I'll be using these as bases for a group of Sidereals in my setting and figured I'd post them here (the revised abominations, not the Sidereals).
I only have the Xixecal done so far, but I've been going pretty fast lately (sometimes two or three First Ones in a day, god, I should get a job.)
So how's he look? I think he came out fairly well. I wanted him to be about as strong as the Amilitici. I think they're at least in the same vicinity now.
Special Attacks: Breath Weapon (45d10 Divine Cold), Constitution Drain (4 points), Cold (DC 76), Divine Cold, Summon White Dragon, Rend 20d10 +91 +20d10 Divine Cold
Special Qualities: Abomination Traits, Cold Immunity, Dire Winter, DR 50/Epic, Good, and Adamantine, Fast Healing 45, Fire Vulnerability, Regeneration 45, SR 104
Saves: Fort +84 Ref +54 Will +52
Abilities: Str 105 Dex 17 Con 84 Int 16 Wis 12 Cha 44
A Xixecal is always accompanied by 5 Great Wyrm White Dragons. These dragons generally spend their turns casting defensive spells on the Xixecal, beginning with Protection From Energy (Fire). They are also not above casting Antimagic fields all over the battlefield, which barely hampers their Xixecal master. Xixecals typically open combat with their breath weapon modified by the Maximized Breath, Tempest Breath, and Lingering Breath feats, before dire charging into melee and making liberal use of its Uncanny Power Attack.
Breath Weapon: Once per round as a standard action, a Xixecal may exhale a 250 ft. cone of frozen air, dealing 45d10 Divine Cold damage to everyone caught within the effect. A reflex save (Dc 61) halves the effect.
Cold: Each hit from a Xixecal’s melee attacks induces a slow spell on the target for 10 rounds. A fortitude save (Dc 72) negates the effect.
Constitution Drain: On each successful claw attack, the Xixecal drains 1d4 constitution from the target, healing itself 10 points for each point drained. This damage and healing is multiplied on a critical hit.
Dire Winter: A Xixecal is perpetually surrounded by the Dire Winter epic spell. This creates a 1,000 ft. blizzard around the Xixecal at all times, causing all creatures caught within to move at half speed in addition to taking 2d6 points of Divine Cold damage each round. Search, Spot, and Listen checks, in addition to all ranged attacks other than siege engines, are impossible within this blizzard. Any open flame has a 75% chance to become extinguished each round. Any creature of less than Large size must make a DC 18 fortitude save each round to avoid being knocked prone. Large or larger creatures cannot move unless they succeed on the same fortitude save.
Divine Cold: The chill that emanates from a Xixecal is enough to freeze the very soul. Even creatures that are normally immune to cold are 50% affected by this unholy frost. In addition, a Xixecal deals additional Divine Cold damage on each hit equal to the base damage dice of the attack.
Regeneration: Xixecals take normal damage from Lawful, Epic weapons
Spell-Like Abilities:
Caster level 94th; save DC 31 + spell level. At Will:Blasphemy, Desecrate, Empowered Polar Ray, Extended Wall of Ice, Greater Dispel Magic, Dominate Monster, Greater Invisibility, Hold person, Maximized Cone of Cold, Meteor Swarm (Cold), Unholy Aura, Widened Ice Storm
Summon White Dragon: Once per day a Xixecal may summon up to 5 Great Wyrm White Dragons.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Last edited by Belzamus; 15th October 2009 at 05:16 AM..
Here's the Phaethon, and I must say, he is... nasty. I increased the Xixecal's CR to be closer to the Phaethon's, since I consider them about equal in difficulty, and 50 was just too low.
The only thing I'm a little shaky on is his SLAs. I like the idea of them being meta-magicked inherently, but there's little precendet for it. I should probably update the Xixecal with that too...
Special Abilities: Devouring Flame, Divine Fire, Improved Grab, Scoria, Spell-Like Abilities, Swallow Whole, Summon Primal Fire Elemental, Telepathy
Special Qualities: Abomination Traits, Amorphous, DR 65/Epic and Lawful, Fast Healing 65, Legendary Constitution, Immunity to Fire, Regeneration 65, SR 110
Saves: Fort +111 Ref +66 Will +62 Abilities: Str 72 Dex 34 Con 124 Int 8 Wis 26 Cha 48
Feats: Alertness, Cleave, Great Cleave, Improved Critical (Slam), Improved Initiative, Improved Natural Attack (Slam), Iron Will, Power Attack, Improved Sunder, Weapon Focus (Slam)
Epic Feats: Epic Potency (15), Epic Weapon Focus (Slam), Improved Critical Multiplier (Slam), Greater Sunder, Overcome Weakness (Cold), Power Attack Mastery, Superior Initiative, Superior Sunder, Suppress Weakness (Cold), Uncanny Power Attack
Alignment: Chaotic Evil Environment: Elemental Plane of Fire, Para-Elemental Plane of Magma, Volcanoes, Suns ECL: 108 CR: 72
Combat
A Phaethon opens combat by summoning 3 Primal Fire Elementals and then launches salvos of Spell-Like Abilities before enemies close, at which point it engages in melee, Power Attacking with impunity.
