Boss Fight: Hellion


Iron Gods


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Decided to turn Hellion into a Boss Fight. Thematically inspired by raid bosses in games like WoW and mechanically by Angry DM's template. Though I feel 5e solves many of these issues a 3 stage boss fight when a solo monster is involved I think is inherently more satisfying for the players.

Here is the Boss Fight version in D&D 5e. Though it wouldn't take much at all to convert it back to 3.5e:

https://itsmygamemyrules.wordpress.com/2015/02/25/boss-fight-hellion/

BF Hellion is totally untested. My characters won't face him for a few sessions yet. So use at your own risk. For 5e he looks fine on paper.

Silver Crusade

Wow, thats awesome.

I havnt looked at 5e. How hard would it be to reconvert it to PF rules?

Silver Crusade

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I made an attempt at a different version of him. My party consists of 1 level 8 and 7 level 7's. All will have their 2nd mythic rank after the battle. We have gone a fair bit off track from the AP. Though i do have all the books cept the last one. after what happened under Torch, they all wanted to spend time looking for skymetal weapons. They invested two levels worth of XP in securing their Kingdom of Torch. They control 32 hexes and have some allies against the Technic League already.. So power level is a little different. But maybe it will inspire someone else to do it more proper for the AP as written.

With this AP and the Mythicness. IF they pass their Challanges, the creature they slay than explode and does just enough damage to kill them. They wake up nitted back together by the nanobots they injected themselfs with back under torch. with everyone else that is not mythic frozen in time for another round. as though time stopped while they Tier'd up. It was simular in Wrath but with divine energy and not well the light of the emperor :)

Solomani I greatly thank you for this. It will make for an awesome ending to the Scrapwall section. And give them a taste for what they are up against.

Hellion’s Chassis – Skirmish Mode 1:

Init: +26/+6 Perception: 16 Dark vision 60
AC 24 T:9 FF21 (16 natural -1 size)
HP: 280 F:10 R:10 W:10 Immune: Standard Robot stuffs
Hardness 10 Speed: 20’ Climb:50’
2 Claws +11 Hit 1d8+8 +15 to Grab, If grab constrict for 1d8
Integrated Autocannon +7/+7 2d8+2 Piercing
Integrated Autocannon +7/+7 2d8+2 Piercing
***Does not suffer x2 for crit or electrical damage.
Size 10 Reach 10
Tactics: prefers to use plasma beam. Claws are 2ndary attack in the case of a FRA.
S:22 D:10 C:- I:14 W:17 C:19
Bab:8 CMB:15 CMD:25
S: Acrobatics 14 (16 jumping), bluff 17, climb 25, disable device11, intimidate16, Engineering 12, local 10, religion 10, perception 15, sense motive 13
F: Alertness, Combat Expertise, Deadly Aim, Great Fortitude, Improved initiative, PBS, Power attack, precise shot, WF: Claws, Technologist, Toughness
L; Androffan, Common, Orc
*Spider Climb permanently cast upon Skirmish Chassis

Plasma Barrage. 30’ cube centered where he choses. DC 18 Ref 4d8 Plasma (fire/electrical). (1d3 round cooldown)

When reduced to 0 HP Hellion will lose his footing and slide down the cavern wall to the depths below, losing his spider climb ability. He will then leap, back up onto the platform and enter Stage 2 with Shredder option below.

Hellion’s Chassis – Tank Mode 2:

**Note this mode uses a Free action in place of all use of mythic powers this turn for a Lair Option.** ((i have a hero's quest dice that has 3 skulls, 2 shields, 1 scarab so it makes things interesting for the DM for stacked d3 rolls))
** On Initiative roll of 20 Free Action (roll d6 or HQ dice)
Action 1,2,3: Automated Boltz Cannons pop out of cunningly hidden recesses in the roof and spary the area with gunfire. They are super-humanly accurate and only hit enemy creatures. DC 17 Reflex save or Take 4d6 Piercing. (save = missed)
Action 4: Launch Repair Drones Launch 1d4 Repair Drones
Action 5, 6: Room Flooded with Tear Gas. DC 15 Fort save or spend the round throwing up. Keep getting sick until you make the fort save.

