User:Leziad/Final Boss

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Aten, The One True Sun (Hellstar God 9th)
Size/Type: Colossal Outsider (Elemental, Evil, Fire, Incorporeal)
Hit Dice: 30d10+9d8+4680 (5052 hp)
Initiative: +10
Speed: 450 ft. fly (good)
Armor Class: 53 (-8 size, +11 dex, +29 profane, +11 deflection), touch 53, flat-footed 42
Base Attack/Grapple: +39/+66
Attack: Solar Arc touch +42 (10d10+10 Fire 20/x2)
Full Attack: Solar Arc touch +42 (10d10+10 Fire 20/x2)
Space/Reach: 30 ft./30 ft.
Special Attacks: Burn, Death Throes, Divine Aura (6 Miles), Scorch Earth, Spell-like Abilities, Spells
Special Qualities: Absorb Fire, Cosmic Toughness, Divine Armor (35%), Divine Rank 6, Divine Resistances +6, DR 15/good and cold iron, DR 20/cosmic, Elemental Traits, Energy Resistance 20, Fast Healing 26, Greater Sense (6 Miles), Heat Wave, Immune to ability damage/ability drain/mind-affecting effects, Radiation, SR 49, Witch-Sun
Saves: Fort +16, Ref +16, Will +16
Abilities: Str –, Dex 33, Con 50, Int 25, Wis 20, Cha 32
Skills: Concentration +50, Knowledge Arcana +35, Spot +33, Spellcraft +35
Feats: Eschew Materials, Pyrokinesis, Spell Penetration, Greater Spell Penetration, Empower Spell, Maximize Spell, Codex Weapon Finesse, Quicken Spell, Sky Attunement, Expand Spell, Ignore Material Components-CE, Certain Spell, Enhance Spell-CE, Intensify Spell, Fast Healing-CE, Improved Metamagic-CE, Epic Spell Penetration, Upgrade x3
Environment: Sealed Away
Organization: Unique
Challenge Rating: 40
Treasure: None
Alignment: Lawful Evil
Advancement: 31-60 HD (Colossal), 61-90 HD (Titanic)
Level Adjustment:

Standing before you is a gigantic purple star, it pulse with crimson energy and crackle with dark lightning. As it rise to it apotheosis, it open it gigantic eye and look serenely at it surrounding.

Aten is a Hellstar who through scheming managed to gain a divine spark. It soon started a religion and briefly overthrew the pantheon before being sealed away. It is much more powerful than it already incredibly strong brethren, despite being a lesser deity it was more than capable of fighting one-on-one with greater deities. Aten is an incredible sorcerer in addition to it divine and natural powers

Absorb Fire (Ex): A magical attack that deals fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal to the hellstar. If the amount of healing would cause the hellstar to exceed its full normal hit points, it gains any excess as temporary hit points to a maximum up to twice it's normal hit points. For example, an hellstar hit by a fireball gains back 6 hit points if the damage total is 18 points. An hellstar gets no saving throw against fire effects.

Burn (Ex): Those hit by a hellstar’s solar arc attack must succeed at a Reflex save (DC 42) or catch fire. The flame burns for 1d4 rounds and deals 2d6 damage a round, half fire and half divine damage. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a hellstar with natural weapons or unarmed attacks take fire damage as though hit by the hellstar’s attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.

Cosmic Toughness (Ex): The hellstar's sheer mass grants it a great deal of durability. It receives an extra +100 hp per HD.

Death Throes (Ex): When a hellstar is reduced to 0 hp, it immediately perishes in a massive explosion. All those within 1000 ft. of the hellstar immediately take 60d6 damage, half fire and half divine, and 3d10 negative levels, as well as fall under the effects of tornado level winds. Those between 1001 and 2000 ft. take 30d6 damage and 2d10 negative levels with hurricane winds. Those between 2001 and 3000 ft. take 15d6 damage, 1d10 negative levels and windstorm level winds. Those between 3001 and 4000 ft. take 5d6 damage and severe winds. Those beyond merely have strong or lesser winds and are safely outside the blast zone.

Heat Wave (Ex): The mere presence of a hellstar destroys the environment with scorching heat. Everything within 500 ft. of the hellstar takes 2d6 fire damage every round from the waves of blazing fire. Places where the hellstar has passed near earth are little more than ash and cinders.

Scorch Earth (Su): The hellstar can focus it's cosmic energy down in a single focused blast upon the earth, obliterating anything beneath it for miles and miles. As a full round action it begins a 1 minute countdown, visibly drawing in energy at a single point on its body. During the next minute, it becomes immobile and unable to move unless it cancels the buildup of energy. It is capable of acting normally otherwise. At the end of its 10th round, the collected energy surges down at its targets, dealing 60d6 hellfire damage in a 20 ft radius burst. As hellfire, fire resistance is ignored, and fire immunity only halves the damage. The area remains dangerous for 1 round, after which it expands in a billowing cloud of flame outwards akin to the spell cloudkill, dealing the half the amount of the initial strike to all it blows over. The cloud moves out at a speed of 50 ft a round, and is 10 ft thick. The ring will continue to expand, dissipating after 1 minute, or 5000 ft has been destroyed. Land effected by this attack is unable to grow plants and animals avoid it, tainted by pure evil. Such corruptions can remain on the land for years to come. The hellstar will often deploy this to destroy cities all in one fell blow. A Reflex save halves the damage of both the initial blast or the resulting expanding cloud, DC 42. The saving throw is Constitution based.

Spells: Aten, The One True Sun can cast arcane spells as 34th-level sorcerers. The save DCs are Charisma-based. Typical Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6; save DC 21 + spell level)

0—detect magic, disrupt undead, flare, ghost sound, mage hand, message, open/close, read magic, resistance; 1st—magic missile, raging flameSpC, ray of enfeeblement, slow burnSpC, true strike; 2nd—earthbindSpC, glitterdust, mindless rageSpC, pyrotechnics, resist energy; 3rd—fireball, flashburstSpC, greater disrupt undeadSpC, greater thunderclapSpC; 4th—enervation, metal meltSpC, rainbow pattern, wall of fire; 5th—dispel good, fire shield, telekinesis, waves of fatigue; 6th—disintegrate, greater dispel magic, repulsion; 7th—plane shift, radiant assaultSpC, reverse gravity; 8th—molten steel ray, merton, pure incendiary cloud; 9th—finger of destruction, meteor span, molten tornado, wish.

Portfolio: Moderate Solar Domain, Minor Falling Star, Divine Fast Healing, Rejuvenation, Instant Counterspell

Radiation (Ex): Deadly radioactivity emanates from from a hellstar. Everyone within 60 ft. of a hellstar must make a Fortitude save DC 42 or take 1d8 Constitution damage, save for half. Spells which block light (rather than just dim it) also block the effects of radiation. The DC is Constitution-based.

Spell-Like Abilities (Sp): At will- control flames, searing light, greater plane shiftSpC, greater teleport, true seeing, 5/day-lesser geas

Witch-Sun (Ex): Aten is a strange purple hellstar, any fire damage it deal is half-magical and half-fire damage. If any spells failed to get through it Spell Resistance, it absorb it as healing, regaining spell level + caster level in lost hit point. Aten is able to change it Sorcerer spell known whenever it rest, it must select spells of the same spell level on the Sorcerer/Wizard.