Amorphous
A Phaethon’s laval nature makes it nearly impervious to physical harm. All physical attacks deal ½ damage to a Phaethon before Damage Reduction.
Devouring Flame
A Phaethon’s fire consumes those it touches. Any Fire Damage dealt by a Phaethon repeats itself in the next round.
Divine Fire
All Fire Damage dealt by a Phaethon is half normal fire and half Divine Energy that ignores immunity or resistance.
Improved Grab
If a Phaethon hits with a Pseudopod, it deals normal damage and attempts to start a Grapple as a Free Action without provoking an attack of opportunity. Phaethons can use Improved Grab on a Huge or smaller creature. A Phaethon has the option to conduct the grapple normally, simply maintaining a Pseudopod hold, or attempting to absorb the opponent by swallowing the foe whole. Each successful Grapple Check it makes during successive rounds automatically deals the damage listed for the Pseudopod. A Phaethon may act normally while maintaining the hold.
Immunities
Phaethons, being Abominations, Elementals, and Oozes, are immune to the following: Ability Damage, Ability Drain, Critical Hits, Death From Massive Damage, Energy Drain, Fire, Flanking, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning, and Spells of the Enchantment, Illusion, and Transmutation schools.
Scoria
Anyone striking a Phaethon takes 4d8 Divine Fire damage. Likewise, any blows that does not overcome the Phaethon’s Damage Reduction inflicts the difference on the weapon. Non-Magical weapons striking a Phaethon disintegrate instantly.
Spell-Like Abilities
Caster Level 100, DC 33 + Spell Level At Will-Empowered Delayed Blast Fireball, Maximized Flame Strike, Meteor Swarm, Quickened Fireball, Widened Fire Storm, Extended Wall of Fire
Summon Primal Fire Elemental
Once per day, a Phaethon may summon 3 Primal Fire Elementals as a Standard Action.
Swallow Whole
A Phaethon can absorb opponents it holds with a second successful Grapple Check after a grab. The opponent must be Huge or smaller. Absorbed creatures take 20d10 points of Bludgeoning Damage and 20d10 points of Divine Fire Damage each round they remain inside a Phaethon. Victims must make a successful grapple check to “swim” free of the living magma of the Phaethon.
Telepathy
A Phaethon may communicate mentally with any creature within 1,000 ft. that has a language.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Hmm...I never really thought about it. I really just needed a base to build them from, but they could be. The Sidereals would only be around Elder Ones in power for the most part, meaning...these are probably strong enough to function as avatars.
Let's see...an average avatar for an average Elder One would have 60 HD and be an Intermediate Deity, so...a roughly 100 HD Quasi Deity (equivalent) would be nearly equal.
So, yeah, I think they would function nicely, while the ELH Abominations could serve as Aspects, I'd imagine, with maybe a little work to bring them in line where necessary.
I admit these are likely a little high-powered for most settings, and I'm a mean DM so they end up having nasty ability synergy. They might work better as unique entities in most games rather than the standard monster. Though, in my setting, the basic soldiery in the Firstborn Epoch are around ECL 100 or so, so these fit right in as run of the mill entities in there.
Though the idea of these Elder Abominations having armies of my versions is a little off base considering the fact they're as strong as their avatars. Hmm...probably stems from the fact that most of my other monsters have Sidereal patrons of Old One or First One status, which makes a little more sense.
I have the Phane almost done, just have to write out its immunities. He's a piece of work. Should be up soon.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Here's the Phane, probably the strongest so far, though good saves would see most parties of this level through without too much hassle, I think.
I was worried Time Stop at will was overpowered for this level, but...there's not really much he can do in a Time Stop besides run away with Greater Teleport.
Oh, and U_K, do the CRs look low? I could see them being a bit higher, but I think a 70ish level party could handle them in most cases..
