Hyper Score Marvel: THE LIVING TRIBUNAL!

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

This week’s request is the all-powerful LIVING TRIBUNAL! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, Nathanael Summers aka Cable, everyone’s favorite metal-armed mutant timetraveler!

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!
hypercorps living tribunal promo.png

LIVING TRIBUNAL         CR 37/MR 10—XP 129,433,600

Human wizard 20 [hs 10, hypernaut 4]
N Medium humanoid (human, hyper, mythic)
Init +14; Senses true seeing; Awareness +25

DEFENSE
AC 44, touch 26, flat-footed 38 (+13 armor, +5 deflection, +4 Dex, +2 dodge, +5 hyper, +5 natural)
hp 318 (20d6+180+42+30); Hyper Bonus +5
Fort +22, Ref +19, Will +28
Defensive Abilities hard to kill, true archmage; DR 9/—; SR 21 (24 vs. arcane only)
Hyper Flaws personal problem (duty, inhuman), split personalities (equity, necessity, revenge), tiring (wish)

OFFENSE
Speed 50 ft., fly 60 ft. (perfect)
Melee +1 flaming longsword (rod of lordly might) +18/+13/+13/+8/+3 (1d8+3 slashing damage plus 1d6 fire, Crit 19-20/x2)
Ranged touch +19
Special Attacks archmage arcana (wild arcana), hand of the apprentice (24/day), hyper bonus +5, metamagic mastery (7/day)

Hypernaut Abilities (CL 20th; concentration +41)
3/combat—wish (DC 35)*

*See bottom of post.

Wizard Spells Prepared (CL 30th; concentration +51)
9th—maximized disintegrate (DC 37), dominate monster, foresight, gate, mage’s disjunction, meteor swarm (DC 40), time stop, wish
8th—demand (DC 39), discern location, mass charm monster (DC 39), maze, mind blank, moment of prescience, summon monster VIII, iron body
7th—quickened fireball (4), ethereal jaunt, forcecage (DC 38), plane shift, reverse gravity
6th—chain lightning (2, DC 37), disintegrate (DC 37), eyebite (2, DC 37), greater dispel magic (3)
5th—baleful polymorph (3, DC 36), break enchantment (2), teleport (3), wall of force
4th—black tentacles, confusion (2, DC 35), dimension door (3), fear, greater invisibility, scrying
3rd—cure serious wounds (2), haste, protection from energy (5; 1 for each element), searing light
2nd—cure moderate wounds (2), invisibility, knock, resist energy (5; 1 for each element)
1st—charm person (DC 32), cure light wounds, magic missile (6), shield (2)
0th—detect magic, mage hand, prestidigitation, read magic

STATISTICS
Str 14, Dex 19, Con 25, Int 52, Wis 21, Cha 21, Luck 30, Rep 34
Hyper Constitution 3 (hyper age, hyper tough), Hyper Intelligence 3 (each 3/day; hyper analysis +3, hyper ingenuity, hyper smart)
Base Atk +10; CMB +17; CMD 38
Feats Combat Casting, Combat Expertise, Dodge, Eschew Materials, Fleet (2), Greater Spell Penetration, Maximize Spell[B], Run, Scribe Scroll[B], Silent Spell[B], Still Spell[B], Spell Penetration, Quicken Spell[B], Toughness
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (4)
Mythic Feats Dodge, Fleet (2), Run, Toughness
Skills Appraise +25, Awareness +25, Bluff +25, Craft (alchemy) +44, Diplomacy +15, Disable Device +14, Escape Artist +24, Fly +19, Heal +15, Intimidate +15, Knowledges (all) +44, Linguistics +43, Search +25, Sense Motive +27, Spellcraft +44, Stealth +24, Survival +27, Use Magic Device +27
Languages all
SQ amazing initiative, arcane bond (ring of protection +5), archmage abilities (arcane metamastery, crafting mastery, deep understanding, divine knowledge [3], enduring armor, energy conversion, flexible counterspell, sanctum), force of will, hyper attack 3, hyper focus (5/day), hyper initiative, hyper life 1/day (5d8+10), hyper mortality, hyper rest 2/day, immortal, legendary hero, mythic power (23 points), mythic path (archmage), mythic saving throws, recuperation, surge +1d12, unstoppable
Gear amulet of natural armor +5, bag of holding type IV, belt of physical perfection +6, bracers of brawling deathless armor and fortification (heavy) +1, greater mask of giants, handy haversack, hat of disguise, headband of mental superiority +6, mantle of spell resistance, ring of protection +5, robe of the archmagi (gray), rod of lordly might, slippers of the triton, talons of leng, truesight goggles, wings of flying

SPECIAL ABILITIES
Cosmic Entity (Ex) The Living Tribunal’s equipment sublimates into its form and only appear as the material objects they are once it is defeated. Each item still projects a magical aura. In addition, the Living Tribunal can use its wish hypernaut power to become Gargantuan sized (increasing its Strength and Constitution considerably), use greater scrying at will to simultaneously observe events in multiple universes, or (at the GM’s discretion) even undo entire worlds.

