Maddened Travesty

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Maddened Travesty (HeavyCR 23)

True Chaotic - Large - Aberration
Lore: K. (Dungeoneer)
46 61
Basic DC Full DC
Initiative
Initiative Icon 2.png
39
Perception:
48 +38
Passive Active
Ambush:
8+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
49
Man Def
Shield Icon 3.png
50
Monster Health
3,116 1,558 44
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +20
Refl: +27
Will: +27

Strong Against:

  • DR 44/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime)
  • (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): Versus all effects that allow a Reflex Save

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+33
Sword Icon 3.png
Man Off
+38
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 2x Affronting Touch +37 vs. AC (always hits on a 17+ on the die) (5d8+40/17-20 x2)
    as squamous (physical, rare)
    Delaminating Darkness

Full Attack (Melee):

  • 4x Affronting Touch +37 vs. AC (always hits on a 17+ on the die) (5d8+40/17-20 x2)
    as squamous (physical, rare)
    Delaminating Darkness

Standard Attack (Ranged):

  • 2x Eerie Glances +33 (6d8+46/19-20 x2)
    as eldritch (energy, rare)
    (Increment: 60 ft.; Max Range: 300 ft.)

Full Attack (Ranged):

  • 4x Eerie Glances +33 (6d8+46/19-20 x2)
    as eldritch (energy, rare)
    (Increment: 60 ft.; Max Range: 300 ft.)

Siege Damage:

  • 1x Affronting Grasp +38 (2d6+1)

Statistics

32
STR
36
DEX
26
CON
6
INT
6
WIS
6
CHA

Skills:

Languages: Common, Gurahn'lloig (Low Aberrant)

Feats:

  • Step Up (EFFECT: Take a 5-foot step toward a retreating foe as an immediate action)
  • Following Step (EFFECT: Move up to 10 feet as an immediate action when a foe moves away)
  • Step Up and Strike (EFFECT: Follow adjacent creature and attack as an immediate action)

Special Abilities

Fanatical Vengeance (Ex) Immediate action when Maddened ally killed

Whenever any Maddened creature is killed by enemy actions, any Maddened Travesty 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 of opportunity against that creature. They must have an attack of opportunity availableto use this ability. Travesties prefer to use Eerie Gaze for this attack. They must take all normal modifiers for such attacks as normal.

Delaminating Darkness (Su) Free Action up to 1/Rnd after successful attack

When a Travesty hits a foe with its terrible Affronting Touch attack, it may, as a free action, up to once per round, cause the fundamental Darkness within the foe to detach from the rest of that foes existential fabric. It looks as if the foes form becomes streaked with strips of darkness, leaving damage in their wake, and causing that foe to lose their grip on this reality for a time.

Affected creatures suffer 6d8+46 as disintegration (physical, rare) damage, and also suffer the Cloistered condition. If not ended eariler, this fades at the beginning of the Travesty's next turn.

True Reality (Su) Swift Action

As a swift action, a Travesty may may choose one enemy creature to which it has line of sight and line of effect, and teleport that creature up to 100 feet closer to the Travesty's space, or to a different square or squares that are equidistant from its space. The creature must arrive in an unblocked, unoccupied space sufficient for it to occupy without squeezing, and adjacent to a surface sufficient for the use of either a Walk or Climb speed. Note that there is no guarantee the creature actually HAS a walk or climb speed, and falls after this forced teleport movement are entirely possible, if, for example, the Travesty is Climbing across a high cavern roof.

There is no saving throw against this ability, but any creature made subject to this True Reality may choose to resist this forced movement by falling prone in their original square.

Delicate Structure (Su; Heavy Role) Auto Upon Death

When a Maddened Travesty is first made dead, it does not believe it. Instead, the fiend dips its sensorium underneath the surface of reality and examines it circumstance. Its body falls and lies still, apparently dead, immune to all damage, until the next time it would be able to act in the initiative order.

Then, at the beginning of its next turn as a free action, with a massive surge of power it draws from the True Night, the Travesty rearranges reality to suit itself, namely, it makes itself not be dead. Its hit points are reset to its Bloodied value of 1558 hit points, all conditions upon it are cleared, and it prepares to fight on.

This rough treatment of what is actually real causes the delicate structure of the world to rattle and bang and flex, fluidly and most horribly, causing the world around it to shatter and shift. The Travesty takes advantage of this shattering chaos to arrange things to its liking.

Any enemy creatures within 50 feet of the Maddened Travesty's space suffer 6d10+70 as obliteration (physical, rare) damage, and are teleported to an unblocked, unoccupied space as close to the Travesty as is possible. The Travesty gets to choose which spaces they occupy, and will typically move enemies to the worst places it can arrange for them to be in.