Immortal Phane
Large Outsider (Abomination, Chaotic, Evil, Extra-Planar, Incorporeal)
Hit Dice: 72d8 +792 +360 (1,872 hp) Initiative: +57 (+49 Dexterity, +8 Superior Initiative) Speed: 80 ft., Fly 240 ft. (Perfect)
Special Abilities: Chronal Blast, Spell-Like Abilities, Stasis Touch, Time Leach
Special Qualities: Abomination Traits, Chronal Displacement, DR 35/Epic and Lawful, Fast Healing 35, Legendary Dexterity, Null Time Field, Quickness, Regeneration 35, Resonating Touch, Sonic Immunity, Slipstream, Telepathy, Temporal Insight, Time Regression, SR 86
Saves: Fort +75 Ref +121 Will +81 Abilities: Str 0 Dex 108 Con 36 Int 32 Wis 46 Cha 70
Phanes are horrific opponents, making use of all their terrifying temporal abilities to overwhelm opponents.
Chronal Blast
As a Standard Action, the Phane may make a Ranged Touch Attack with a range of 820 ft. The target takes 1d12 damage per their Hit Dice, i.e., if the Phane hit a 70th level fighter with this ability, he would take 70d12 damage.
Chronal Displacement
A Phane constantly shifts between time streams, making it difficult to affect with any ability. It has a 50% chance of ignoring any effect. (This stacks with its Incorporeal traits to provide a 62.5% miss chance.)
Immunities
Phanes are immune to Death by Massive Damage, Sonic Damage, and Spells from the Enchantment, Illusion, and Transmutation schools.
Null Time Field
A Phane is surrounded by a Null Time Field with a radius of 820 ft. Any opponent within the Null Time Field must make a Will Save (DC 62) each round or be unable to act, frozen in time. Those making their save are still treated as Slowed while within the Null Time Field.
Quickness
Phanes are preternaturally fast and are always treated as Hasted.
Resonating Touch
The damage of a Phane’s Incorporeal Touch Attack doubles every time it used against the same opponent consecutively. (Two doublings equals a tripling.)
Slipstream
Phanes are utterly unfettered by time. They are immune to temporal and aging effects, cannot be undermined by time travel, and join in any Time Stop cast within 820 ft.
Spell-Like Abilities
Caster Level 90th DC 62 + Spell Level
Always Active:Detect Good, Detect Magic, Greater Invisibility, Tongues, Unholy Aura At Will:Greater Teleport, Quickened Slow, Trap the Soul, True Strike, Time Stop 4/day: Safe Time, Time Duplicate
Telepathy
A Phane may communicate telepathically with any creature within 1,000 ft. that has a language.
Temporal Insight
Phanes receive an Insight Bonus on Armor Class, Attack Rolls, Caster Level, Saving Throws, and Save DCs equal to their Wisdom Modifier.
Time Leach
Once a Phane has sealed an opponent in Temporal Stasis, it begins to leach away its time. For every round an opponent remains removed from the time stream, they gain 1 Negative Level. This is not caused by Negative Energy and ignores immunity to Energy Drain. These Negative Levels persist for 1 day per round spent in Temporal Stasis and can only be recovered by a Miracle or Wish spell.
Time Regression
A Phane may replay 4 rounds of combat per day, in which all its opponents act in the exact same manner and it may change its actions freely.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Oh, it's tough, there's no doubt about that. Better hope you have powerful Standard-Action ranged attack that can kill it in a few shots...then you have to contend with miss chance. What a monster. Maybe I should up the CR, but the DCs look about right for where it's at.
I don't think it's cheaper than a Void Dragon's instant-win breath weapon, especially combined with Unknowing's instant-kill effect.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Infernals are equally comfortable strafing their foes and lashing out with spell-like abilities or charging into melee. Cunning tacticians, they know when to withdraw and when to rush the enemy. They often target spell-casters first.
Constrict
If an Infernal establishes a hold with Improved Grab, it may Constrict the opponent as a Free Action each round the grapple is maintained, dealing 2d8+40 damage in addition to Spell Suck.
Dispelling Bite
Those bitten by an Infernal are affected by a Greater Dispel Magic (Caster Level 124).
Immunities
Infernals are immune to Ability Damage, Ability Drain, Death by Massive Damage, Energy Drain, and Spells from the Enchantment, Illusions, and Transmutation schools.
Improved Grab
Whenever an Infernal succeeds with a Tail Slam, it may initiate a Grapple as a Free Action that does not provoke an Attack of Opportunity.
Learned Spell Immunity
Once affected by a spell, an Infernal is forevermore immune to that spell from that specific caster (including any permutations through Metamagic).
Rend
Whenever an Infernal succeeds with 2 Claw attacks, it automatically Rends the opponent for 4d8+40 damage. An Infernal may Rend multiple times per round if it connects with more than 2 Claw attacks.
