COMPETITION: Design an Epic Monster - Page 3
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  1. #21
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    New Super-dragon (commentary)

    As originally suggested in the Epic Bestiary thread, where I discussed the ideas I had for a Dark Matter/Superposition Dragon, I decided to base this beast in part on my own new Portfolio of Concealment (posted early in the Custom Divine Abilities thread). I also based it on the idea, put forth in several sci-fi and fantasy series including Pullman's His Dark Materials and a fundamental conceit of the much-loved Dark*Matter setting for Alternity and d20 Modern, that the substance modern Earth scientists call "dark matter" is deeply related to the "supernatural" and magic, and in some inexplicable way may be tied to the operation of consciousness itself. This, for example, is why the Dark Energy breath weapon always "knows" the best way to manifest itself upon a particular target, and thus becomes its most vulnerable energy type regardless of what that is (and, importantly, being different things to different targets- even of the same breath attack). It also explains my decision to include several magic-affecting abilities in the dragon's list of spell-likes.

    Hellball, as a choice for the capstone, is there because it's an explosion of most of the energy types simultaneously, and also because I didn't see anything more screamingly obvious to give them there. The general pattern of Adamic dragons in the Epic Bestiary (though admittedly we only have two to go by) is that the Epic spells with higher DCs are granted to the dragon at higher age categories, and that's the convention I stuck to in this case even though I might have preferred a different order otherwise.

  2. #22
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    Quote Originally Posted by Upper_Krust
    Sure, that would be cool.
    How should it be done, then? Should I copy/crosspost the Firmament Dragon posts into this thread, or is just a set of links to the posts okay? Or, is it effectively already entered, so I need do nothing?

  3. #23
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    Hiya mate!

    Quote Originally Posted by paradox42
    How should it be done, then? Should I copy/crosspost the Firmament Dragon posts into this thread, or is just a set of links to the posts okay? Or, is it effectively already entered, so I need do nothing?
    Well I'd just suggest copying it across, I think that will save time in the long run. Starshadow Dragon looks pretty good too.

  4. #24
    I'd replace Instant Manifestation with Ghostly Grasp from Libris Mortis...more potent effect (Strength is equal to Charisma and you get a damage bonus), cost is just one feat.

  5. #25
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    Quote Originally Posted by dante58701
    I'd replace Instant Manifestation with Ghostly Grasp from Libris Mortis...more potent effect (Strength is equal to Charisma and you get a damage bonus), cost is just one feat.
    Libris Mortis isn't open content, so that would break the Product Identity rule. Also, the STR score as it is now is higher than the CHA score at every age category before Ancient, so Instant Manifestation is actually better as-is for most of the dragon's lifespan. But thanks for the suggestion in any case; certainly it suggests what the ability is "worth" in terms of CR.

  6. #26
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    PHASMALICH
    POST-DEMILICH SPIRIT

    Almost all sages agree that, as a demilich ages, its spirit moves further and further from the remains of its body, until it leaves it behind utterly and becomes a being of pure spirit. However, few know that even among such ancient and powerful creatures, there are some who are cannot fully make the transition from material to spiritual. These are the phasmaliches, post-demilich spirits that are able to exist without a physical form, but are virtually powerless when doing so. Thus, they flit among the corporeal undead, possessing them and using their bodies at will to work their unfathomable plans.
    A few speculate that akaliches, the ultimate evolution of a lich’s spirit, deliberately cause other demiliches to become phasmaliches rather than akaliches. Those who publicly speculate such a theory, however, tend to disappear after a short time.

    SAMPLE PHASMALICH
    The ice-encrusted skeleton marches towards you grimly, it’s skull on fire with flames of pure blackness. Suddenly, from out of nowhere, a patch of grim, black mist flies forward and engulfs the undead monstrosity. As it’s enveloped, the creature howls in rage, clawing at the black mist ineffectually. A moment later, the darkness flies into the creature’s mouth and eye sockets, and becomes still. Suddenly, it looks up at you again. Although you can’t put your finger on it, something about the creature makes it seem even more menacing, more deadly than before.

    This example uses a 32nd-level human wizard as the base demilich, and a winterwight as the base undead.