Init: +26/+6 Duel initiative Perception: 16 Dark vision 60
AC 26 T:9 FF21 (16 natural -1 size)
HP: 200 F:10 R:10 W:10 Immune: Poison/Lightning/Death/Mind
Hardness 15 Speed: 20’ Climb:50’
Energy Shield: This shield regenerated 10 HP per turn. (30 hp bubble)
MultiAttack Options A, B, C
A Giant Claw +13/13/7 Hit 2d8+6 IF Large or smaller = Ref 16 or grabbed. If grabbed suffer 2d8+6 until grapple is broken on each of Hellion’s Actions.
B Giant Claw +14 2d8+6 Can not grab.
B Integrated Plasma Beam +9 5d4 Fire/ 5d4 Plasma
B Integrated Plasma Beam +9 5d4 Fire/ 5d4 Plasma
C Shredder Jump attack with range of room, all creatures within 15’ DC 18 Ref or take 5d8 Slashing damage from razor sharp wires that sprout from his legs.
***Does not suffer x2 for crit or electrical damage.
Size 10 Reach 10

* He Starts with option C into the center of the largest cluster of PC’s at the start of the fight then cycles through a b c.

When reduced to 0 HP he will explode in a fireball of fiery death, dealing 5d4 Fire/ 5d4 Plasma to all within 20’ sphere, and half that out to 40’ Reflex DC 16 for half damage or no damage if in second circle.

Hellion’s Chassis – True Mode 3:

Init: +26 Perception: 16 Dark vision 60
AC 20 T:9 FF21 (16 natural -1 size)
HP: 95+(1d4+4) F:10 R:10 W:10 Immune: Poison/Lightning/Death/Mind
Hardness 10 Fly: 60’
***Does not suffer x2 for electrical damage. IS vulnerable to precision damage.
Size 10 Reach 10
Abilities: 1d12
1 Bane: -1d4 Hit/Saves DC 15 Will effects all living beings
2 Command: Grovel DC 16 Will. 1r
3 Hammer of Chaos 20’ Sphere if Lawful 4d8 if Neutral 2d8 Will save for half.
4 Hellish Rebuke Reflex 17 or 2d10 Fire Damage, save for half
5 Suffer my Wrath 30’ Burst Reflex 17 3d10 Unholy
6 Moonstruck DC 17 Will, 1d3 rounds of confused, followed by 1 round of slowed.
7 Beam of Pain R Touch (+11) 60’ %t reduces all damage delt with melee weapons by 50% for 1d4 rounds
8 Numarian Fluids R Touch (+11) 60’ %t suffers 2d8 Poison, Fort 16 to not suffer 1d4 each round.
9 Makers Wrath M Touch (+8) to reduce INT, WIS, CHA to 1. DC 17 Fort/Will (whichever is higher)
If make save, Feeble minded for 4+d6 Rounds.
10 Unholy Blight Affects good and Neutral Creatures. DC 15 Fort 8d8 Unholy Damage.
11 Fire a Plasma beam +9 5d4 Fire/ 5d4 Plasma
12 Fire a Plasma Barrage. 30’ cube centered where he chooses. DC 18 Ref 4d8 Plasma (fire/electrical).

S:- D:18 C:- I:14 W:17 C:19
Bab:8 CMB:15 CMD:25
S: Acrobatics 14 (16 jumping), bluff 17, climb 25, disable device11, intimidate16, Engineering 12, local 10, religion 10, perception 15, sense motive 13
F: Alertness, Combat Expertise, Deadly Aim, Great Fortitude, Improved initiative, PBS, Power attack, precise shot, WF: Claws, Technologist, Toughness
L; Androffan, Common, Orc

Actions:
At start of phase 3.
Round 1: Calls forth 1.5 (round down) Scrap yard robots per PC. These robots are slapped together parts that he was intending on making into a proper honour guard. But in desperation he summons them to his aid in this incomplete state.
Round 2: Connect and download into the most advantage full robot.
Round 3: Robot is staggered as it is overwhelmed by Hellion’s Power.
Round 4: All Robots attempt to flee as Hellion former frame will only do aoe actions to draw their fire.