Spell-Like Abilities
Caster Level 124th DC 42 + Spell Level
Always Active:Blur, Detect Chaos, Detect Law, Detect Good, Detect Magic, Greater Invisibility, Magic Circle Against Good, Read Magic, Unholy Aura At Will:Animate Dead, Blasphemy, Charm Person, Create Undead, Darkness, Deeper Darkness, Desecrate, Extended Wall of Fire, Fear, Greater Teleport, Hold Person, Implosion, Major Image, Maximized Unholy Blight, Meteor Swarm, Produce Flame, Pyrotechnics, Quickened Fireball, Scrying, Suggestion, Symbol of Death, Telekinesis, Unhallow, Widened Fire Storm 4/dayDamnation, Hellball
Spell Suck
Whenever an Infernal bites a foe, they lose a spell from the highest level they can cast, as though having expended the slot through casting the spell. If they cannot cast spells, the target instead takes two points of Intelligence Drain. The Infernal may store these spells and release them as a Standard Action (Caster Level 123) so long as the spell is of 20th level or lower.
Summon Fiend
Infernals may summon 6 Balors, 6 Pit Fiends and 6 Ultra-Daemons per day. All arrive with maximum Hit Points per Hit Die.
Telepathy
An Infernal may communicate with any creature within 1,000 ft. that has a language.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Oh, I'm putting it off at the moment, but does anyone have any suggestions for cool additions to the Dream Larva? Kind of drawing a blank here. I'd hate to just buff it's existing abilites when it's such a ripe concept.
Additionally, I won't be doing the Chichimec or Anaxim as...I just don't like them, honestly, and they don't really fit my setting. If anyone else wants to take a stab in this vein, it'd be cool though.
So, Atropal, then Heca (and I love U_K's revision, I just need a slightly tougher version for my setting), then the Dream Larva. I'm going to do the Umbral Blot, too, as I hate that thing as it stands and I think there's a lot of potential abilities for it in Ascension. Might give the Hunefer and the Uvuudam a shot, too. They could conceivably work in my setting. (Lots of entropy and deicide-aspected creatures, which is why I so, SO wanted to see the Umbrals. )
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Last edited by Belzamus; 16th October 2009 at 03:27 PM..
Base Attack/Grapple: +100/+137 Space/Reach: 10 ft./10 ft.
Attack: 2 Melee Touches +134 100d6 Negative Energy 19-20/x3
And Eye Ray +130 2d6 Negative Levels 19-20/x3
Special Abilities: Spell-Like Abilities, Summon Unelemental
Special Qualities: Abomination Traits, Divine Necromancy, DR 50/Epic, Good, and Silver, Negative Energy Aura, Rebuke/Command Undead, Regeneration 50, Rotting Blast, SR 133, Telepathy, Unholy Mastery
Saves: Fort +75 Ref +81 Will +94 Abilities: Str 31 Dex 23 Con 0 Int 36 Wis 48 Cha 59
Atropals annihilate their foes with their various negative energy effects and Spell-Like Abilities.
Divine Necromancy
An Atropal’s negative energy is infused with divine power. It ignores immunity to Ability Damage, Ability Drain, Death Effects, Energy Drain and Negative Energy from a non-natural source (i.e. Death Ward) while natural immunity (such as that of Undead) is only 50% effective.
Immunities
Atropals are immune to Ability Damage, Ability Drain, Critical Hits, Death by Massive Damage, Death Effects, Disease, Energy Drain, Mind-Affecting Effects, Necromantic Effects, Paralysis, Poison, Sleep, any effect requiring a Fortitude Save (unless it works on objects) and Spells of Enchantment, Illusion, and Transmutation schools.
Negative Energy Aura
Atropals radiate an aura of unholy energy in a 1,100 ft. radius. Living creatures within this aura suffer a -10 penalty on Armor Class, Attack Rolls, Caster Level, Saving Throws, Skill Checks, Spell Resistance, and the DCs of special abilities. Opponents under 10 Hit Dice are immediately slain and resurrected as Nightwalkers under the Atropal’s control. Undead within the aura gain a +4 Competence Bonus to all the above, Fast Healing 20 and cannot be turned.
Rebuke/Command Undead
An Atropal Rebukes and Commands undead as a 104th level Cleric.
Rotting Blast
As a Standard Action, an Atropal may evoke a blast of necrotic power at a range of 1,100 ft and with a radius of 275 ft. This blast deals 1d6 points of Constitution Drain per round for 4 rounds to any caught within. A successful Reflex Save (DC 107) halves the effect. A Miracle or Wish spell stops the repetition.
