Here's something I whipped up. I went a bit overboard on the storm god theme. And I basically made him into a pro wrestler. He probably should have an immediate action ability of some sort, and I am still working out some sort of "throw one creature at another" ability.
The Mighty Contender Level 26 Solo Brute
Large immortal humanoid XP 45,000
Initiative +21
Senses Perception +18; truesight
HP 992;
Bloodied 496
AC 38;
Fortitude 39;
Reflex 38;
Will 37
Immune fear;
Resist 20 lightning, 20 thunder
Saving Throws +5
Speed 6
Action Points 2
Thunderclap Punch (standard; at-will) • Thunder
Reach 2; +29 vs AC; 3d6 + 9 damage plus 1d6 thunder damage, and the target is pushed 3 squares. The Mighty Contender cannot make a thunderclap punch attack if he has two targets in a grab.
Lightning Lock (standard, sustain minor; at-will) • Lightning
Reach 2; +27 vs Reflex; 1d8 + 9 damage and the target is grabbed (until escape). Grabbed creatures take a -5 penalty to escape. Sustain: Grabbed creatures take 2d6 damage plus 2d6 lightning damage. The Mighty Contender can grab up to two targets at a time.
Mighty Brawling (standard; at-will)
The Mighty Contender makes two thunderclap punch attacks and a lightning lock attack, or two lightning lock attacks.
Rider on the Storm (move; recharge 4 5 6) • Lightning, Thunder
The Mighty Contender shifts his speed, moving through occupied squares and difficult terrain, but must end his move in an unoccupied space. The Mighty Contender makes an attack against each enemy whose space he moved through:
+27 vs Fortitude; 2d8 + 9 lightning and thunder damage, and the target slides 1 square.
Mighty Wallop (standard; recharge 6) • Lightning, Thunder
Reach 2; +29 vs AC; 4d10 + 9 damage plus 2d10 thunder and lightning damage, and the target is pushed 10 squares and knocked prone.
Thunderbolt (standard; at-will) • Lightning, Thunder
Ranged 20; targets one, two, or three creatures; +27 vs Reflex; 3d8 + 9 lightning damage, and creatures adjacent to the target take 10 thunder damage and are knocked prone.
Thunderous Word (standard; recharges when first bloodied) • Thunder
Close burst 10; +27 vs Fortitude; 3d10 + 9 thunder damage, and the target is deafened and dazed (save ends both). Aftereffect: The target takes 2d10 thunder damage.
Those Mighty Thews (free 1/round, when the Mighty Contender scores a critical hit or bloodies a creature; at-will) • Fear
Close burst 10; +27 vs Will; the target is stunned until until the start of the Mighty Contender's next turn.
Storm God's Rage (free, when first bloodied; encounter) • Lightning, Thunder
The Mighty Contender gains 1 action point. Until the end of the encounter, the Mighty Contender's attacks deal an extra 3d6 lightning and thunder damage. In addition, the Mighty Contender's Fortitude and Will defenses increase by 2, but his AC and Reflex defense decrease by 4.
Indomitable
The Mighty Contender makes saving throws at the beginning and at the end of his turn.
Alignment Unaligned
Languages Supernal
Skills Acrobatics +31, Athletics +35, Endurance +34, Intimidate +24
Str 35 (+25) Dex 26 (+21) Wis 20 (+18)
Con 32 (+24) Int 20 (+18) Cha 23 (+19)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.