Epic Bestiary Monster & Template Creations

dante58701

Banned
Banned
This thread is for all of you who want to post your own creations and creations inspired by other people's creations.

For those who do not like epic horrors ...go away if all you're going to do is be insulting. Ive had it up to here with people who insult other people's ideas just to be cruel.

LET THE CREATING BEGIN!!!!!
 

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dante58701

Banned
Banned
The Woodsy Lady/Woodsy Lord

ABOMINATION, WOODSY LADY/WOODSY LORD
Medium Outsider (Abomination, Fey, Plant, Evil, Extraplanar)
Hit Dice: 35d8+280 (560 hp)
Initiative: +13 (+5 Dexterity, +4 Divine, +4 Improved Initiative)
Speed: 80 ft. (16 squares), burrow (soil) 40 ft.
Armor Class: 48 (+5 Dexterity, +4 divine, +16 natural, +13 deflection), touch 32, flat-footed 43
Base Attack/Grapple: +35/+53
Attack: Tendril (lash) +53 melee (1d6+14/19-20)
Full Attack: 12 tendrils (12 lashes) +53 melee (1d6+14/19-20)
Space/Reach: 5 ft./20 ft. (tendrils)
Special Attacks: Breath weapon, constrict, enslave, improved grab, puppets, renew deadwood, spell-like abilities, spells, summon dryads, swallow whole
Special Qualities: Abomination traits, cold immunity, damage reduction 15/epic, good, and slashing, fire resistance 15, germinate, life drain, outsider traits, plant traits, regeneration 15, scent, spell resistance 49, trackless step, tremorsense
Saves: Fort +26, Ref +23, Will +33
Abilities: Str 38, Dex 21, Con 27, Int 35, Wis 49, Cha 51
Skills: Bluff +40, Climb +40, Concentration +40, Diplomacy +40, Hide +40*, Intimidate +40, Jump +40, Knowledge (arcana) +40, Knowledge (nature) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Listen +40, Move Silently +40, Perform (stringed instruments), Search +40, Sense Motive +40, Spellcraft +40, Spot +40, Swim +40, Use Magic Device +40
Feats: Alertness, Enlarge Spell, Empower Spell, Improved Critical (lash), Improved Initiative, Improved Natural Attack (lash), Leadership (B), Maximize Spell, Power Attack, Quicken Spell, Silent Spell, Skill Focus (spellcraft), Still Spell, Track (B), Widen Spell
Epic Feats: Permanent Emanation (shapechange) (B) *New epic feat - see page 3
Environment: Dense forest or jungle (prime material world)
Organization: Solitary or with puppets (0-5), or troupe: elemental swarm, evil druids, evil dryads, fey, and shamblers
Challenge Rating: 35 (+1 per puppet)
Treasure: Triple Standard
Alignment: Always neutral evil
Advancement: 36-70 HD (Large), 71+ HD (Gargantuan)
Level Adjustment: +10

A great seething mass of vibrant green whip-like tendrils sprouts forth from the sides of a seductively alluring fey creature. Wisps and trails of a purplish gas seep from its skin. Its movement is not unlike that of a scurrying spider and it seems unnaturally fast for a creature of disposition. Some of its tendrils entwine captive humanoids, suspending them off the ground like puppets. These victims have palpitating sickly green skin, as if they have become living extensions of the woodsy lady/woodsy lord itself. Almost nymph-like in it's beauty, it is alien in it's psychology, for it is imagining foreboding events of a nature you could only scarcely imagine. As it retracts it tendrils into it's flesh, you begin to feel more at ease. It's provocative form enticing you with it's every step. By the time you feel yourself changing, it is far too late. And as your feverishly maddened screams and whimpers echo through the night, you begin to pray for death.

Woodsy Ladies/Woodsy Lords are the once tendings of great deities of nature, corrupted or tainted by some unholy outside source. Related to odiums, these hateful beings seek to spread sorrow and misery throughout the cosmos by enslaving whole worlds. Once a planet has been targeted for domination the woodsy lady/woodsy lord settles in some backwater village using its enchantment magic to control the populace. Slowly but surely it extends its network of submission, spreading its evil roots until it encompasses the entire planet, or in some rare cases, until its expansion is checked by some equally powerful force. As they are fey, they come in both male and female varieties, although they have no need of one another to reproduce. Furthermore, they are far more resilient than their size would indicate. Thus they rival even the more powerful odium.

Woodsy ladies/woodsy lords are fiercely territorial and generally only one will inhabit a single world at a time, although rival woodsy ladies/woodsy lords or odium are not unheard of. On rare occasions numbers of these creatures will work together to combat a significantly powerful enemy such as a pantheon of gods. Woodsy ladies/woodsy lords regard mortals similar to how mortals view their gardens; as an entity to be shaped to their will, tended well when it pleases them and pruned when necessary.

