Villain Profiles: The Tyrant
Posted on : 13-06-2010 | By : Brian | In : 4th Edition, D&D, Villain Profiles
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Nobody knows where it came from, or how long its vile presence has been felt in the world, but everyone in Bastion feels that presence in some way or another. Everyone in Bastion is affected to a greater or lesser extent by the Tyrant.
The Tyrant, when it came to the world, was an unexceptional beholder, somewhat weaker than many of its counterparts. It found the ruins of Ashurta’s Tomb beneath Bastion, though, and it saw an opportunity to gain power. Within Ashurta’s Tomb was a dimensional seal, a great magic artifact placed there by the Gatekeeper druids in order to prevent a fissure to the Far Realm from leaking into the world. That fissure, though weak, had drawn the Tyrant to this place with its siren call. When the Tyrant arrived, he saw that, if the seal could be weakened, the power that came through from its own home realm could be absorbed, converted into personal power. The Tyrant set to work.
It used ancient processes to grow crystals within the tomb, crystals linked to the Far Realm. These crystals amplified the power of the fissure, degrading the magic that held the dimensional seal together, weakening it, and allowing the fissure to grow. As the Far Realm’s sickening power leaked through, the Tyrant consumed it, growing to prodigious size and terrible power, becoming a thing to be feared.
Re-awakening the fissure had a few side effects, both of which the Tyrant used to its advantage. The first was that creatures already living around the tomb–insects, stirges, and the like–became warped abominations, fearsome monsters capable of killing quickly and brutally. They gained sentience enough to be commanded by the Tyrant, and it used these creatures as lackeys and guard dogs.
The second side effect was that a number of truly disturbed people were drawn to the fissure. Rather than destroy these individuals outright, the Tyrant offered them a bargain: stay, worship the Tyrant and keep it safe, and it would allow them to live in its domain, and give them the secrets needed to open more conduits to the Far Realm. They readily agreed, and became a cult devoted to the worship of the Tyrant, and to spreading the taint of the Far Realm.
The Tyrant, though formidable in its own right, has arranged its lair to make use of its abilities. The crystals, in addition to wearing away at the power of the dimensional seal, amplify the Tyrant’s power when they are targeted by one of its eye rays. In addition, the Tyrant has constructed four floating platforms within its lair. A creature standing on one of these platforms can give it a mental command to move, allowing it to engage the Tyrant in melee; this is a trap, however. The Tyrant often stays out of reach, firing eye rays down at its foes, waiting for its foes to use the platforms to come to it. Once a few of the platforms are full, it unleashes its telekinetic fury, knocking them off of the platforms and hurling the platforms, themselves, using them as weapons against those on the ground.
In my game, the Tyrant was two things. First, it served as the climactic fight of the dungeon, the fight that forced the PCs to use everything they had just to survive. Second, it served as a way to tie all of the Far Realm-related creatures in the dungeon together, and give them someone to serve.