End of Stage 3
When both the Frame(3) and CPU core have been destroyed Hellion explodes into a shimmer of light and plasma dealing 8d4 Plasma damage to all creatures within 60’.


Pathfinder Roleplaying Game Superscriber

For my part, I turned Hellion into a multi-part boss battle, JRPG style, which I feel is very appropriate for giant robot battles.

I.e. each leg has this much HP/hardness, body has this much, claws, etc. And then the whole thing acts as one creature but each functional part gets to participate in a full attack routine.

It went pretty well - my PCs were pretty surprised to find out that they needed to make called shots, but quickly adapted to it and found a good strategy to bring him down. I had the main body be extremely durable, so they disabled his limbs until he had to expose his reactor core for a big attack, and then the party slayer jumped up onto his back and stabbed him in the core until he exploded.

Pretty epic, and the look on their faces when I said "and then he explodes" while the slayer was still standing on his back was priceless. :)


Hey Klokk, you are most welcome. Have you used him yet? I ended up changing him up a little. You can find version 2.0 here as well as the battle log.

Silver Crusade

I did use my version of him.
It took two adventures, but i used him as written (including the random rolls for his abilities - hes a "broken" AI so i wanted to include some not soo good round choices.

My party is fairly powerful. I ran it with 7 level 8 with one cleric being CR8, Pc's still have zero arcane power.

Almost killed the Warrior and Rogue, one more round and i would have had it. IF i had been able to launch even 1 batch of repair drones. i too would have had at least one of them.

The party really enjoyed the fight, and passing their First Mythical Trial. I told them that all the Tier fights will be similar to that, but not created with broken programing.
----------

Now they have absorbed Scrapwall into their growing Kingdom and have decided to ship all the Junk from scrapwall down to Torch to process it into parts to rebuild the ship under neath there.

Also they made DC 33, 36, 39 Engineering rolls to place the explosives from that little ghost ship all around the Excavetor to clear it out. I gave them a 5% chance that using all 3 charges would clear it out and not damage it at all. (They roll a 20)

So ive got to come up with specs for that. Luckily the explosion knocked out all power reserves. So they are now again sending power from Torch to Scrapwall Reciever and routing it down to the Excavetor.


Your players sound like me, if I was dropped in to Numeria as a PC I would be trying to recover, rebuild and use any and all tech I could get my hands on as possible. My character would be "wow a giant excavating machine as big as a town... imagine what we could do with that! LETS FIX IT"

However my players are more "oh cool, lets blow it up to make sure its never used again". They are very anti-tech overall.

Oh well!

Silver Crusade

Im sorry to hear that.

my crew is talking about using it to create a network of underground tunnels connecting at first torch and scrapwall, then any other cities they incorporate into their growing empire.

Ive told them its too big, to unwieldy to use even in mass combat. So they have "settled" with using to to build underground highways so the technic league patrols dont spot the massive military buildup. :D

The funny thing is, one of the characters is carrying around two small portable generators, that would have been enough power to run it.. but hes "saving the generators" (he bought w his share of the gold) for use when he finds a lab capable of upgrading his cyber-enhancements.


Sweet! Your game sounds more like Shadowrun (and I mean that in a good way)


I might have to use these rules. My players are definitely going to want to fight him. After torch they secured the city with a force field harnessing the torch itself as an energy source. Every one of them took the feat that allows them to use and tinker with alien tech. Everyone of them has the engineering skill maxed with a high int. The role was a fifty something lol. Any way thanks for the work up on hellion.

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