Woodsy ladies/woodsy lords are revered by evil druids and rangers. Although in such cults its difficult to tell the truly devoted from those magically coerced. In this manner the woodsy lady/woodsy lord guards against infiltration and insubordination, with each member unsure of whom they can trust. Sacrifices are either offered up to the woodsy lady/woodsy lord or dismembered and body parts buried in the ground. Their few clerics can choose their domains from the following: Darkness, Earth, Evil, and Plant. They may grant these clerics up to 7th level spells. Which is why their primary followers are druids, who command far more power,and rangers.

Woodsy ladies/woodsy lords are about 6 feet tall and weigh almost 440 pounds.

COMBAT

Should the woodsy lady/woodsy lord see a target as a potentially useful puppet it will avoid using lethal attacks, instead trying to dominate, incapacitate or otherwise subdue such an opponent so that it may be enslaved. Woodsy ladies/woodsy lords generally seek to work through intermediaries and not draw attention to their machinations, however, if pressed they are deadly opponents. Although they are of humanoid build, they refuse to fight as such, relying instead upon their retractable tendrils. A woodsy lady/woodsy lord disdains combat in general and would far prefer to avoid anything truly dangerous. Vengeful and vindictive in the extreme, they will often spend centuries plotting an enemies demise.

An woodsy lady's/woodsy lord’s natural weapons, as well as any weapons it wields are treated as epic and evil-aligned for the purpose of overcoming damage reduction. It never uses its fists, although if it did they would count as epic, evil-aligned, and bludgeoning for the purpose of overcoming damage reduction, while it's tendrils are epic, evil-aligned, and piercing or slashing.

Abomination Traits:

• Divine Traits: Abominations are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

• Immunities: Abominations are immune to enchantment, illusionist and transmutation magic. They are not subject to energy drain, ability damage or drain.

• Special Qualities: Abominations are not subject to death from massive damage and have maximum hit points per hit die.

• Telepathy: Abominations can communicate telepathically with any creature within 1000 feet that has a language.

• Virtual Size Category: Most abominations have at least 15 points of strength beyond the average for creatures of that size and as such gain a Virtual Size Category.

Breath Weapon (Variable): The noxious breath of the woodsy lady/woodsy lord has several detrimental effects, unleashing as it does, the very effects all plants are immune to. The breath weapon itself is a cone of gas 30 ft. long and lasts until the end of the next round unless dispersed by strong winds. They may also emit this same gas from their skin, causing the area within a 15' radius to be filled with this noxious vapor. This does not, however, allow the woodsy lady/woodsy lord to utilize this attack more than it would otherwise be able. When used in this manner, it has the same duration and may be similarly dispersed by strong winds. Targets are assailed by the following properties:

• Confusion (Su): Will save (DC 50) to negate, duration 35 minutes.

• Paralysis (Ex): Fortitude save (DC 39) to negate, duration 35 minutes.

• Poison (Ex): Fortitude save (DC 39), 1d10/1d10 Constitution damage.

• Polymorphing (Su): Fortitude save (DC 50) or be polymorphed into a frog.

• Sleep (Ex): Will save (DC 39) to negate, duration 35 minutes.

• Weakness (Su): Fortitude save (DC 50), or suffer 1d10 Strength damage.

The woodsy lady/woodsy lord can use this breath weapon every 1d4 rounds. The save DCs are either Charisma (supernatural) or Constitution (extraordinary) based.

Constrict (Ex): The woodsy lady/woodsy lord will constrict any grappled victim that it cannot enslave for 1d6+21 damage.

Enslave (Su): Any target successfully grappled by the woodsy lady/woodsy lord must make a Will save (DC 39) or become a puppet under its control. Such targets become an extension of the woodsy lady/woodsy lord itself, its sap flows through their veins. Such creatures turn green, if not already, and fight for the woodsy lady/woodsy lord while it retains its hold on them, their abilities replace one of the woodsy lady's/woodsy lord’s tendril attacks. These puppets also gain plant traits for the duration of their servitude. Woodsy ladies/woodsy lords generally keep at least half their tendrils free for movement and self defense. Puppets employ the full range of their abilities in the woodsy lady's/woodsy lord’s defense, though obviously they cannot move outside the woodsy lady's/woodsy lord’s reach. Puppets somehow freed from the woodsy lady/woodsy lord should be treated as if nauseated for 1d6 rounds after release and sickened for a further 1d6 minutes as their bodies expunge themselves of the woodsy lady's/woodsy lord’s invasive fluids. The character retains the plant traits until it is no longer nauseated.

