Maddened Magnate: Difference between revisions

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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.
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 capble 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.  
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 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.   
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Up to once per round, after a Maddened Magnate is struck by any attack, 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.  
| Ability-2-Description = 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 against any foe within 500 feet, that they can perceive, to whom they have line of sight and line of effect. If that attack roll hits that foe, they may roll {{Special-Standard-Dmg}} as {{dmg|fracturing}} damage and apply it to that foe.
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 {{Special-Standard-Dmg}} as {{dmg|fracturing}} damage and apply it to that foe.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:
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<!--  SPECIAL ABILITY 3  -->
<!--  SPECIAL ABILITY 3  -->


| Ability-3-Name = Glance of Darkness
| Ability-3-Name = Tide of Darkness


| Ability-3-Type = Su
| Ability-3-Type = Su
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = As a swift action, the Magnate may glare upon a foe and send the force of the Outer Dark upon them. A columnn of smoky, inky blackness streams from their eyes 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 {{Special-Standard-Dmg}} points of damage as {{dmg|negative}} damage, and the victim is [[pushed]] to the outer range limit of Glance 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.
| Ability-3-Description = 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 {{Special-Swift-Dmg}} points of damage as {{dmg|negative}} damage, and the victim is [[pushed]] to the outer range limit of Glance 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 {{Save-DC}} in order to negate the forced movement entirely, but alas, the damage is not changed.
The target may roll a Reflex save against a DC of {{Save-DC}} in order to negate the forced movement entirely, but alas, the damage is not changed.
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<!--  SPECIAL ABILITY 4  -->
<!--  SPECIAL ABILITY 4  -->


| Ability-4-Name =  
| Ability-4-Name = Obsidian Night


| Ability-4-Type =  
| Ability-4-Type = Sp
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-4-Action-Required =  
| Ability-4-Action-Required = Standard Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration = W
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description =  
| Ability-4-Description = 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 {{Special-Alpha-Dmg}} points of {{dmg|laceration}} 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.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:
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<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics =  
| CombatTactics = 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.





Revision as of 13:57, 20 May 2021