Spell-Like Abilities
Caster Level 123rd DC 57 +Spell Level
Always Active:Greater Invisibility, Spectral Hand, Unholy Aura At Will:Animate Dead, Blasphemy, Create Undead, Create Greater Undead, Desecrate, Greater Dispel Magic, Maximized Cone of Cold, Plane Shift, Power Word Kill, Quickened Finger of Death, Slay Living, Speak With Dead, Project Image, Wail of the Banshee, Weird 4/day: Memento Mori
Summon Unelemental
Once per day, an Atropal may summon 2 Elder Unelementals.
Telepathy
An Atropal may telepathically communicate with any creature within 1,000 ft. that has a language.
Unholy Mastery
Atropals add their Charisma bonus in place of Constitution to their Hit Points. They also gain a Profane bonus to Armor Class, Attack Rolls, Caster Level, Saving Throws, Skill Checks, Spell Resistance, and the DCs of special abilities equal to their Wisdom modifier.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Okay, I wanted to do something a little different with my Heka, so for one, I had them wield 50 size-appropriate Greatswords, each held in two hands, which dramatically increases their damage output. The I added U_K's Warmonger ability, since it fits so well. Then I added their Insight bonus to a wider array of stats. Finally, and this is more for my setting (as they're outfitted in the armories of the Stellar Void) they're equipped with powerful epic armor and weapons inlaid with orichalcum.
They're obviously the most powerful of the abominations, I honestly think their CR may still be low considering how much damage they can deal out. (Average 10,000/round or so against a non-crit-immune opponent, and that's without Power Attack.). Though, at this point, d100 hit dice are starting to crop up, so it's not that much of a stretch. There are other way to defend against pure melee anyways. They might even be a little over-CR'd in that case.
Immortal Hekatonkeires
Huge Outsider (Chaotic, Evil, Extra-Planar)
Hit Dice: 104d20 +2,704 +104 (4,888 hp) Initiative: +45 (+13 Dexterity, +4 Divine, +20 Insight, +8 Superior Initiative) Speed: 100 ft., Fly 300 ft.
Base Attack/Grapple: +104/+166 Space/Reach: 15 ft./15 ft.
Attack: 50 Huge +6 Orichalcum-Inlaid Great Swords +166 10d10+67 15-20/x4
Special Abilities: Summon Hecatonkeires
Special Qualities: Abomination Traits, Constant Insight, Critical Hit Immunity, Divine Toughness, DR 50/--, Electricity Immunity, Fast Healing 50, Regeneration 50, Superior Multi-Weapon Fighting, SR 118, Telepathy, Warmonger
Saves: Fort +109 Ref +99 Will +86 Abilities: Str 71 Dex 27 Con 63 Int 18 Wis 16 Cha 42
Epic Feats: Dire Charge, Epic Weapon Focus (Great Sword), Epic Weapon Specialization (Great Sword), Heavy Armor Mastery, Improved Combat Reflexes, Improved Critical Multiplier (Great Sword), Improved Toughness, Greater Critical (Great Sword), Greater Critical Multiplier (Great Sword), Greater Power Attack, Greater Sunder, Light Armor Mastery, Light Eradication, Medium Armor Mastery, Multi-Weapon Rend, Perfect Cleave, Perfect Sunder, Power Attack mastery, Superior Cleave, Superior Initiative, Uncanny Power Attack, Weapon Abatement
Alignment: Chaotic Evil Environment: Divine Necropoleis, Temporal Prisons ECL: 153 CR: 102 Possessions: 50 +6 Orichalcum-Inlaid Huge Great Swords, +20 Heavy Fortification Orichalcum-Inlaid Full Plate
Combat
Cleave
A Hekatonkeires may take a 5 ft. step between Cleave attacks and Cleaves on Critical Hits in addition to when it drops a foe.
Constant Insight
Hekatonkeires gain a +20 Insight Bonus to Armor Class, Attack Rolls, Initiative, Saving Throws, and Skill Checks.
Divine Toughness
Hekatonkeires have d20 hit dice.
Immunities
Hekatonkeires are immune to Ability Damage, Ability Drain, Critical Hits, Death by Massive Damage, Electricity Damage, Energy Drain, and spells from the Enchantment, Illusion, and Transmutation schools.
Multi-Weapon Rend
Whenever a Hekatonkeires succeeds on two successful attacks against an opponent, it Rends them for 20d10+82 damage. It may only Rend an opponent once per round, but may an unlimited number of opponents per round.
Power Attack
Hekatonkeires Power Attack at a 4:1 ratio and automatically Power Attack for the amount by which their Attack Rolls exceeds their opponent’s Armor Class.
Sunder
Hekatonkeires deal triple damage on Sunder attacks.