Germinate (Ex): The woodsy lady/woodsy lord can plant a seed which, upon their death will grow into a clone of the original within 35 days (gaining 1 Hit Dice/day). Only a fully grown woodsy lady/woodsy lord can germinate in this manner and only one seed can exist for each woodsy lady/woodsy lord at a given time. Typically the woodsy ladies/woodsy lords plant their seeds far from their base of operations in unassuming locales. These areas are usually warded against detection and guarded by forces loyal to the woodsy lady/woodsy lord. Should a seed pod be destroyed while the woodsy lady/woodsy lord is still living the abomination takes 35d8 damage (average 167). It takes a day, during which time the woodsy lady/woodsy lord can take no other actions, for a woodsy lady/woodsy lord to create a new seed pod.

Improved Grab (Ex): To use this ability, the woodsy lady/woodsy lord must hit with a tentacle attack. It can then attempt to grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can either constrict or attempt to enslave the target.

Life Drain (Ex): When injured, half the damage dealt to a woodsy lady/woodsy lord with one or more enslaved targets is absorbed by one of its puppets.

Outsider Traits: Woodsy ladies/woodsy lords have darkvision (60 foot range). They cannot be raised or resurrected.

Plant Traits: Immune to poison, sleep, paralysis, stunning and polymorphing. Not subject to critical hits or mind-affecting effects.

Puppets (Su): A woodsy lady/woodsy lord will have 1d6-1 puppets at any given time. Puppets will generally be medium sized or smaller humanoid NPCs of level 1d10+20. Woodsy ladies/woodsy lords prefer arcane spellcasters and warrior types as puppets if the choice presents itself.

Regeneration (Su): A woodsy lady/woodsy lord takes normal damage from weapons that are both epic and good-aligned, and spells or effects with the good descriptor.

Renew Deadwood (Su): Once every 1d4 rounds, a woodsy lady/woodsy lord can produce an effect like that of a warp wood spell (caster level equals the woodsy lady's/woodsy lord's racial hit dice), except, it affects only dead wood. Any wooden objects affected by this ability turn into living plants that root themselves when they come in contact with the ground. A woodsy lady/woodsy lord cannot “unwarp” wood or return it to it's normal shape with this ability.

Scent (Ex): A woodsy lady/woodsy lord can detect approaching enemies and sniff out hidden foes by sense of smell alone. See the MM for details of this quality.

Skills (Ex): The woodsy lady/woodsy lord gains a +20 racial bonus on Climb checks when using all 12 tendril (-2 per tendril not being used, it needs a minimum 2 tendrils to attempt a climb). When so climbing, or otherwise using their tendrils for mobility, their speed is increased to 140 ft., Burrow 70ft. . Furthermore, a woodsy lady/woodsy lord has a +10 racial bonus on Knowledge (nature), Listen, Spot, and Survival checks. A woodsy lady/woodsy lord may use it's Knowledge (nature) check as though trained, even if it possesses no ranks in the skill. Finally, it also has a +4 racial bonus on Hide* and Move Silently checks. These modifiers are not accounted for in the above statistics, nor are ability modifiers.

*The Hide bonus increases to +12 in swampy or forested areas.

Spell-like Abilities (Sp): At will - animate plants, bark skin, calm animals, command plants, control plants, create water, entangle, pass without trace, plant growth, purify food and drink, repel wood, treestride, treeshape, wall of thorns, 3/day - dominate monster, imprisonment, mass hold monster, power word kill, shapechange (unlimited duration); 1/day - commune with nature, endure elements, goodberry, liveoak, mass frog, quench, transmute metal to wood, verdigris,woodshape (living wood only), 1/week - verdigris tsunami. Caster Level 54th; Save DC 30 + spell level.

Spells (Sp): Woodsy ladies/woodsy lords cast spells as 17th-level Druids (half their Hit Dice rounded down). Caster level 39th. The save DCs are Wisdom-based. Typical Druid Spells Prepared (6/10/10/10/9/8/8/8/7/6); save DC 29 + spell level): 0 - detect magic (2), flare, guidance, read magic (2); 1st - charm animal, hide from animals, longstrider, magic fang, obscuring mist (4), pass without trace, summon natures ally I; 2nd - bear’s endurance, bull’s strength, cat’s grace, fog cloud, heat metal, owl’s wisdom, spider climb (3), tree shape; 3rd - call lightning, contagion, dominate animal, poison (4), snare (2), spike growth; 4th - air walk, blight, dispel magic (4), rusting grasp, scrying, spike stones; 5th - animal growth, baleful polymorph (2), commune with nature, insect plague (2), transmute mud to rock, unhallow; 6th - anti-life shell, greater dispel magic (3), move earth, transport via plants (3); 7th – control weather, creeping doom (4), greater scrying, summon natures ally VII, wind walk; 8th - earthquake, finger of death, horrid wilting, reverse gravity (2), summon natures ally VIII, word of recall; 9th - elemental swarm, foresight, shambler, storm of vengeance, summon natures ally IX, sympathy.

