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ShadowLDrago


Do you like shitty puns and occasional blog posts whenever I can get off my lazy ass? No? Then why are you here?

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Nov
3rd
2019

D&D in a nutshell: Mythic #6 Stats · 9:29pm Nov 3rd, 2019

So, before Mythic Effects, I'm going to go into a new spell that comes with Polaris. It's a homebrewed spell so, that's why I'm not just providing a link. It doesn't say what classes it's for, but considering that Archmages have a thing that's all ABOUT being able to copy spells, I would imagine they'd be able to if they successfully identified it.

Polar Ray

8th level Evocation

Casting Time: 1 Action
Range: 500 ft
Components: V, S, M (the eye of a frost worm)
Duration: Instantaneous

A frigid beam of white light lances from your hand at one creature within range. Make a ranged spell attack against the target. On a hit, the creature takes 63 (14d8) cold damage, and if the creature was not immune or resistant to the damage, it must succeed on a Constitution saving throw. On a failure, the creature becomes chilled until the end of its next turn; its speed is halved and it cannot take bonus actions or reactions.

So yeah, Polaris can cast this. You're uh, you're gonna want to have Cold resistance.

Mythic Effects:

Arctic Terraforming: If Polaris stays in a 1 mile cube area for a week, it magically turns the weather into permanent Antarctica weather. Massive 200+ feet tall pillars of thick ice litter the area and while they exist, anyone and anything in the area has fire resistance. This terraforming cannot be stopped or undone by anything. MAYBE the Miracle Epic Ritual might be able to since it can supposedly do anything, and I don't think there's a lot of beings out there that would particularly want to stop you from fixing Polaris' damage, but who knows?

Heart Of Winter: The area within 10 miles of Polaris is made supernaturally cold to a degree that makes Arctis Tor from Dresden Files look positively Summer like in comparison. Anyone other than Polaris who'd be immune to cold is instead resistant. Also the area can't be hotter than 0 degrees for longer than 1 leg, and any fire persisting beyond this duration, magical or nonmagical, is extinguished. This is a Deific effect.

So, onto the statblock.

Polaris, The Arctic Star:

Huge Mythic Elemental, True Neutral

AC: 27
HP: 2695 (154d12+1694)
Speed: 20ft

STR: 16 (+3)
DEX: 14 (+2)
CON: 32 (+11)
INT: 26 (+8)
WIS: 28 (+9)
CHA: 1 (-5)

Save Proficiencies: STR +14, CON +22, INT +19, WIS +20, CHA +6

So, target Dex and Charisma saves.

Skill Proficiencies: Arcana +17, Investigation +26, Perception +18

Damage Resistance: Fire

Damage Immunities: Cold, Poison, non-Epic weapon damage.

(As an aside, I would fluff it as most weapons just bouncing off it and nonmagical weapons freezing and then breaking if they hit it.)

Damage Vulnerabilities: Thunder

(Enlightened Fist with those Giant Thunder/Lightning Glove Relics is gonna come in handy here, as will the Storm Archon and Tempest Ascendant.)

Senses: Truesight 120 ft, Passive Perception 28

Languages: Unknown

CR: Mythic 6

I find it interesting that it has no condition immunities, not even being Poisoned, despite it being immune to Poison damage. Still, I ain't complaining, you can Hold Monster this thing for them sweet melee autocrits. Still, I wouldn't try to Feeblemind it, with its ridiculous Int save modifier, it ain't gonna fail. Although if it DID end up failing that successfully, that would be hilarious, since it then can't cast spells anymore. And considering that (spoilers) this thing is a spellcaster, that would screw it over HUGELY.

Traits:

Alien Mind: Polaris doesn't need to Concentrate to make spells last their full duration.

Crystalline Lattice: If Polaris Dodges, its body becomes diamond hard. If it takes over 100 damage from one creature at once, it becomes just 100 and becomes immune to damage from that being for the rest of that turn.

Icy Embrace: (1/Round) When Polaris does cold damage to someone, he can try to freeze them solid. Whoever Polaris hits with this has to make a DC28 Strength save or be well, Frozen solid, escape DC28.

(Frozen is a new condition, which I shall go over now)

New Condition: Frozen

A frozen creature is encased a block of ice with AC15 and 100 HP. When they're no longer encased in ice, the condition ends. The ice counts as an object, so, you can presumably chip away at it to break it.

The creature has 0 Speed and can only use its Action to make an Athletics check of DC15, the source's or the caster's save DC, whichever is highest, ending the condition on a success. So, the Ravager is probably gonna be fine, but the Archmage is probably not. Unless they have unusually high Strength, a Belt of Giant Strength or something or roll a Nat 20 and it's houseruled that Nat 1s and 20s also apply to skill/ability checks. Or all of the above.

The creature that is Frozen is immune to all damage except cold and psychic.

Innate Spellcasting:

Polaris is a Wisdom caster, Spell save DC 28 and +20 to hit with spell attacks and can innately cast the following spells without any components.

At will (Cast at level 8): Cone of Cold, Control Weather, Dimension Door, Ice Storm, Polar Ray, Wall of Ice.