Summon Hekatonkeires
Once per day, a Hekatonkeires may summon another of its kind.
Superior Multi-Weapon Fighting
Hekatonkeires fight with 50 Great Swords simultaneously (each held in two hands) with no penalty. While flying, it may bring all its attacks to bear by spinning around in mid-air, otherwise, it may only bring 5 attacks to bear against a Small opponent, 10 against a Medium opponent, 15 against a Large opponent, and 30 against a Huge or lager opponent while fighting on the ground.
Telepathy
Hekatonkeires may communicate telepathically with any creature within 1,000 ft. that has a language.
Warmonger
Hekatonkeires may select feats normally available only to Fighters.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Here's the Phane, probably the strongest so far, though good saves would see most parties of this level through without too much hassle, I think.
...that old flaw in 3E design.
Quote:
I was worried Time Stop at will was overpowered for this level, but...there's not really much he can do in a Time Stop besides run away with Greater Teleport.
Yes its a bit pants.
Quote:
Oh, and U_K, do the CRs look low?
They look on the money from my quick eyeballing.
...although how many times do I have to keep suggesting Improved Natural Attack before people take to it?
I knew I should have given that an Epic counterpart as well as a Divine and Cosmic one.
Quote:
I could see them being a bit higher, but I think a 70ish level party could handle them in most cases.
If you are using v5 (with the v6 upgrades I have mentioned) then you basically know as much as me on the matter.
Oh, I'm putting it off at the moment, but does anyone have any suggestions for cool additions to the Dream Larva? Kind of drawing a blank here. I'd hate to just buff it's existing abilites when it's such a ripe concept.
It could deal Trauma (aka Ectenic) damage. I'm redeveloping this idea for 4E, but it works well here. Basically Trauma damage stacks with itself.
e.g. If you suffer 20 Trauma damage in Round 1, in Round 2 you take 30 Trauma Damage which becomes 50 (because you add all previous Trauma damage to all new Trauma damage).
At the moment the idea is pencilled in something like that. Although it does sort of overlap with another damage type I have which is superior, so it may change in the long term.
Quote:
Additionally, I won't be doing the Chichimec or Anaxim as...I just don't like them, honestly, and they don't really fit my setting. If anyone else wants to take a stab in this vein, it'd be cool though.
I always thought the Chichemec would be cool if they were formed from the wings torn from the Grigori (Fallen Angels).
Quote:
So, Atropal, then Heca (and I love U_K's revision, I just need a slightly tougher version for my setting), then the Dream Larva. I'm going to do the Umbral Blot, too, as I hate that thing as it stands and I think there's a lot of potential abilities for it in Ascension.
I'm not sure I like my 3E Hekatonchiere. I have been working on a conversion for 4th Edition and I really don't like them as Solo opponents. I think they work best as Elites.
Quote:
Might give the Hunefer and the Uvuudam a shot, too. They could conceivably work in my setting. (Lots of entropy and deicide-aspected creatures, which is why I so, SO wanted to see the Umbrals. )
It pains me that I never got the Umbrals details in 3E - I have so many great ideas for them.
One of the Umbrals is actually the spitting image of Tacgnol...
But...but I did use INA in most of them! I suppose the Atropal could have it, but 100d6 is a lot of damage already..though 100d8 is even better.
I think it might be worth looking into an epic>divine>cosmic tree for them, since you need psycho VSCs to keep up with the Weapon Specialization abilities. (Do you need to be a fighter for those? It's not really clear to me. Seems like you would.)
How would that work? They would have to take the increase from VSCs into a account. A Tianic First One with good strength should have around 300 strength, doubled with Legendary Strength to 600, giving him... 20,480d10 or 2,480d100 damage on a slam. That's...almost enough to keep up with Unearthly Weapon Spec. (The same First One wielding a Black Hole Matter Greatsword with Perfect Critical Multiplier would deal 14,750d10 or 1,475d100 per hit...which is actually less, until you add in that he'll likely be getting between 6 and 10 attacks that way.)
So, I don't know. Maybe they aren't necessary, but weapon damage sky-rockets with UWS.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
What's the consensus on sizes? I left themthe same despite their increased HD. Should I raise them? I really hate huge monsters with garbage AC, I think there are already way too many in that role now. It would add some nice damage to most of them, though.
I'm working on my Dream Larva at the moment, not sure how well he's going to come out. We'll see. I don't have all that much to go on. I guess it'll come down to tweeking what he already has.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
As a Standard Action, a Dream Larva may instill visions of utter, mind-breaking horror in an opponent within 1,000 ft.. The victim must make a Will Save (DC 90) to resist the effect each round. A Dream Larva need not concentrate once instilling the visions within the victim. The effect proceeds for 4 rounds as follows:
• Round 1: The opponent collapses, clutching their head and falling into a fetal position. Treat as paralyzed.