Summon Dryads (Sp): The woodsy lady/woodsy lord can summon a six neutral evil dryads once per day. Duration 20 rounds. This is the equivalent of a 12th-level spell. Epic spell DC 60.

Swallow Whole (Ex): A woodsy lady/woodsy lord can attempt to swallow a grabbed opponent of up to two size categories smaller than itself by making a successful grapple check. Once inside the opponent takes 1d4+6 crushing damage and in addition is subjected to the woodsy lady's/woodsy lord’s breath weapon. A swallowed creature can cut its way out using a slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Trackless Step (Ex): A woodsy lady/woodsy lord leaves no trail in natural surroundings and cannot be tracked. It may, however, choose to leave a trail if if desires.

Tremorsense (Ex): A woodsy lady/woodsy lord can automatically sense the location of anything within 100 ft. that is in contact with the ground or with an object (such as a tree) that is in contact with the ground.


I made this using the basic odium, albeit modified for a more woodsy lady/woodsly lord form...and added the green warden template from the advanced bestiary. Then I took the ability score points it lost from it's physical scores and applied them to its mental scores instead. I intended for this thing to be alluring, intelligent, and above all deadly. It is also intended for a Call of Cthulhu style campaign revolving around druids, plants, rogues, and the end of all life as we know it. Essentially the campaign will be modeled slightly after the popular game called Thief. Which was a favorite of mine for many years, and still is. Although, this world is going to be far more epic in scale. The Keepers will be Half-Glooms (anyone have a template for that?), the Hammers will be insane Paladins, the remaining Creatures will all be more or less taken from various sources. Additions? Advice? Comments? Questions?
 

dante58701

Banned
Banned
The Balseraph

Let me know if any of my math is wrong...I do hate making mistakes. I decided fallen seraphim in my campaigns would look like the mortals they seduce into evil. I also decided that in order for these few and very rare beings to stave off the numerous and potent forces of righteousness, they would have to be exceedingly powerful. Afterall, good creatures work well together, while evil turns in on itself in the most gruesome ways. As for their beauty. I thought it would be fitting if a beautiful angel walked up, ripped out someones still beating heart and then ate it. Not all that is evil need be ugly. If you have any tips or suggestions, I would be most honored to have them.


ANGEL, BALSAREPH - FALLEN SERAPHIM
Cosmic Nemesis, Fallen Universal Deva
Medium Outsider (Angel, Evil, Extraplanar, Fallen)
Hit Dice: 177d100+6195 (47,790 hp)
Initiative: +60
Speed: 1000 ft. (204 squares), fly 4000 ft. (perfect)
Armor Class: 288 (+50 deflection, +20 Dex, +32 divine, +176 natural), touch 112, flat footed 268
Base Attack/Grapple: +177/+263
Attack: Claw or Slam +232 melee (10d10+54 plus 10d10 divine/19-20)
Full Attack: 6 claws or slams +232 melee (10d10+54 plus 10d10 divine fire/19-20), and 6 wings +229 melee (8d6+27 plus 8d6 divine fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Androgyne ray, authority, divine fire, ray of damnation, spell-like abilities, spells, splendrous visage, summon fallen angel, wrath of the fallen
Special Qualities: Beatific visage, damage reduction 85/-, divine traits (old one), fallen angelic traits (first choir), infinity halo, regeneration 85, slipstream, spell resistance 219, unholy messiah, virtual size categories
Saves: Fort +157, Ref +142, Will +166
Abilities: Str 119 (+54), Dex 51, Con 81, Int 82, Wis 98, Cha 111 (+50)
Skills: Omnicompetant - All skills 212 + ability bonus
Feats: Awesome Blow, Combat Reflexes, Cleave, Empower Spell, Enlarge Spell, Extend Spell, Great Cleave, Greater Spell Penetration, Heighten Spell, Improved Bull Rush, Improved Critical (slam, wing), Improved Initiative, Improved Natural Attack (slam), Maximize Spell, Multiattack, Power Attack, Quicken Spell, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (slam), Widen Spell
Epic Feats: Automatic Metamagic Capacity* (x24), Blinding Speed, Devastating Critical (slam, wing), Dire Charge, Enhance Spell, Epic Prowess, Epic Spellcasting, Great Smiting, Metamagic Freedom*, Overwhelming Critical (slam, wing), Spectral Strike, Superior Initiative *New epic feats - see page 3
Environment: Any
Organization: Solitary or Council (7)
Challenge Rating: 190
Treasure: Black Bible of Insidious Hypocrisy
Alignment: Always evil (chaotic, lawful or neutral, dependent upon the plane)
Advancement: 178-255 (Large), 256-265 (Huge)
Level Adjustment: +96

