Beldandar

God of the Dwarves, the Father of the Forge, Son of the Mountain

Description:

Beldandar Level 35 Solo Controller
Gargantuan immortal humanoid (deity) XP 235,000
Initiative +26 Senses Perception +45; darkvision, low-light vision, true sight
Aura of Brilliance (Radiant) aura 20; enemies that enter or start their turns in the aura take 10 radiant damage (20 radiant damage while Beldandar is bloodied).
HP 1605; Bloodied 802 see also divine recovery and stalwart deity
Regeneration 10; see also stalwart deity
AC 51; Fortitude 51, Reflex 46, Will 52
Immune attacks by characters below level 20, disease, poison, radiant; Resist 10 variable (5/encounter; see Monster Manual glossary)
Saving Throws +5; whenever an attack applies an effect to Beldandar that a save can end, it makes an immediate saving throw. If it succeeds, Beldandar is unaffected by the effect. Beldandar makes saving throws at the end of each of its turns as normal.
Speed 6, teleport 6
Action Points 2

Melee Kilgor’s Hammer (standard; at-will) Radiant, Weapon
+48 vs. AC; 2d8 + 16 radiant damage (crit 2d8 + 32). If this attack targets and hits an undead creature, it deals 2d8 + 32 damage (crit 2d8 + 48).

Ranged Holy Word (standard; at-will) Radiant
+40 vs. Will; 2d8 + 10 radiant damage, and the target is deafened (save ends).

Ranged Warpriest’s Tactics (standard; at-will) Radiant
Beldandar makes two Kilgor’s Hammer attacks.

Ranged Words of Strength (standard; at-will) Radiant
Beldandar makes two holy word attacks.

Ranged Battle Pyres (standard; recharge ) Radiant
Close burst 5, +40 vs. Will; 2d8 + 10 damage, and ongoing 10 radiant damage (save ends). Beldandar makes a secondary attack. Secondary target: One creature taking ongoing radiant damage within five squares of Beldandar. Secondary attack: +40 vs. Reflex, 5d10 + 10 damage. Sustain Minor: Beldandar may make the secondary attack in subsequent rounds as long as at least on of his primary targets is taking ongoing radiant damage.

Ranged Even Hand of Justice (standard; recharge ) Radiant
Ranged 5; +40 vs. Will; 5d10 + 10 damage. Whevener the target makes an attack, its attack works as usual, but it takes the full damage and effect of the attack as well (save ends). Saving throws made to end the effect take a -2 penalty. Additionally, the target does not gain the benefit of any immunity or resistance against damage from its own attack resulting from this power. Miss: 5d10 + 10 damage.

Divine Recovery
When Beldandar is first reduced to 0 or fewer hitpoints, he regains hit points equal to half his maximum hit points. Any time he is reduced to 0 hit points after the first time while he is outside of his home plane (The Heroic Lands of Anguta in the Astral Sea), he is teleported immediately to his throne room and may not leave that place for a year and a day. If he is reduced to 0 or fewer hit points in the Heroic Lands of Anguta after his initial recovery, Beldandar is slain.

Stalwart Deity
While Beldandar is bloodied, he regenerates an additional 20 hit points a turn.

Alignment Lawful Good Languages Common, Dwarven, Supernal
Skills Endurance + 34, Insight + 35, Perception + 35, Religion + 32
Str 33 (+28) Dex 28 (+26) Wis 37 (+30)
Con 35 (+29) Int 27 (+25) Cha 33 (+28)

Equipment Kilgor’s Hammer

Beldandar’s Tactics
The dwarf-god will lead out any conflict with his battle pyres ability and concentrate fire from words of strength or warpriest’s tactics on grouping opponents. Once an opponent is decided to be the biggest threat, he will close with it and use his even hand of justice power against it.

Beldandar’s Religion Page

Bio:

Beldandar

This Mind of Mine Punchyhappy