The Lord of Wrath
| Nabarus, the Lord Level 32 Solo Soldier of Wrath Unbloodied (Leader) Large immortal humanoid (devil) XP 135,000 |
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Initiative +26 Senses Perception +28; dark vision Aura of Fear aura 5; each enemy within the aura takes a -2 penalty to attack rolls. Aura of Fire aura 5; each enemy that enters or starts its turn in the aura takes 15 fire damage. HP 1427; Bloodied 713 (when bloodied, Nabarus becomes Bakahul; switch to Bakahul's's statistics block.) AC 48; Fortitude 45, Reflex 41 Will 43 Resist 35 fire, 25 poison Saving Throws +5 Speed 12, Fly 12 (clumsy), Teleport 10 Action points 2 |
| Reach 2; +39 vs AC; 3d8 + 12 damage and ongoing 15 fire damage (save ends). |
| Reach 4; +39 vs AC; 2d8 + 12 damage, and the Lord of Wrath makes a secondary attack against the same target. Secondary Attack: +35 vs. Fortitude; the target takes ongoing 20 poison damage and is weakened (save ends both). |
| The Lord of Wrath makes two flametouched axe attacks and a tail sting attack. |
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The angry presence of the Lord of Wrath clouds the minds of his enemies, making them attack their allies. Close burst 5; Targets enemies; +37 vs Will; 2d12 + 10 psychic damage and the target makes a ranged basic or melee basic attack as a free action against its closest ally. Allies of the Lord of Wrath in the burst gain +2 bonus to damage until the end of the Lord of Wrath's next turn. |
| Ranged 20; +37 vs. Reflex; 1d12+2 damage and the target slides 10 squares. |
| Ranged 10; +37 vs. Will; the target takes a -5 penalty to all defenses until the end of the Lord of Wrath's next turn. |
| Tactical Teleport (standard; recharge 4,5,6) ◊ Teleportation |
| The Lord of Wrath can teleport up to 2 allies within 10 squares of him. The targets appear in any unoccupied squares within 10 squares of the Lord of Wrath. |
| Alignment Evil Languages Supernal, Farlandish, Blackspeech, Kingdom Common Skills Bluff +32, Insight +28, Intimidate +32, Religion +29 Str 34 (+28) Dex 26 (+24) Wis 24 (+23) Con 28 (+25) Int 26 (+24) Cha 33 (+27) |
When Nabarus becomes bloodied, he transforms to Bakahul. His physical body stays the same, but his personality and powers change. Use the stat block below. If he is healed and is no longer bloodied, he reverts to Nabarus and the stat block above.
| Bakahul, the Lord Level 32 Solo Soldier of Wrath Bloodied (Leader) Large elemental humanoid (demon) XP 135,000 |
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Initiative +26 Senses Perception +23; dark vision Aura of Fear aura 5; each enemy within the aura takes a -2 penalty to attack rolls. Flaming Body aura 3; enemies that enter or start their turns in the aura take 30 fire damage. HP 713 or fewer (Bakahul starts with Nabarus' remaining hit points) Bloodied N/A; Bakahul is always bloodied AC 48; Fortitude 45, Reflex 41 Will 43 Immune fear Resist 25 acid, 25 cold, 45 fire, 25 thunder Saving Throws +5 Speed 12, Fly 12 (clumsy) Action points Bakahul starts with Nabarus' remaining action points, if any |
| Reach 3; +41 vs AC; 3d10 + 12 lightning and fire damage, or 3d10 + 40 lightning and fire damage on a critical hit. |
| Reach 4; +39 vs Reflex; 3d8 + 16 fire damage, and ongoing 20 fire damage (save ends). Also, the target is pulled into an unoccupied space adjacent to the Lord of Wrath. |
| Close burst 3, +40 vs Reflex, 5d10 + 15 fire and lightning damage, and ongoing 20 fire damage (save ends). |
| Ranged 20; the Lord of Wrath hurls a bolt of fiery lightning; +37 vs Reflex; 2d10+10 fire and lightning damage and the target is knocked prone. |
| Close burst 5; Targets enemies; +37 vs Will; 2d12 + 12 psychic damage and all enemies of the target become invisible to the target (save ends). The target can end the effect early if it uses an at-will, encounter, or daily power to make an attack against an ally. Using this power against an ally is a free action. Allies of the Lord of Wrath in the burst gain +2 bonus to defenses until the end of the Lord of Wrath's next turn. |
| Close burst 1; +39 vs Fortitude; 2d12 + 12 fire damage, and the target is dazed (save ends). The Lord of Wrath teleports 10 squares. |
| The Lord of Wrath explodes in a burst of flame and electricity; close burst 10; +38 vs Reflex; 10d10 + 10 fire and lightning damage. Miss: Half damage. |
| Demonic Accuracy (free, when the Lord of Wrath misses with an attack; encounter) |
| The Lord of Wrath rerolls the attack and gains a +5 bonus to the roll. |
| Alignment Chaotic Evil Languages Abyssal, Farlandish, Blackspeech, Kingdom Common Skills Athletics +32, Endurance +30, Intimidate +32 Str 39 (+30) Dex 29 (+25) Wis 21 (+21) Con 29 (+25) Int 18 (+20) Cha 33 (+27) |
Nabarus, the Lord of Wrath's Tactics
Nabarus opens combat with Tempest of Wrath. On the first round he will use an action point to also use Angry Frenzy. Every round he will use Point of Terror. If attacked at range he will use Feel my Wrath. He will use Tactical Teleport to best effect to move his allies around the field, and he will also teleport to obtain advantageous positioning.