[Assuming you do not die when you gaze upon it] This creature resembles an incredibly beautiful dark violet human male at the center of a miniature violet star. He has six arms, each gently poised. Its emotions are unreadable, as if simultaneously it can show antipathy and sympathy. Six devastating black wings bloom from his back, catching the light like perfectly polished mirrors. You have never witnessed a more beautiful creature, even his motion is majestic as if embroiled in some choreographed pavane. His six voices call out to your soul. As he approaches, you feel your essence almost explode with rapture and you sense that before this moment you failed to understand the true meaning of sin.

The balsareph, sometimes known as angels of sin, are the manifestations of the failings of the upper planes of good. In eons past they fulfilled the role of cosmic nemeses, who sought out and battled good overgods for the greater glory of evil. Now their role is involved with disrupting the cosmic balance. Seven fallen balsareph are known to exist, each, in effect, is one of the lower planes and as a consequence also represents one of the seven deadly sins. Their true names are unknown to any except them. Like the fallen cherubim, these cosmic forces were imprisoned from reality in a bid to prevent the destruction of the universe from the devastating wars fought between overpowers. As with all cosmic deities, balsareph cannot be encountered unless they are first awakened from their eternal slumber. An event of such magnitude would require immense power, and such an action would likely dramatically destabilize the bonds holding its diametrically opposed cosmic cellmate. Balsareph are some 7 feet tall, with an 21 foot wingspan, and weigh 14.08 metric tons (28,160 lbs.) due to their incredible density.

COMBAT

Balsareph were once the cosmic champions of the first choir and as such are awesome combatants. Assuming the opponent makes it past the balsareph’s splendrous visage ability, each of their six arms can act independently to either attack, cast spells, or use their light of the fallen. A balsareph’s natural weapons, as well as any weapons it wields are treated as evil-aligned and epic for the purpose of overcoming damage reduction. Although a balseraph can bite someone, they prefer to use their more potent abilities. In the even that they do bite someone, they inflict damage as appropriate as well as poison similar to that of a pit fiend's.

Androgyne Ray (Su): Balsareph can project a ray of light which will cause the target to permanently change sex. The ray has a range of sight and there is no save for this effect.

Authority (Su): The voice of a balsareph is the voice of all leaders. Anyone hearing it is affected by rulership (as per a rod of epic rulership). Up to 1600 Hit Dice within a 7480 feet radius can be affected. Those with an Intelligence of 17 or greater can make a Will saving throw (DC 175) to negate the effect. The save DC is Charisma-based.

Beautific Visage (Su): In addition to it's protective aura, a balsareph radiates an aura of beauty. All hostile targets within 7480 ft. radius of the angel must make a Will save (DC 175) each round or be charmed. The save DC is Charisma-based.

Cosmic String (Ex): Balsareph can only be permanently destroyed by a being of equal or greater stature to themselves. Otherwise they rejuvenate within 1d10 rounds.

Divine Fire (Su): Balsareph are wreathed in a brilliant violet flame tinged with blackness. This energy, also known as quintessence, or the fifth element deals divine fire damage. Anyone grappling with, or being struck by one of the balsareph’s natural weapons suffers an additional amount of divine fire damage equal to the base damage dice of the attack. If the balsareph scores a critical hit with its natural weaponry this damage is also doubled.

Divine Traits (Ex): Balsareph are effectively old ones and as such add a +32 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Fallen Angelic Traits (First Choir):

• Hit Dice change to d100’s. Maximum hit points per die. Total hit points always doubled (regardless of where they are).

• Clairaudience/clairvoyance over the entire layer. As well as darkvision and low-light vision.

• Immunities: Ability damage or drain, acid, cold, disease, electricity, energy drain, fire, paralysis, petrification, poison, sleep, stunning and death from massive damage. They are immune to non-epic magic and all abjuration, conjuration, enchantment, illusion, necromantic and transmutation magic.

• Omnicompetent (Ex): Fallen angels of the first choir know all skills and have maximum ranks in each.

• Protective Aura (Su):This aura acts as an octuple strength magic circle against good (+16 deflection and +16 resistance bonuses) and a anti-magic field (that doesn’t impede your magic) for anyone within its area of effect. Both effects have a radius of 7480 ft. (caster level 209th). This aura can be dispelled (by epic magic), but the fallen angel can create it again as a free action on its next turn.

