard action, the Magnate may perform an incantation, as a provoking action, and call forth the True Dark in the form of a dense sphere of darkness made of hard, shearing planes and shards and blades. This ball covers an area of 9x9x9 squares that must be centered on a square within 1000 feet of the Magnate's space. Once this ability is used, the Obsidian Night remains until the beginning of the Magnates next turn. All enemy creatures that end their turn inside the sphere of Night suffer 6d10+114 points of laceration (physical, rare) damage as the shards and blades of night tear at their form. Creatures inside the effect of Obsidian Night are considered Blind to all visual senses except lifesense and heartsense.

Obsidian Night blocks line of sight to all visual senses except lifesense and heartsense, but it does not block line of effect. Obsidian Night is not subject to Dispersing effects, but it can be attacked with Dispel Magic and Antimagic effects as normal.

Embrace of Madness (Su; Heavy Role) Auto Upon Death

When a Madness Magnate is made dead for the first time during an encounter, the fiend is non-plussed. Its body falls, lifeless, but thats merely a distraction. The Magnate will take a moment, secure in the warm embrace of the Outer Dark, and assess its situation.

If the Magnate deems that victory is possible, it will act to defeat its foes immediately.

If the Magnate deems that victory is unlikely, but escape is possible, it will plan how to leave the field of battle. Magnates want to drive their plans to fruition, not waste themselves in battle.

If the Magnate deems that their sacrifice is needed to fulfill their goals, or feels that they are trapped without recourse, they will plan to demolish their foes as badly as possible, so that the eventual victory of the Night is assured.

Once they have decided their course of action, they will drop back into reality.

In reality, their bodies have laid upon the field of battle, inert, immune to damage and effects. The next time they are scheduled to act in the initiative round, they may make a teleport move up to their normal maximum move, all of their status conditions are cleared, they are restored to their bloodied value of hit points (3140), and as a free action, their sudden re-appearance from the Deep Dark causes a vast pulse of Utter Night to explode from their space. This explosion fills all squares surrounding their space out to a distance of 30 feet from their space (typically a 13x13x13 square area) and inflicts 6d10+114 points of darkfire (energy, rare) damage to all creatures, friend or foe, in that space. Affected creatures are allowed a Will save against a save DC of 40 to only take half damage.

If the magnate has elected to flee, this will often hit nothing the players care about, although it may. If the Magnate has elected to go down fighting, they will act in as damaging a fashion as they can.

Maddened Magnate

Maddened Magnate

This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Heavy role, but may be set to other roles if desired.

It is widely accepted among most intelligent creatures, at a very general level, that the world we all live in is balanced upon the surface of a much larger, darker, and far more terrible reality called the Outer Madness. Most people have little understanding of Planes, and in the minds of most people, Demons, Devils, Aberrations, and most 'weird' monsters are part of this terrifying background reality.

However, there are always those who think that 'larger and more terrible' means, 'a convenient way to get power'. As a result, all over the world, in every race, creed, and culture, civilized or not, there are those with far too much greed and far too little wisdom who seek out this Deep Darkness and pledge themselves to it. The Creeping Madness is easy to access, easy to draw upon...and insanely dangerous. A fair number of those who attempt this foolish act are consumed utterly by their very first sup of that dark well, their lives, essence, souls, and flesh consumed entire.

Many of those luckless fools do not quietly disappear, however.

Maddened Magnates are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have grown exalted. Magnates are truly utter abominations, even though their physical forms are not nearly as monstrous as some of the Maddened. Magnates can readily pass as a humanoid creature with only some disguise rolls, which aids them in their long, dark plottings immensely. That said, Magnates are quite proud of their allegiances, and wear their characteristic heavily armored robes with distinction, and do not like to stoop to disguises. Of course, that's never stopped them, either.

Unlike many lesser Maddened, Magnates are often created new and whole, as foolish mortals seek eternal youth and power in the embrace of the Great Insanity. If there is some guiding principal in the Deep Dark, its most clear expression is in the choosing of those wicked souls who become Magnates.