• Round 2: The opponent gouges out their own eyes. Treat as permanently blind.
• Round 3: The opponent attempts to slay themselves. Treat as dealing 50% of Maximum Hit Points.
• Round 4: The opponent succeeds in killing themselves.
Devour Dream
As a Standard Action, a Dream Larva may devour the dreams of an opponent it has affected with its Sending ability. This deals the opponent 4d1000 Experience Drain and heals the Dream Larva 4d100 Hit Points.
Dream Stealer
Once per round, a Dream Larva may make a Melee Touch Attack to steal an opponent’s dreams. The opponent gets a Will Save (DC 90) to resist the effect. Once their dreams are stolen, all experience earned by the character is instead transferred to the Dream Larva. A Wish or Miracle spell allows for a second Save. The character afflicted takes 1 point of Wisdom Drain per weak while affected.
Improved Grab
If a Dream Larva hits with a Claw or Pincer, it may elect to start a Grapple as a Free Action that does not provoke an Attack of Opportunity. The Dream Larva may either hold the opponent, dealing Claw or Pincer damage each round, or use its Sending ability.
Immunities
Dream Larva are immune to Ability Damage, Ability Drain, Death by Massive Damage, Energy Drain, Mind-Affecting Effects, Sonic Damage, and Spells from the Enchantment, Illusion, and Transmutation schools.
Sending
Opponents Grappled by a Dream Larva can be sent into a nightmare, at the Dream Larva’s option, on its next action after establishing the Grapple. The victim must make a Will Save (DC 90), or be hurled into a nightmare realm where it can take no actions but observe for 2d4 rounds. After returning to reality, the victim receives 4d6 Wisdom Damage. If the victim takes more Wisdom Damage than they have Wisdom, the difference becomes instead Constitution Damage.
Spell-Like Abilities
Caster Level 94th DC 45+Spell Level
At Will: Empowered Prismatic Spray, Magic Jar, Nightmare, Quickened Phantasmal Killer, Trap the Soul, Weird
4/day: Dreamscape, Soul Dominion
Sublime Nightmare
A Dream Larva is a creature so horrifying that it troubles the dreams of even gods. Magical immunity of any kind is ineffective against its Mind-Affecting and Death Effects. Only natural immunity (such as that of a Construct) renders a creature immune to the Dream Larva’s effects.
Telepathy
A Dream Larva may communicate with any creature within 1,000 ft. that has a language.
Worst Nightmare
Any opponent within 1,000 ft. of a Dream Larva setting eyes on it for the first time must make a Will Save (DC 90) or die. Anyone succeeding on the save is immune to this ability for one day.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Maybe I missed it or looked at the ones it wouldn't benefit.
Quote:
I suppose the Atropal could have it, but 100d6 is a lot of damage already..though 100d8 is even better.
Its not bad damage.
Quote:
I think it might be worth looking into an epic>divine>cosmic tree for them, since you need psycho VSCs to keep up with the Weapon Specialization abilities. (Do you need to be a fighter for those? It's not really clear to me. Seems like you would.)
I'd say you need to be a Fighter, but really in 3E that just meant you had to take a level of it (or might have been 4 levels I can't remember exactly).
Quote:
How would that work? They would have to take the increase from VSCs into a account. A Tianic First One with good strength should have around 300 strength, doubled with Legendary Strength to 600, giving him... 20,480d10 or 2,480d100 damage on a slam. That's...almost enough to keep up with Unearthly Weapon Spec. (The same First One wielding a Black Hole Matter Greatsword with Perfect Critical Multiplier would deal 14,750d10 or 1,475d100 per hit...which is actually less, until you add in that he'll likely be getting between 6 and 10 attacks that way.)
I'm just looking at those numbers and thinking how the heck is that feasible in a game!?
Quote:
So, I don't know. Maybe they aren't necessary, but weapon damage sky-rockets with UWS.
I'm just looking at those numbers and thinking how the heck is that feasible in a game!?
Hey, they're your rules.
Besides, you've got to be able to hack through a Time Lord's 2 billion hp somehow, right? Of course, before then it's massive overkill. Is the multiplier supposed to apply to just the base dice or the +X from Power Attack and whatnot to? Because that gets pretty insane when you PA at a 12:1 (192:1 with a Scythe with Perfect Critical and UWS? 384:1 with a Leap Attack? EEK!)