• Spell-like Abilities (Sp): At will - astral projection, etherealness, greater teleport, plane shift, shapechange . Caster Level 177th. The save DCs are Charisma-based.

Infinity Halo (Su): This double halo of pure darkness represents the closed circle of energy. This allows balsareph to transcend the normal limitations of magic and as such can draw upon spells from any source, be they arcane, divine, druidic or even psionic.

Ray of Damnation (Su): The purpose of the balsareph is to convert the righteous to wickedness. To this end they can deliver a ranged touch attack with a range of 12,000 feet. Targets struck by this beam have their alignment changed to evil. There is no save for this ability, however, those beyond morality, such as beings with the apostasy power are immune.

Regeneration (Su): A balsareph takes normal damage from good-aligned artifacts, and from epic spells or effects with the good descriptor.

Slipstream (Su): Balsareph cannot be affected by temporal magic unless they so wish, neither can they be undermined by time travel.

Spell-like Abilities: At will - meteor swarm (DC 189), miracle, prismatic sphere (DC 189); 3/day - living fire* (DC 190), rain of fire (DC 190), 2/week - vengeful gaze of god (DC 190). Caster Level 209th. The save DC is Charisma-based. *As living lightning except fire instead of electrical damage.

Spells: As 88th-level Clerics (Caster Level 209th) with access to two of the following domains: Evil, Fire, and Sun. The save DCs are Wisdom based.

Typical Cleric Spells Prepared (6/17/17/17/17/16/15/15/15/14; save DC 86 + spell level): Duplicates any 0-8th level divine spell or 0-7th level arcane spell using its miracle spell-like ability. 9th - gate (2), implosion, mass heal (6), storm of vengeance, summon monster IX (2), true resurrection (2). Epic spells per day: (24)

Epic spells known: contingent resurrection, dreamscape, eidolon, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, greater ruin, kinetic control, let go of me, living fire, mass frog, momento mori, nailed to the sky, peripety, rain of fire, raise island, safe time, soul dominion, soul scry, spell worm, superb dispelling, thrice unholy, time duplicate.

Splendrous Visage (Su):In addition to its protective aura, those who gaze upon a balsareph’s majestic brilliance may be destroyed utterly. Not for nothing are the balsareph known as angels of sin, for the very sight of them can overwhelm lesser opponents causing them to explode with rapture. Anyone within a 500 ft. radius of the fallen seraphim is instantly obliterated unless they currently have 88 Hit Dice or more. There is no saving throw for this affect. The balsareph can block this effect by using four of its wings to cloak itself, each wing used in this manner reduces the effect by 22 Hit Dice.

Summon Fallen Angel (Sp): Once per day a balsareph can summon one of the fallen cherubim or one fallen ophanim and all seven fallen kyriotates.

The Light of the Fallen (Su): Each hand of the balsareph can emit a line of divine fire dealing 88d100 damage (average 4488) up to a range of 480 feet. Targets can make a Reflex save (DC 180) for half damage. Each hand can emit this divine fire once every 1d3 rounds. The save DC is Constitution-based.

Unholy Messiah (Su): Balsareph cannot be harmed, either willingly or unwillingly, by any being of evil alignment unless it wields power akin to an elder one or above.

Virtual Size Categories: Balsareph possess seven virtual size categories.

Wrath of the Fallen (Su): Should they so desire, a balsareph's gaze can deal 88d100 divine fire damage (average 4488) to any targets within a radius of 240 feet. Victims appear to spontaneously combust. This power can be raised or lowered as a free action. Balsareph can use this power as an attack action, which opponents may face up to 2 times per round, once on their own action, and once on the fallen seraphim's action.


Possessions: Balsareph carry a Black Bible of Insidious Hypocrisy

BLACK BIBLE OF INSIDIOUS HYPOCRISY (MINOR ARTIFACT)

Description:These ancient scriptures hold the sum of all fallen angelic knowledge since before time began. Two massive violet gem encrusted black rods contain the knowledge which when pulled apart, bleeding diagrams and sigils appear in the space between the rods as if the symbols were written upon invisible vellum.

Powers: Any being opening the scroll, requiring two hands, knows the abilities, powers and weaknesses of any opponent that has ever been encountered or interacted with in any way by a fallen angel. In which case any enemy of the holder of the scroll gains a - 32 insight penalty on to its: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance equal to their Wisdom modifier. If the foe has never before been encountered by any fallen angel then no insight bonus is gained until a subsequent meeting between the two takes place. Should the fallen seraphim choose to use the scroll, it cannot make any slam attacks. The effects of this artifact is not included in its stat block.
 

dante58701

Banned
Banned
The Orichalcum Warrior

A present for everyone who love Colossus from X-Men
“Creating an Orichalcum Warrior”

“Orichalcum Warrior” is an acquired template that can be added to any corporeal creature that is not a construct, elemental, or undead (hereafter referred to as the base creature).