5/day: Flash Freeze (Tier 3), Torrential Avalanche (Tier 2)

Man, it's a good thing this guy negates cold immunity or else anything with cold immunity could eventually wear this guy down. And considering this thing could very well end up killing a party of Level 26s, and as a reminder, Level 26 is when you get your Epic Subclass Upgrade... yeah, that won't do.

Mythic Resistance: If Polaris fails a save, he can burn an unexpended Legendary Action to succeed instead. If it's somehow prevented from taking an Action by any means, it can burn a Legendary Action to do so instead.

This, is actually something that can work in your favor, as you'll see later. It's probably gonna be mostly doing this for Charisma saves as it only has effectively +1 to those. I find it funny that this great, unknowable Elemental can be taken down by something like exhaustion or Fear. I don't know if this is just something the Devs forgot to put in or an intentional omission but, if you can Exhaust it, that's definitely gonna make things easier. Still, if your DM gives it at least immunity to being Poisoned, Exhaustion, Charm and Fear, don't be surprised.

Mythic Actions:

You know how this works, on Initiative Count 20, loses all ties, BUT, and I don't know if this is a typo or not, Polaris CAN use the same effect multiple rounds in a row. And considering how smart Polaris is, you can bet he's going to know who to target for maximum damage.

Pillars Of Frost: Polaris makes up to 4 pillars erupt from the ground that it can see within 200 ft of it. Each pillar is a 10 ft wide and up to 100 ft tall cylinder that ends in a sharp spike. The ground where the pillar shows up has to be wide enough for the diameter and if the target is a Large or smaller creature, it can target the ground under them, making them take 55 (10d10) piercing and be impaled and pushed to the top of the pillar and are considered restrained, unless they can make a DC28 Dex Save. Then they move to the nearest unoccupied space and take no damage. Each pillar has 5 AC and 200 HP. If destroyed, it turns into rubble, turning the ground the pillar occupied into difficult terrain.

If you do get stabbed by this, you can use your Action to make a DC28 Strength or Dex CHECK, your choice, to no longer be restrained and either get off the top of the pillar or fall off.

Polar Ray Burst: When Polaris casts a spell on each of his turns, he can also instantly cast Polar Ray. This only happens once per turn, and lasts until Polaris takes a Rest. Every time it takes this action, (Polar Ray Burst), it increases the number of times it can freely cast Polar Ray Burst like this by 1 to a max of 10 times per turn.

Actions:

Multiattack: Polaris cast a spell and takes one other Action.

Arcane Artillery: Polaris increases the range of his spells to 1 mile for this turn.

Coldlight: Polaris fires a 90 ft cone blast of light, Wisdom save DC28, if you fail, you can't resist cold damage and can't be invisible for 1 minute.

Freeze Magic (Recharge 5–6): Polaris fires off a 100 ft radius around him blast of cold so ridiculously intense that it suppresses any magical effects or spells in the area Polaris isn't making until the end of his next turn.

Lock On: Polaris laser focuses on one guy in particular. Anyone targeted by this can't hide from him, his attacks ignore cover and always hit. This ends if he Locks On to anyone else.

Legendary Actions:

As usual. Polaris gets 3 of these, can only use one at the end of somebody else's turn, and they recharge when his turn comes around again.

Cast a Spell: Polaris casts a non-Epic spell. Doy.

Harden (Costs 2 Actions): Polaris Dodges.

Icy Doom (Costs 3 Actions): Everyone Polaris has Frozen either make a DC 26 Con save, or immediately DIES.

Snipe: Until the end of his next turn, next hit Polaris makes is a crit.

So, this is what I mean by be prepared. Find a Cleric or a Paladin. Pay them to cast Death Ward on the entire party, since it'll protect you from instant death once. Have everybody equipped with cold resistance. Have thunder damage spells at the ready, as well as ways to target Polaris' Dex and Charisma.

Icy Doom is what I meant by being able to use Mythic Resilience against Polaris. If you can get him to use it just once, that rules Icy Doom off. Granted, considering most Dex save spells are just straight damage and he has over 2K HP, he can afford a few failed Dex saves, albeit a failed Charisma save might be a bit scarier. Either way, he's smart enough to form a plan, so, don't just come wailing on him mindlessly.

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Comments ( 6 )

yeesh. :twilightoops: Got some fearsome stuff in here.

5156509

Yup. Although it IS a pure spellcaster, so, if you can SOMEHOW get it to fail a save against Feeblemind, it's going to be crippled. And your DM is going to probably end up burying his head in his hands as you chip away at it. I suppose you could also use the Antimagic Field spell on the Dreadnaught or Ravager for them to avoid taking damage from its non-Epic spells since that's not immunity to ice specifically, but general magic. Although, their weapon is going to become mundane, unless it was an Artifact or Relic so... there is that. Also the guy casting the spell is likely going to become a target once Polaris figures out what's going on. And it being an 8th level spell means you can't just cast it on everyone beforehand. And even if you could, you'd still need to worry about its Epic spells, and about screwing over the other spellcasters who can't cast now.

5156514
Again, got a lot of stuff to take into account there...

5156611
Indeed... further proof that if I ever get into tabletop gaming I'm gonna need to be doing a lot of thinking and note-taking...

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