Hecatoncheires | Level 31 Solo Skirmisher |
Huge | XP 115,000 |
HP 1290; Bloodied 645 AC 47; Fortitude 43; Reflex 42; Will 41 Speed 10 Saving Throws +5; Action Points 2 | Initiative +27 Perception +22 |
Traits | |
Fifty Heads, a Hundred Swords | |
The Hecatoncheires acts on its initiative and on an initiative count of its initiative +10, and regains the usage of its Immediate Action whenever it takes a turn. If the Hecatoncheires is stunned or dominated at the end of its turn, that effect ends. | |
A Hundred Mistakes | |
Whenever the Hecatoncheires fails to hit with any attacks while using Scimitar Barrage, any effects currently present on the Hecatoncheires end. | |
Infinite Actions | |
The Hecatoncheires has Threatening Reach, and can take an unlimited number of opportunity actions each turn. The Hecatoncheires is still limited to one opportunity action per trigger. | |
Ignore the Challenge | |
Whenever the Hecatoncheires attacks a creature that has marked it, that mark immediately ends. | |
Standard Actions | |
m Scimitar • At-Will | |
Attack: Melee 3; +36 vs. AC | |
Hit: 2d10 damage (Crit: 3d10+20), and the target suffers ongoing 10 damage (save ends). | |
M Scimitar Barrage • At-Will | |
Target: One adjacent creature Effect: The Hecatoncheires makes five Scimitar attacks against the target. If the target is suffering from ongoing damage and all five attacks hit, the target's ongoing damage doubles. | |
Scimitar Dance • At-Will | |
Requirements: The Hecatoncheires must be bloodied. | |
Effect: The Hecatoncheires moves its speed. During this movement, it does not provoke attacks of opportunity and can enter enemy spaces. The Hecatoncheires makes a Scimitar Barrage attack against any enemy whose space it enters. | |
Minor Actions | |
Rage of the Chained One • At-Will 1/round | |
Requirements: The Hecatoncheires must not have attacked this turn. | |
Effect: The Hecatoncheires gains a cumulative +10 damage to its next usage of Scimitar Barrage. The Hecatoncheires cannot attack before the end of this turn. | |
Triggered Actions | |
M Blade Ward • At-Will | |
Trigger: An enemy makes a melee or ranged weapon attack against the Hecatoncheires. | |
Attack (Immediate Interrupt): Melee 3 (The triggering creature); +36 vs. AC | |
Hit: 2d10 + 0 damage and the Hecatoncheires gains a +4 bonus to defenses against the triggering attack. |
This solo monster doesn't have a dedicated cleanser power that it can use on its own, but has some various ways to counter immobilization and restraining effects. Most notably, any attack penalty effects can result in the triggering of it's cleanser power, so there's a trade-off in applying them.
Looks nasty. Two questions:
ReplyDelete1. Is Unlimited Actions intended as a "provoke an OA, and you die" ability?
2. What's a cleanser power?
The assumption is that you still need to provoke opportunity attacks multiple times in order for the Hecatoncheires to make its attack multiple times.
ReplyDeleteCleanser powers are described in my Solos series. Basically, they function by making the solo treated as a different creature with regards to effects on it, kind of like if you managed to reduce a standard or elite to 0 HP, the fight would no longer have effects like weaken on it. I have a fairly long article about the game theory behind cleanser rules. Here, it's intended to discourage characters from ramping up defenses or attack penalties to unreasonable extents because doing so causes the Hecatoncheires to end any status effects on it.
To be honest, this build is a little overly simplistic. It doesn't have a whole lot going for it, but it was just something I was toying with.