Maddened Travesty

Maddened Travesty

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 Travesties are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have grown exalted. Travesties are truly utter abominations, horrifically twisted, warped, and mutated, their minds nearly destroyed by the agony and ecstasy of the Nothing. A few Maddened Travesties are likely to be Maddened Reavers or Maddened Fanatics who have survived and grown and been granted greater gifts by the Deep Dark. Most Travesties are created new and whole, as the foolish mortal who sought the embrace of Madness is massively empowered...and nearly destroyed. Indeed, it would be better for the world if they were destroyed.

Travesties have warped and grown awful due to their corruption, as evidenced by their vast, inhuman, shapeless bulk. They are far too large to pass as any civilized race, and they are too dull of wit, too consumed by their insane worship of the Deep Waste, to even want to try. Maddened Travesties are little more than raging monsters, bent on killing and destroying everything, unless they fall in with some of their more clever ilk. Travesties and Aberrants are closely aligned in the horror of their new forms, but Aberrants are deep, powerful thinkers. A travesty who is lucid enough to take suggestions from an Aberrant is a true menace to everything.

Maddened Travesties are often drawn from the Civilized Races, people who should have known better, but many large 'monstrous' races are also commonly sources for Travesties. It is possible for Ogres, Hobgoblins, and Giants, among others, to be subsumed by the Eternal Black Night, and thus become Maddened Travesties.

Maddened Travesties, like all of the Maddened, are united in their allegiance to the Endless Night, the Dark Sweet Depths that lie Outside. They are completely disorganized unless they have the advice of an Aberrant, or far worse, they are under the sway of a Maven or Magnate. Guided by a better mind or not, they always act, vaguely or cleverly, to tear down civilization, destroy all the structures of the world, material and social, for good and for ill. They lurk, they stalk, they rampage, murder, and ruin, they despoil and burn, everything. Maddened Travesties are terrible juggernauts of bleak, writhing woe, and they will attack anything, civilized or monster, instinctively working to bring the Dark.

Maddened Travesties are stupid, even by the standards of the Maddened, although their allegiance to the Pure Bleak Woe is absolute. Travesties seek to kill and destroy everything in the world. Travesties are massive blobs of greenish darkened ichor, studded with eyes and teeth and tentacles, and their power is vast. Travesties are often sought out by Fanatics, Mavens, Magnates, or even Aberrants, for their great strength in battle is useful to bringing the world to an end.

Combat Tactics

Maddened Travesties are huge blobs of strange, translucent goo, tinged and shot through with whorls and seams of inky darkness, which is completely awful to behold. They are studded liberally with wide, staring eyes that glow from within with eerie sparks of un-colored luminescence, and have fanged 'mouths' studded with sharp teeth. Oddly, they don't use their teeth for any attacks at all.

Their Affronting Touch is made when inky tendrils of their darkness lash out and 'splash' onto their enemies, acting as a touch attack. They will inflict the Delaminating Darkness on the first foe they hit, too impatient to wait. Their Eerie Glances ranged attack is a wide-eyed stare from one or many of their eyes, and once their gaze is fixed, their enemy's flesh seems to peel and fall apart.

In combat, they are crazily fast and mobile, able to Climb, Vault, and Brachiate. In complex, three-dimensional environments like built-up cities, fortresses, large caves and dungeons, large buildings, they are terrible foes indeed. They prefer to keep their enemies close, and will teleport anybody at a distance close to them. If anyone uses a five-foot step to back away, they follow with their Step Up and Strike ability and hit them with an Affronting Touch. They do not have Combat Reflexes, but they don't need it, they can use Step Up and Strike as many times as their foes try to back away with five-foot steps. Prowlers hate these things....

They like being in close-up fights, but they do not like being surrounded, and will use their True Reality power to break up flanks if it can, or to pull in ranged attackers like archers and spellcasters. They will use True Reality to move all their enemies to one side or another, although, despite their mad mobility, once a combat settles down, they like to plant and pull their foes to them. Ranged attackers that are pulled in close usually get a full set of Affronting Touch attacks, as the fiend probes to see what foes are easiest to hit and shove into the Cloistered state.

Travesties are VERY tough in combat, their good damage resistance to all common physical damage serving them well against most melee weapons, and their Hardening against any effect with a reflex save giving them strong protection against the best 'flash and bang' spells.

Their Delicate Structure resurrection power, if they have the proper Role, is likewise a real threat to parties even mighty enough to handle a Travesty at all.

Out of Combat

Travesties are incredible powerhouses in battle, not least because their ability to Affront works on objects as well as it does flesh or ectoplasm...or anything else. If a Maddened Maven wishes to destroy a city, or tear down a mountain, it goes in search of a Travesty to do the deed. A Maddened Travesty is completely content to roam and slaughter every thing it comes across, but they are also perfectly willing to work with other Maddened. Unlike many Maddened, Travesties will kill Vampire Thralls just as fast as they will kill Vampires, and anything else, really.

A Travesty only exists to end itself, right after the world has been converted back into Eternal Nothingness.

Rewards

XP: 1,638,400 (Heavy role included.)

Treasure: Sellable Goods worth 443,818 gp.

Weight: 460 lbs.     Volume: 18.4 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)