Magnates are exclusively male, just as Mavens are female, and they serve as the dire, deadly leaders, spiritually, of the Maddened as a whole. If the Maddened were capable of being led, Magnates would be their Generals, their Priests, their Emperors. Magnates are the most terrible, because their insane desire to kill and destroy is well in abeyance to their intellect and wisdom. They are dangerous to far more than their neighbors, they are dangerous to nations, continents, the entire world.

Maddened Magnates are the absolute foes of everything else in existence, but they have fooled the world into missing their nihilism. Magnates are deep, flexible thinkers, who advise even the great and terrible Dictats. Mavens often work with Magnates, as well, the Magnates using the Mavens appealing allure to their great advantage.

Maddened Magnates are often drawn from the Civilized Races, people who should have known better, but often 'monstrous' races are also sources for genesis. It is possible for Xeph and Giants, among others, to be subsumed by the Lurking Deep, and thus become Maddened Magnates.

Maddened Magnates, like all of the Maddened, are united in their allegiance to the Pure Night. They are deep and capable layers of plots, goal concealed within lesser goal, so that every action moves them toward The End. They work surprisingly well with their brother Magnates, always seem to have a few Mavens to aid them, occasionally some Travesties for expendable muscle, and they can usually call upon the aid of a Dictat for momentous plots. They frequently plant ideas in the heads of Mavens and send them off to see what flourishes.

Magnates seek to kill and destroy everything in the world, just like every Maddened, but they relish taking a longer, slower approach then many of their Maddened brethren. Magnates have a noble demeanor, despite their awfulness, and can work with a surprising range of other monsters to further their goals.

Combat Tactics

Maddened Magnates are smart, dangerous foes who have heavy-hitting ranged attacks and are often very tough to put down. They have a large teleport movement, and they will use it to place themselves where they can lay down an Obsidian Night on top of as many foes as possible, hopefully breaking their Line of Sight and inflicting them with Blind, then use Tide of Darkness to push an enemy into it and hopefully knock them to a knee (quell them). They will use Ray of Existential Despair attacks into the area of Obsidian Night (since their Lifesense is not affected by it) to destroy their enemies. If pressed in melee combat, they will attack with their Staff, filling their eyes and ears and thoughts with darkness, hoping to Dazzle opponents (remember Dazzle stacks!), then use Tide to push their most dangerous foe away and break any flanks.

If boxed in, they will teleport away without hesitation and use rays and tides to harry a pursuing foe.

They will fight hard and smart, but they will not throw their lives away on a chance encounter. If their foe is too much, and their plans allow failure, they will flee. Otherwise, they will battle to the death without pause. If they successfully flee battle, they award experience and loot as if defeated.

Out of Combat

Magnates are the second most powerful of the entire Maddened 'cult', and they take their responsibilities to bring about the final triumph of Darkness very seriously. They are powerful, smart, and capable, but still hampered by their utter inability to abide structure and strictures. Every Magnate works alone, even if (as is frequently the case) they have one or several brother Magnates that they work alongside. Magnates have regular contact with the even-more-mighty Dictats, those ineffable expressions of the Will of the Dark, and Magnates are the ones who must try to interpret what the Dictats are doing into their own plans.

Magnates have regular contact with other mighty clans of fiends, speaking to Arch-fiends and high Xeph's, working for, against, and alongside the manifold factions of the Crool, and even have dealings with the Helleskrieg and Atropal. Unlike some of the truly higher-up monsters out there, the Maddened have a fairly easy time of getting into the Prime Material Plane, a boon of their allegiance to the Great Darkness and its corruptive omnipresence.

As a result, Magnates and their agents can be found literally anywhere.

Every magnate is dedicated to the end of everything, and each and every one feels that their next plan will be the one that finally topples the Prime.

One day, one of them will be right.

Rewards

XP: 13,120,000 (Heavy role included.)

Treasure: Sellable Goods worth 1,909,857 gp.

Weight: 580 lbs.     Volume: 23.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)