An orichalcum warrior uses all the base creature's statistics and special abilities except as note here.

Size and Type: The creature's type remains the same, but it gains the augmented subtype and the orichalcum subtype.

Speed: An orichalcum warrior gains a burrow speed equal to one-half the base creature's highest speed. The base creature loses it's fly ability, if any.

Armor Class: Natural armor improves by the value dictated by it's acquisition of virtual size categories.

Special Attacks: An orichalcum warrior retains all the special attacks of the base creature and also gains the orichalcum strike attack.

Orichalcum Strike (Ex): Once per day, the orichalcum warrior can make an exceptionally vicious attack against any foe that stands on orichalcum, equally dense, or denser materials. The orichalcum warrior adds its constitution bonus to it's attack roll and deals 2d10 extra points of damage per racial Hit Die.

Special Qualities: An orichalcum warrior has all the special attacks of the base creature, plus the following.

Darkvision (Ex): An orichalcum warrior has darkvision out to 60 ft. or the base creature's darkvision, whichever is better.

Damage Reduction (Ex): An orichalcum warrior has a natural hardness of 100.

Fast Healing (Ex): The immense gravitational energy of the orichalcum warrior binds it together allowing it to naturally heal 100 hit points per round.

Immunities (Ex):poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Does not age. Has no need to eat, sleep, or breath.

Lowlight Vision (Ex): The orichalcum warrior possesses low-light vision.

Supernova (Ex): The death throes of the orichalcum warrior result in a spectacular show of energy much akin to an atomic explosion. The blast effect should be treated as bludgeoning damage.

Radius Disintegration Fireball Blast Radiation*
1300 feet Fort DC 10+1/2HD+C 1d6/HD 1d8/HD 1/10HD
2300 feet - 1d6/HD 1d8/HD 1/10HD
1.75 miles - - 1d8/HD 1/10HD
2.75 miles - - 1d8/10HD 1/100HD
3.75 miles - - 1d8/100HD -

*Ability damage to Strength, Dexterity and Constitution.

Unearthly Form (Ex): These cosmic creatures use d100s for Hit Dice. Orichalcum warriors also have maximum hit points per Hit Die.

Virtual Size Categories (Ex): Orichalcum warrior possess 15 virtual size categories and it's statistics are adjusted accordingly. Ability score adjustments are noted below.

Abilities: +225 Strength, -30 Dexterity, +60 Constitution, -2 Intelligence (minimum 1), -2 Wisdom, -2 Charisma

Environment: Any.

Challenge Rating: Same as the base creature +20.

Level Adjustment:Same as the base creature +20.
 

CRGreathouse

Community Supporter
Interesting creatures.

I'd like it if you started each post with a short explanation of the creature's purpose -- why you, in the RW, made the creature. Here's an example of what I mean (using some of my own creations):

Mystic: I created this class as a replacement for the monk. After making unarmed combat feats that allow a fighter or other character to reasonably choose unarmed combat, I refocused the monk class as a generic mystic, with a large list of abilities to choose from.

Basilisk: The key points on my revision of this monster are the changes in the petrifying gaze, to make it less sudden, and the addition of the disenchanting bite.

Nymph: My revision of the nymph makes it more magical and less martial, with significant changes to the skill assignment.


Without these notes, it's hard to see what to pay attention to on the first read-through (or first skim, as the case may be). For example, without my note on the nymph a person might read through the abilities and say, "these all seem the same to me"; without the note a person might miss the fact that the petrifying gaze is significantly different from the standard.

If basis in a particular legend or use in a storyline is the primary motivation for a monster, mention it -- we might have suggestions on how better to achieve that goal.
 

tanis

First Post
nice work my friend i would love to see somthing with a challenge rating over 60 though :D :lol:. i have a minor demigod that i created for a adventure that ended up quiet badly with the PCs (6th level) all either under his control or with thier bodies reduced to mush, save the party necromancer who's new pet that he had found on his most recent trip to the abyss (a possesed stuffed animal fondly named fluffy) had somehow changed into a cowboy with two six shooters dealing 6d20s with each shot (I had to get them out of the hole somehow). sorry about the sidetrack but i will be back shortly with this demigod which is on our other computor. :cool:
 

Looks like a good place to put this.