    AZURAD
    Medium-Size Undead (Cold)
    Hit Dice:
    32d12 (416 hp)
    Initiative: +12 (+8 Dex, +4 Improved Initiative)
    Speed: 60 ft.
    AC: 84 (+8 Dex, +28 natural, +20 insight, +18 deflection), touch 56, flat-footed 76
    Base Attack/Grapple: +16/+37
    Attack: Claw +40 melee (3d8+21 plus 10d8+25 negative energy/19–20 (+1d6 on critical hit) plus blight-fire plus paralyzing touch)
    Full Attack: 2 claws +40 melee (3d8+21 plus 10d8+25 negative energy/19–20 (+1d6 on critical hit) plus blight-fire plus paralyzing touch) and skull butt +32 melee (2d6+10 plus 10d8+25 negative energy plus blightfire plus paralyzing touch)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rend 6d8+31, blightfire, trap the soul, fear aura, paralyzing touch, spell-like abilities
    Special Qualities: cold aura, cold subtype, DR 25/epic and 10/--, ephemeral existence, fast healing 10, maven, possess undead, maven, magic immunity, SR 34, turn resistance +56, undead traits, acid resistance 50, fire resistance 50, sonic resistance 50, immune to cold, electricity, polymorph, and mind-affecting effects.
    Saves: Fort +16, Ref +24, Will +42
    Abilities: Str 52, Dex 27, Con —, Int 54, Wis 50, Cha 46
    Skills: Appraise +26, Balance +8, Bluff +18, Climb +21, Concentration +53, Craft (all) +57, Decipher Script +57, Diplomacy +22, Disguise +18, Escape Artist +8, Forgery +22, Gather Information +22, Heal +20, Hide +58, Intimidate +18, Jump +21, Knowledge (arcana) +57, Knowledge (architecture and engineering) +57, Knowledge (dungeoneering) +57, Knowledge (geography) +57, Knowledge (history) +57, Knowledge (local) +57, Knowledge (nature) +57, Knowledge (nobility and royalty) +57, Knowledge (religion) +57, Knowledge (the planes) +57, Listen +70, Move Silently +58, Perform (all) +18, Profession (all) +55, Ride +8, Search +72 (+76 involving secret doors and similar compartments), Sense Motive +70, Spellcraft +61, Spot +70, Survival +20 (+24 to keep from getting lost or avoiding natural hazards, in aboveground natural environments, or when on another plane), Swim +21, Use Rope +8.
    Feats: Augment Summoning, Cleave (B), Combat Casting, Empower Spell, Eschew Materials, Greater Spell Penetration, Heighten Spell, Improved Counterspell, Improved Critical (claw) (B), Improved Initiative (B), Lightning Reflexes (B), Maximize Spell, Power Attack (B), Quicken Spell, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (harm), Scribe Scroll (B), Spell Penetration, Weapon Focus (claw) (B)
    Epic Feats: Automatic Metamagic Capacity (x5), Blinding Speed (B), Epic Fortitude (B), Epic Spellcasting, Epic Weapon Focus (claw) (B), Epic Will (B), Ignore Material Components, Metamagic Freedom, Overwhelming Critical (claw) (B), Tenacious Magic (polymorph any object) (B)
    Challenge Rating: 51
    Treasure: Standard
    Alignment: Neutral evil

    Azurad is the daughter of the akalich Nimrod, and was his greatest disciple. She oversaw the construction of his great Tower, and was quick to follow her father down the path to lichdom and then demilichdom. However, when it became clear that the gods were going to attack Nimrod’s great city, Azurad fled the ensuing fight, abandoning Nimrod to his fate.

    In the millennia since her father’s apparent destruction, Azurad attempted to duplicate his ascension and become an akalich. However, she only imperfectly completed the process, and now exists as a phasmalich. Undeterred, she continues to weave myriad plans of her own, most of them revolving around finding the powerful artifact known as the Robes of the Almighty that her father possessed. Recently, she has also come into circumstantial evidence that Nimrod might still exist, worrying her greatly.

    COMBAT
    Azurad is an incredibly powerful wizard, and her tactics will reflect that. She tries to never enter combat without having first thoroughly researched her foes, tailoring both her spells and her chosen body to minimize her enemies’ strengths and maximize their weaknesses. If reduced to one-quarter of her hit points, she’ll abandon her current body and leave it to find another.

    Azurad’s natural weapons, as well as any weapons she wields, are treated as epic for purposes of overcoming damage reduction.

    Blightfire (Su): When Azurad deals damage to a living opponent, a night-black flame begins to burn on the opponent’s body. If the opponent fails a Fortitude save (DC 44), it takes 4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 4 points of Constitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments of the victim remain. The save DC is Charisma-based.