Luckily, at that point, you have Perfect Defense, Learned Weapon Immunity, and the like. (Which makes abrogate that much more useful.) Still, when a First One can 1-shot another First One it's a little crazy. Until he realizes his opponent has Transgenic, Transmortality, Transmigration...mwahaha!
Oh, plus, they make d10's in demoninatons of 100,000; 10,000; 1,000; and 100, though I don't have any. Would probably be useful for actually attempting to play something so ludicrous.
Anyway, I'm going to do the Umbral Blot now. I'm looking at Gravitic abilities and Antimatter. Should be fun.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
Here's the Umbral Blot, last of the ones I need for my Sidereals. I might still do a few more if I feel like it, these are a lot easier to make than Sidereals. (freaking ten-page stat writeups.)
I'd hate to fight this thing. Seriously. It can be killed, but it would be hellishly difficult, I think.
Oh, and emphasis on the "Umbral". These now hail from the dimension of Entropy and get oodles of nasty reality warping abilities. Somehow I managed to avoid giving them Permanent Damage, despite my obsession with it.
Immortal Umbral Blot
Medium Construct
Hit Dice: 140d20 +2,100 (4,900 hp) Initiative: +46 (+10 Dexterity, +28 Gravitic Mastery, +8 Superior Initiative) Speed: Fly 270 ft. (Perfect)
Epic Feats: Epic Prowess (20), Improved Toughness (15), Superior Initiative
Alignment: Neutral Environment: Dimension of Entropy, Sites of Dimensional Bleeding, Space ECL: 141 CR: 94
Combat
Antimatter Blast
As a Standard Action, an Umbral Blot can emit a burst of destabilizing energy in a 375 ft. radius centered on itself. This effect deals 1d20 Antimatter Damage per Hit Dice of the target. A successful Reflex Save (DC 137) halves the effect.
Compression
An Umbral Blot generates a field of super-intense gravity about itself. Foes within a certain distance lose a percentage of their Hit Points each round as follows:
Anything touching an Umbral Blot is automatically Disintegrated unless it succeeds on a Fortitude Save (DC 137). Those making the save instead take 5d6 damage. This affects any weapon striking an Umbral Blot; if the opponent attacks with a Natural Weapon, they are subjected to the effect.
Energy Immunity
Umbral Blots are inimical to the natural elements. They are unaffected by Acid, Cold, Electricity, Fire, or Sonic Attacks, either natural or magical.
Gravitic Mastery
Umbral Blots bend space around them in a constantly fluctuating matter to give themselves an advantage. They gain a Gravitic Mastery Bonus to Armor Class, Attack Rolls, Initiative, Saving Throws, Skills Checks, and the DCs of special abilities equal to 1/5 their Hit Dice.
Magic Immunity
Umbral Blots are completely immune to any spell that allows Spell Resistance.
Reconstitution
An Umbral Blot is almost impossible to destroy. If reduced to 0 Hit Points, it simply reforms one round later at maximum Hit Points unless a Miracle or Wish spell is cast to keep it destroyed. It receives a Will Save to resist the affect. A Limited Wish spell may keep it from reforming for 1 round per Caster Level, though the Umbral Blot gets a new Will Save every round to shrug off the effect and reform.
Unearthly Construction
Umbral Blots have d20 Hit Dice and receive maximum Hit Points per Hit Die.
Void Pulse
As a Full Round Action, an Umbral Blot may emit a Dead Magic Zone in a 375 ft. radius centered on itself that lasts for 4 rounds. This ability does not impede the Umbral Blot in any way.
Vortex
As a Full Round Action, an Umbral Blot may release the intense gravity hold it together, swirling outward in a vortex of destruction with a radius of 375 ft. centered on itself. This automatically deals its Melee Touch (including Disintegrating Touch) damage to all opponents within the burst radius. A Reflex Save (DC 137) negates the effect.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
So, our First One from before (assume 240 HD) would have a Touch Attack dealing 240d100, or 240-24,000 damage. Not even close to what VSCs provide, but still, it is closer, and you could fannagle Unearthly WS and Perfect Critical Multiplier to working with it to get it up to 1,320d100. In the same ballpark as he would get from a natural attack modified by VSCs, but still only one per round.
Maybe another ability to add more Touch Attacks per round?
Of course, there's always the various Touch attacks from the effect abilites too, which are actually weaker at only 1.5*HD. Oh well, way too late to houserule it to HD*2 now with all those Sidereals built. And an Astro Touch still owns no matter what ratio it uses.
Oh, and I believe you yourself once said that above level 200 all bets are off. No wonder the damage is so crazy. The only balance is that everyone can kill each other in one round most of the time.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!