 

LIVING TRIBUNAL^

Gargantuan construct, neutral
Armor Class 25 (natural armor)
Hit Points 410 (20d20 + 200)
Speed 50 ft., fly 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Skills all +19
Damage Resistance damage from spells; magical bludgeoning, piercing, and slashing
Damage Immunities cold, fire, poison; nonmagical bludgeoning, piercing, and slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight; passive Perception 29
Languages all
Challenge 30 (155,000 XP)
Magic Resistance. The Living Tribunal has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Living Tribunal can innately cast any wizard spell (spell save DC 27, +19 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is Intelligence. 
The Living Tribunal can cast invisibility, scrying, and wish* at will, knows all wizard cantrips (treat him as a 20th level caster), and has the following slots available: 1st-level (6 slots), 2nd-level (6 slots), 3rd-level (6 slots), 4th-level (5 slots), 5th-level (5 slots), 6th-level (5 slots), 7th-level (4 slots), 8th-level (4 slots), 9th-level (3 slots). 

*See bottom of post.

ACTIONS
Multiattack. The Living Tribunal makes 4 unarmed strikes or casts one spell and makes two unarmed strikes
Unarmed Strike. Melee or Ranged Weapon Attack: +16 to hit, reach 25 ft., one target. Hit: 73 (6d20 + 10) magical bludgeoning damage.

REACTIONS
Tripled Reflexes. The Living Tribunal may take up to 3 reactions each round.

LEGENDARY ACTIONS
The Living Tribunal can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Living Tribunal regains spent legendary actions at the start of its turn.
Allseeing. The Living Tribunal casts scry, targeting any plane of existence.
Impossible Power. The Living Tribunal casts a wizard spell of 5th-level or lower.
Planar Phase. The Living Tribunal transports itself and all creatures and objects within 1,000 feet to the plane of its choice. If the plane has no gravity or otherwise cannot support the weight of the creatures and objects transported there, they fall, disperse, or otherwise move accordingly (for instance in the Plane of Water things sink, in the Plane of Air they fall, etc.). This otherwise operates as plane shift.
Speaking Face. None are sure how or when the facet of The Living Tribunal that is currently in control changes to another and each has its own power.

  • Equity. The Living Tribunal redistributes up to 100 hit points among creatures it can see. It cannot use this ability to reduce a creature below 1 hit point or increase a creature’s hit point total beyond the creature’s maximum.
  • Necessity. The Living Tribunal deals 15 points of damage to any number of creatures within 100 feet and gains a number of temporary hit points equal to the damage dealt.
  • Revenge. The Living Tribunal chooses one creature that dealt it damage last turn. That creatures makes a Charisma saving throw against its spell save DC or takes an amount of damage equal to the damage it dealt.

^ Redditor eyrieking162 has called me out on quite a few faults in the 5E build and I have fixed it up a bit per his critique!

NOTES ON THE LIVING TRIBUNAL

I’m not sure if this request was meant to be taken seriously but I decided to treat it that way anyway! For those who don’t know, The Living Tribunal is a god of gods and singularly unique throughout the multiverse. That is to say that effectively he is not an NPC that a group of adventurers can normally interact with the way they might a potent mage or powerful dragon.
What we have above is a mythical Pathfinder wizard hypered out to the max and a very big bad D&D 5e monster with a penchant for magic, both of which should be considered to be greatly weakened versions of the original (probably because of a dastardly villain like Doctor Doom or more likely Thanos).
* Even then a group of PCs is probably going to need a lot of extra help (like artifacts and dope magic items) or some sort of environmental factor to give them an edge that brings them up towards the power level needed to take down this big bad. The preeminent thing to curb here is the wish access but you might temporarily eliminate or limit any of his greater abilities via a special energy ray using a weapon designed by the Inhumans (or powerful spell from Doctor Strange or potent poison concocted by the Shi’ar Empire or technology from the Watcher etc. etc.).
You might also use The Living Tribunal to provide a source of aid in a climactic battle (for instance, it might be fighting off a squad of Galactuses taken from all over the multiverse as the PCs are underfoot fighting through an army of Ultrons to reach a critical control relay — you get the idea with these suggestions by now, I think 😉 ).

 

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