Balcoth, the Groaning King
Huge elemental humanoid (primordial)
Level 33 Solo Controller XP 155000
Initiative +0 (see ritual knowledge) Senses Perception +30; Darkvision
Titanic Heat (Fire) aura 5; any enemy that starts its turn in the aura takes 10 fire damage.
Unstable Reality (Teleportation) aura 2; Balcoth can teleport any creature that ends its turn within the aura 5 squares. When he does, he can also deal 10 damage to that creature, or 15 damage if Balcoth is bloodied.
HP 1208; Bloodied 604
AC 47; Fortitude 46, Reflex 43, Will 46
Immune fire; Resist half damage from close and area attacks
Saving Throws +5; whenever an attack applies an effect to Balcoth that a save can end, he makes an immediate saving throw. If it succeeds, Balcoth is unaffected by the effect. Balcoth makes saving throws at the end of each of its turns as normal.
Speed 8, teleport 4
Action Points 2
Smash (standard, at-will)
Reach 3; +38 vs AC; 2d12+12 damage, and Balcoth pushes the target 3 squares and knocks the target prone.
Forceful Gaze (standard, at-will) Force
Reach 2 or Ranged 10; +36 vs Reflex; 2d10+14 force damage, and Balcoth pushes the target 10 squares.
Word of Dissolution (standard, at-will)
Ranged 20; +36 vs Fortitude; 2d10+4 damage, and the target takes ongoing 10 damage (save ends). First Failed Save: The target instead takes ongoing 20 damage (save ends). Second Failed Save: The target is reduced to 0 hit points.
Provoked Backhand (immediate reaction, when an enemy hits balcoth with a melee attack, recharge when first bloodied)
Reach 3; targets triggering enemy; +38 vs AC; 2d12+12 damage, and the target is knocked prone.
Forbidding Shout (standard, recharge ) Psychic
Close burst 5; targets enemies; +36 vs Will; 6d6+9 damage, and the target cannot teleport (save ends).
Manifold Self (free, when balcoth starts his turn; there must be fewer than 3 balcoths in play; at-will)
Balcoth duplicates himself until there are three Balcoths in play. When Balcoth creates a new duplicate, it appears within 5 squares of him. One duplicate acts on an initiative count equal to Balcoth’s -5, and the other on Balcoth’s initiative count -10. Balcoth and his duplicates have identical statistics, share the same pool of hit points and powers, but each gets a full set of actions. When Balcoth takes damage while more than one duplicate is present, the duplicate that took the damage is destroyed.
Balcoth is warned of danger. His initiative check result in any combat is equal to the highest rolled result + 5.
Alignment Chaotic Evil Languages All
Skills Arcana +32, Diplomacy +35, Insight +35
Str 33 (+27) Dex 24 (+23) Wis 29 (+25)
Con 30 (+26) Int 33 (+27) Cha 28 (+25)
Published in Dungeon Magazine 178, page(s) 87.