    Cold Aura (Su): A 10-foot-radius spread cold aura surrounds Azurad. All creatures of the cold subtype in the field (including Azurad) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold damage take 2d10 points of cold damage each round they remain within the cold aura. These adjustments are already reflected in Azurad’s stats.

    Cold Subtype: Immunity to cold. Vulnerability to fire (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure; then apply fire resistance).

    Ephemeral Existence (Ex): When Azurad is not currently possessing an undead creature she has no statistics and cannot take any actions except as follows. She has a space of 5 ft. and a fly speed of 180 ft. with perfect maneuverability. She is completely incorporeal and can move any distance through solid objects. She may try to use possess undead as a standard action against any adjacent corporeal undead creature. A holy word used against her in this state inflicts no damage, but she must make a Will save, with failure sending her back to its phylactery (or a soul gem) as though she had been destroyed (see below).

    Fear Aura (Su): Azurad is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed at a Will save (DC 32) or be affected as though by fear as cast by a 32nd-level caster.

    Magic Immunity (Ex): Azurad is immune to all magical and supernatural effects, except as follows. A shatter spell affects her as if she were a crystalline creature, but deals half the damage normally indicated (then apply sonic resistance). A dispel evil spell deals 3d6 points of damage (Fort save for half damage), and allows the winterwight to make a new Will save to force Azurad out. Holy smite spells affect Azurad normally.

    Paralyzing Touch (Su): Any living creature Azurad touches must succeed at a Fortitude save (DC 44) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by Azurad seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.

    Possess Undead (Su): When Azurad is in a state of ephemeral existence (see above) she may try to possess an adjacent corporeal undead creature. The undead creature must make a Will save (DC 44), with failure meaning that it has been possessed by the her, and has the phasmalich template applied. Azurad cannot possess an undead creature with 33+ Hit Dice.

    Azurad may abandon the undead she is possessing as a free action. When separating from the undead, any damage she has taken is divided evenly between the undead and Azurad herself (thus reducing her hit point total for when she possesses another undead creature). When Azurad is reduced to 0 hit points, the undead she is possessing is destroyed. Azurad herself returns after 1d10 days, however, so long as any of her soul gems or her phylactery are intact. Azurad’s soul gems are not incorporated directly into her body, and may be stored anywhere (this has no impact on her ability to use her trap the soul power).

    Rend (Ex): If Azurad hits with both of her claws, she latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d8+31 points of damage.

    Spell-Like Abilities: At will—astral projection, cone of cold, control weather, create greater undead, create undead, death knell, dimension door, enervation, greater dispel magic, harm, spell immunity (fireball), sleet storm (she is immune to the effects of a sleet storm spell), summon monster I-IX, telekinesis, wall of ice, weird. 2/day—greater planar ally. Caster level 32nd; save DC 28 + spell level. The save DCs are Charisma-based.

    Spells: As a 32nd-level wizard. The save DCs are Intelligence-based.
    Typical Wizard Spells Prepared (4/10/10/9/9/9/9/8/8/8; save DC 32 + spell level): 0 – arcane mark, detect magic, mage hand, read magic; 1st – animate rope, feather fall, jump, mage armor, magic aura, magic missile, protection from good, ray of enfeeblement, shield, true strike; 2nd – acid arrow, daze monster, hideous laughter, knock, obscure object, scorching ray, shatter, touch of idiocy, web, whispering wind; 3rd – arcane sight, displacement, fireball, lightning bolt, major image, nondetection, slow, stinking cloud, tongues; 4th – arcane eye, black tentacles, charm monster, detect scrying, dimensional anchor, greater invisibility, scrying, solid fog, stone shape; 5th – break enchantment, cloudkill, dismissal, false vision, feeblemind, mind fog, sending, symbol of pain, waves of fatigue; 6th – acid fog, analyze dweomer, chain lightning, contingency, eyebite, flesh to stone, globe of invulnerability, repulsion, true seeing; 7th – greater teleport, greater arcane sight, finger of death, forcecage, plane shift, prismatic spray, sequester, vision; 8th – binding, discern location, horrid wilting, incendiary cloud, maze, polar ray, polymorph any object, screen; 9th – crushing hand, dominate monster, foresight, meteor swarm, power word kill, prismatic sphere, time stop, wish.
    Epic Spells Per Day: 3
    Epic Spells Known: greater ruin, let go of me, memento mori, spell worm.


