Maddened Reverend

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Maddened Reverend (CR 15)

True Chaotic - Medium - Humanoid (Outsider)
Lore: Know (Local)
30 45
Basic DC Full DC
Initiative
Initiative Icon 2.png
25
Perception:
35 +25
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
37
Man Def
Shield Icon 3.png
37
Monster Health
429 214 29
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +17
Refl: +12
Will: +17

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+22
Sword Icon 3.png
Man Off
+25
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Chaos Mace +22 (4d8+17/19-20 x2)
    as gnashing (physical, uncommon)

Full Attack (Melee):

  • 3x Chaos Mace +22 (3d8+16/19-20 x2)
    as gnashing (physical, uncommon)
    ,PLUS: Chaos Burst (see below)

Standard Attack (Ranged):

  • 1x Chaos Orbs +22 (3d8+16/19-20 x2)
    as interstice (physical, rare)
    (Increment: 50 ft.; Max Range: 500 ft.)

Full Attack (Ranged):

  • 3x Chaos Orbs +22 (3d8+16/19-20 x2)
    as interstice (physical, rare)
    (Increment: 50 ft.; Max Range: 500 ft.)

Siege Damage: Not siege capable

Statistics

20
STR
16
DEX
18
CON
12
INT
20
WIS
16
CHA

Skills:

Languages: Common, Gurahn'lloig (Low Aberrant)

Feats:

Special Abilities

Fanatical Vengeance (Ex) Immediate Action 1/Enc, after ally is killed

Once per encounter, whenever any Maddened creature is killed by enemy actions, any Maddened Reverend 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 available. They may make this attack with either their Chaos Mace or their Chaos Orbs, and they must take all normal modifiers for such attacks as normal.

Chaos Burst (Su) Automatic after Full Attack Action

Whenever the Maddened Reverend declares and then carries out a valid Full Attack Action with its Chaos Mace attack (enemy in range, roll all attacks, hit or miss), all other Maddened creatures within 2 squares of its space receives 29 temporary hit points, and may Slide up to three squares if they wish to. These benefits also accrue to the Maddened Reverend if it wishes them.

Warp Space (Sp) Standard Action
  • Concentration: 1d20 + 23 vs. a DC of 31 (8 needed on the die)

As a standard action, the Maddened Reverend may call out the power of the Deep Dark and blast the battlefield with it. Choose a square within 500 feet of the Reverend's space to which it has line of effect and line of sight. That square and all squares within three spaces of that square (a 7x7x7 square space) suffers the effects. All enemy creatures within the area of effect suffers 3d8+16 of interstice (physical, rare) damage, and may make a Will saving throw versus a target of 26 to take half damage. At the same time, any and all Maddened creatures wholly or partially within the area of effect are unharmed, may Slide themselves up to three squares, and receive a +1 Divine bonus to-hit with all their attacks until the beginning of the Maddened Reverend's next turn. This power lays a Dual Charge upon all Maddened creatures affected, but no charge upon any other thing.

Maddened Reverend

Maddened Reverend

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 Reverends are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have thrived. Some Maddened Reverends are likely to be Maddened Speakers who have survived and grown and been granted greater gifts by the Deep Dark. Some Maddened Reverends have fallen into their might as a Dark Gift, and as such, Maddened Reverends are the most likely to wear their radical deformities proudly, showing their massively mutated faces and new limbs to the world. Whatever their provenance, Maddened Reverends are usually drawn from the Civilized Races, people who should have known better. It is possible that the occasional monstrous creature will also be subsumed by the Outer Madness, and thus become Maddened Reverends, but amongst those without the Spark, this terrible transformation is readily apparent, and their native 'cultures' tend to exterminate such fools quickly. Such non-civilized Reverends tend to migrate to the fold of their civilized brethren, where they are given a place...until their use comes to an end.

Maddened Reverends, like all of the Maddened, are united in their allegiance to the Devouring Madness, the True Depths that lie Outside. They are more organized and far more insightful than most Maddened, and serve as 'senior' council for their brethren. Reverends also have powerful and useful abilities to harm their foes and aid their fellow Maddened, and are often seen directing from the back ranks of attacking Reavers or Assassins, or serving alongside the confounding Maddened Mages, or supporting the terrible Maddened Fanatics. Like all Maddened, Reverends lurk and plot, they poison, murder, and ruin, they steal and burn, everything. Madness Reverends will attack babes in arms just as readily as they will battle undead, and for the same reason: All things must fall to the Dark, sooner or later.

Unlike lesser breeds of the Maddened, Reverends are extremely good at what they do. Madness Reverends are a terrible force in the world, although they are thankfully rare. When Reverends are discovered, they must be confronted and rooted out with terrible urgency.

When more than one Maddened Reverend meet each other, they naturally band together, as every hand in the Prime Plane is raised against them as their enemies, and you must take your allies where you can find them. Bands of Madness Reverends seem almost like cults, except that there is no Deity involved, simply the utter alien void that has subsumed these maniacs, and invests their every action.

Combat Tactics

Maddened Reverends are powerful, flexible, and dangerous enemies. They will seek to close into melee range as quickly as possible, and will often blast themselves, their allies, and as many foes as they can catch with their Warp Space ability, which injures their enemies and allows their allies to Slide themselves into position. If one or several of their Allies are suffering debilitation due to status effects, the Reverends will blast those afflicted with Warp Space, allowing them to move and overwriting the condition with the dual charge of that potent ability.

Once engaged in melee, Reverends will attempt to get into the middle of their allies and perform full attacks with their deadly Chaos Maces, doing heavy damage and granting nearby allies temp hit points with their Chaos Burst power, to keep them up and fighting. Wise foes will seek to hinder a Reverend's ability to declare a full attack!

Once combat begins, a Reverend will never flee, always certain that the next blow they strike will bring them victory.

Out of Combat

Maddened Reverends do not try to blend in with civilization...but they can hide and lurk while their more skilled brethren work out deeds to perform. Maddened Reverends seek out their more robust brethren, even if they are weaker, as the company of some Reavers, Assassins, Mages, and especially Fanatics make their lives much better. It is very rare to see a whole pack of Reverends without at least one or two other sorts, but it is possible. Maddened Reverends venture out as deadly, dangerous foes of all things that oppose the True Dark, and then go to lair again, secure in the invisibility of no witnesses. Maddened Reverends often wind up living in lairs and dungeons of other monsters, or hidden in sewers and abandoned, ruined places in cities, acting as merciless exterminating raiders. Maddened Reverends, to be fair, can and will attack monstrous neighbors just as readily as they will attack the civilized, and an infestation of madness can actually drive away local clades of monsters, as the maddened fiends kill everything they can catch.

Surprisingly, Maddened Reverends seem to tolerate Vampire Thralls quite well, and it is not unheard of for the two types of wild-eyed beasts to work...not together, but toward similar goals. Maddened Reverends will cheerfully destroy any actual Vampires, though, which makes such alliances of convenience fragile, at best. While they last, such alliances are dark days indeed for all other creatures, and must be rooted out immediately.

Rewards

XP: 51,200

Treasure: Sellable Goods worth 32,125 gp.

Weight: 150 lbs.     Volume: 6 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 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)