Template: Half-Void Dragon

Size: Increase by 3 size categories, to a maximum of Macro-Diminutive.
Type: Change to Undead. The half-void dragon gains the Augmented Dragon subtype, even if it was not originally a dragon.
HD: Increase racial HD by one step, to a maximum of 1d100. Recalculate base attack bonus, saves, and skill points as if the creature were a dragon. Half-void dragons have maximum hit points per HD.
Speed: Increase base speed by 2,000 ft. The half-void dragon gains a fly speed of 6,000 ft (clumsy maneuverability) unless the base creature possessed a better fly speed or maneuverability; in that case use the better value.
AC: The half-void dragon gains a deflection bonus to AC equal to its Charisma bonus (minimum +1). In addition, the base creature’s natural armor improves by +112.
Attacks: The half-void dragon gains two claw attacks, two wing attacks, and a tail attack if it did not already have them. Any bite or gore attacks are lost. Treat the claw attacks as primary attacks. All natural weapons a half-void dragon has become touch attacks.
Damage: (for a Medium creature) Claw 1d8, wing 1d6, tail 1d8
Space/Reach: As adjusted for the half-void dragon’s increased size.
Special Attacks: The half-void dragon retains all special attacks of the base creature and also gains the following attacks: Abrogate, annihilation, entropic mastery, spells, spell-like abilities, unknowing
Special Qualities: The half-void dragon retains all special qualities of the base creature and also gains the following: Adamic dragon traits, damage reduction, energy absorption, energy resistance, spell resistance, undead traits
Abilities: Str +52, Dex +0, Int +60, Wis +60, Cha +60. As an undead creature, a half-void dragon has no Constitution score.
CR: As base creature +65.
Alignment: Usually neutral evil
Advancement: As base creature
Level Adjustment: +98

Appearance changes: The base creature gains wings, a tail, and clawed hands. It has no head to speak of, and its entire body is pitch black. Oh, yes: it's also about eight times as large as it was before.

Abrogate (Su): The half-void dragon partially negates the benefits of its enemies’ strongest abilities. This can either be some power of its enemy (the effect of halving it subject to DM discretion), or the enemy’s highest ability score, which only provides half the bonus it would normally. This ability extends to a range of 200 ft +20 ft/Hit Die of the half-void dragon. This ability even affects intelligent items, treating them as separate enemies.

Adamic Dragon Traits: See the Epic Bestiary.

Annihilation (Su): A half-void dragon has no head but the hole in space where a head would be can project a cone-shaped vortex of annihilation out to 50 ft every 1d4 rounds, mimicking a dragon’s breath weapon. This effect annihilates 10d6 HD of each creature caught within the blast. Annihilation permanently removes a creature’s HD, although a wish or miracle can restore two annihilated HD per casting. Those immune to energy drain still suffer half this effect. A successful Reflex save (DC Cha-based) halves the effect (or quarters the effect for those immune to energy drain).

DR: 65/-

Energy Absorption (Su): Half-void dragons heal 1 point of damage for every 2 points of acid damage they would suffer.

Energy Resistance (Ex): Half-void dragons have resistance 50 to cold.

Entropic Mastery (Ex): Half the damage inflicted by a half-void dragon’s physical attacks is permanent. A limited wish cures one point of permanent damage. A wish or miracle heals one point of permanent damage per CL. Those slain by a half-void dragon cannot be raised, and they lose one level if returned to life by any means. Half-void dragons destroy non-magical matter with a touch. Magical items must make a Fortitude save (DC is Con-based) or be destroyed.

Spells: As a 65th-level sorcerer.

Spell-like abilities (Caster level 65th or as base creature, whichever is higher): 3/day—astral projection, energy drain, etherealness, greater teleport, plane shift, shapechange, wail of the banshee; 2/day— animus blizzard, eclipse, greater ruin, memento mori. Save DCs are Charisma-based.

Spell Resistance: 5+total HD or use existing SR, whichever is better.

Unknowing (Su): A half-void dragon temporarily nullifies 30 HD in a radius of 200 ft + 20 ft/HD. Beings with 30 HD or fewer are killed. Treat this nullification as a penalty on AC, attacks, checks of any kind, damage, save DCs, initiative, and SR.
 
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Fieari

Explorer
Wouldn't the LA be either +95.5 (round up or down) or +130? That's based on the "CR = 2/3s ECL" rule for +95.5, and "WotC under values dragon CRs, so dragon CR = 1/2 ECL" for +130.

Eyeballing it, I'd guess the +95 one is more accurate...

Also, I'd reccomend toning down a couple of the abilites, since this is only HALF a void dragon. Not maximum HP for instance, and decrease the breath weapon back to only every 1d4 rounds, perhaps 1d6.
 
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