Bakahul, the Lord of Wrath's Tactics
Bakahul will open combat with Blinded with Rage. If he has any action points, he will use Insane Fury in the first round, employing Demonic Accuracy immediately if an attack against a key opponent misses. If attacked at range, he will use Angry retort. He will use his tail to draw annoying spellcasters or archer to him, and he will use Fireburst step if surrounded.
Lord of Wrath Lore
The story of the Lord of Wrath begins in the depths of the lower planes, paradoxically in Hell and the Abyss at the same time. In an echo of the Dark God Vornoth's betrayal of the other evil gods when he created the Book of Seven, the origin of the Captain of the Deadly Lord began when evil turned on itself, seeking its own advantage. Two warlords, the Pit Fiend Nabarus and the Balor Bakahul, clashed in the astral plane, pitting their devilish and demonic armies against one another. The fiendish armies were able to take advantage of the less restrictive boundaries between the lower planes set by Vornoth, who was known as the Walker-in-Darkness because of his habit of traversing the planes of evil at will. Both creatures hoped that the destruction of such a powerful adversary would win them prestige in the eyes of the demons and devils above them. So evenly matched were the two fiends, however, that neither was able to gain the upper hand and, their armies decimated, each returned to their infernal fortresses to nurse their egos, Nabarus stewing and Bakahul raging at the stalemate.
There, in his black-spired, lava-moated castle, the wily devil Nabarus hatched a plot to rise in the ranks of the strict hierarchies of Hell. He begin slowly researching a demonic ritual that would allow him to absorb the powers of his enemy Bakahul, thereby increasing his own personal power and prestige at the same time. After several years, Nabarus was unable to make much progress on his rite, and it seemed that such a thing might be impossible. Then, in his search for knowledge, he encountered a powerful evil being from another plane: he contacted the Dweller in the Wintervale herself. After soliciting a promise of service from Nabarus, the Dweller supplied the Pit Fiend with the magical phrases, drawn from the Book of Seven, that were the key to unlocking the ritual. Luring the Balor to the astral plane under flag of truce, Nabarus uttered the magical words and begin, in a blinding flash, to absorb the power of the Balor. Taken by surprise at the betrayal, Bakahul, in a fit of anger, called for aid upon the darkest power of the lower planes: the god Vornoth himself. Normally, the Walker-in-Darkness would not have batted an eye at the plight of a single demon, even a demon lord, but in this instance, the cunning Lord of Evil saw a valuable tool. He answered Bakahul's call, permitting his consciousness to continue existing inside Nabarus, even though the body of the Balor was destroyed once and for all. Nabarus and Bakahul were forever merged. The Pit Fiend thus found himself with a problem that he did not anticipate; he discovered that in times of stress or injury, the personality of his enemy Bakahul, ever fighting to come to the surface, would gain control of his body and would seek to undue the desires of Nabarus.
Anger at this unexpected development filling him, Nabarus put his ambitions of rising in the hellish hierarchies on hold and begin trying to research ways to remove the personality of Bakahul from his body. But these efforts too were thwarted, for at that moment the Dweller in the Wintervale called in her favor. She summoned the Pit Fiend to Núrion to serve as the Captain of the Lords of Sin. Using the Book of Seven, the Dweller imbued Nabarus with the Dark Will, and, bound him to his promise, the devil angrily agreed to become the Lord of Wrath, his dreams of becoming an Overlord of Hell slipping away forever.
But here the Lord Vornoth's plan came to fruition. The dark god knew that the Dweller had long chafed at his control and sought to escape her sentence of doom. He knew that the fallen elf would betray him, somehow, if she only felt she could get away with it. Thus Vornoth communicated with the personality of Bakahul, making it known to the raging, nearly-insane demon that it owed its continued existence to Vornoth, and that its plight was the fault of the Dweller in the Vale. Vornoth charged Bakahul with noting all the movements and machinations of the Dweller and reporting them back to Vornoth. This was a necessity for the Walker-in-Darkness, since any direct presence or intervention on Núrion by a deity had been forbidden by the Council of the Gods. Because of this interdiction, Vornoth's awareness of what exactly transpired on Núrion was occluded, and the Dweller had grown especially adept at hiding from his sight when she wanted to. Bakahul agreed to spy for Vornoth on his master the Dweller in the Vale.
In terms of personality, both Nabarus and Bakahul are colored through and through by anger. Nabarus' wrath is cold and calculating. Bound by his oath to serve the will of the Dweller, wrath at being unable to achieve his personal ambition of becoming the Overlord of Hell still pierces his heart like an icicle. Bakahul's anger, however, is fiery and chaotic. He burns with rage because of his defeat at the hands of Nabarus and by the loss of his own form. His fury is primarily directed at the Dweller in the Vale and at his captor, though he hates every creature in existence besides the Walker-in-Darkness, whom he views as his salvation. Nonetheless, when he is in control of Nabarus' body, Bakahul is able to martial his anger long enough to use mighty magics to report to Vornoth on the doings of the Dweller.
In combat, Nabarus is cold, calculating, dangerous, and strategic. He is constantly guarded by legions of hobgoblin troops, as well as the crack force called the Crimson Lion Guard, and he is glad to let these minions do his fighting for him. However, if he is injured, Bakahul will try to gain control of his form, and it will become more and more difficult to resist as he grows more angry or injured. Once Bakahul does manage to gain control, the Lord of Anger will tend to be more reckless and less tactical. Bakahul is still quite intelligent, but he will usually give himself over to his anger eventually and wade into combat with his fearsome magical greataxe.