    Trap the Soul (Su): Azurad can trap the souls of up to eight living creatures per day. To use this power, she selects any target she can see within 300 feet. The target is allowed a Fort saving throw (DC 44). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of Azurad’s soul gems. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, Azurad slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If Azurad is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save.

    Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

    Creating a Phasmalich
    “Phasmalich” is an acquired template that allows a demilich spirit to possess a corporeal undead creature. The template can be added to any demilich (hereafter referred to as the base demilich) and any corporeal undead creature (hereafter referred to as the base undead). A Phasmalich has all of the base undead’s characteristics except as noted here.

    Size and Type: A phasmalich is the size of the base undead. It retains all of the base undead’s subtypes, but loses any subtypes the base demilich had.

    Hit Dice: A phasmalich is treated as having the base demilich’s Hit Dice. It has the hit points of the base demilich and the base undead.

    Speed: As base undead.

    AC: A phasmalich has the natural armor bonus of the base undead, an insight bonus equal to the base demilich’s Wisdom modifier, and a deflection bonus equal to the base demilich’s Charisma modifier.

    Attack: A phasmalich uses the base attack bonus of the base demilich, and the natural attacks of the base undead.

    Damage: The natural attacks of the phasmalich do damage equal to the base undead’s natural attacks, but also deal 10d8+25 points of negative energy damage (no saving throw), as well as the base demilich’s paralyzing touch.

    Special Attacks: A phasmalich has all of the base demilich’s and base undead’s special attacks, except as follows. It does not have any of the base demilich’s extraordinary special attacks. The caster level for any of the phasmalich’s spell-like abilities are equal to the base demilich’s.

    Special Qualities: A phasmalich has all of the base undead’s special qualities, and all of the base demilich’s special qualities except for damage reduction, perfect automatic still spell and phylacteric transference. It also has the special qualities listed below.

    Damage Reduction (Su): A phasmalich has the base undead’s damage reduction as well as damage reduction 25/epic.

    Ephemeral Existence (Ex): A phasmalich that is not currently possessing an undead creature has no statistics and cannot take any actions except as follows. It has a space of 5 ft. and a fly speed of 180 ft. with perfect maneuverability. It is completely incorporeal and can move any distance through solid objects. It may try to use possess undead as a standard action against any adjacent corporeal undead creature. A holy word used against it in this state inflicts no damage, but the phasmalich must make a Will save, with failure sending it back to its phylactery (or a soul gem) as though it had been destroyed (see below).

    Immunities (Ex): As the base undead and base demilich.

    Magic Immunity (Ex): A phasmalich’s magic immunity works exactly like the base demilich’s, except as follows: A dispel evil used on a phasmalich allows the base undead to make a new Will save (with its own base save and Wisdom modifier) to drive the phasmalich out.

    Maven (Ex): A phasmalich has maximum ranks in all skills it knows.

    Possess Undead (Su): A phasmalich in a state of ephemeral existence (see above) may try to possess an adjacent corporeal undead creature. The undead creature must make a Will save (DC 10 + ½ the base demilich’s Hit Dice + the base demilich’s Charisma modifier), with failure meaning that it has been possessed by the phasmalich, and has the phasmalich template applied. A phasmalich cannot possess an undead creature with greater Hit Dice than the base demilich.

    A phasmalich may abandon the base undead it is possessing as a free action. When separating from the base undead, any damage a phasmalich has taken is divided evenly between the base undead and the phasmalich itself (thus reducing its hit point total for when it possesses another undead creature). When a phasmalich is reduced to 0 hit points, the base undead is destroyed. The phasmalich itself returns after 1d10 days, however, so long as any of its soul gems or its phylactery are intact. A phasmalich’s soul gems are not incorporated directly into its body, and may be stored anywhere (this has no impact on its ability to use its trap the soul power).

    Resistances (Ex): A phasmalich also has acid, fire, and sonic resistance 50. These overlap (do not stack with) the base demilich’s and base undead’s resistances.

    Turn Resistance (Ex): A phasmalich has turn resistance +50. This overlaps (does not stack with) the base demilich’s turn resistance, but stacks with the base undead’s turn resistance (if any).

    Saves: A phasmalich uses the base demilich’s base saves.

    Abilities: A phasmalich uses the base undead’s Strength and Dexterity scores, and the base demilich’s Intelligence, Wisdom, and Charisma scores +20.

    Skills: A phasmalich has all of the base demilich’s skill ranks, and none of the base undead’s. A phasmalich receives a +50 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This overlaps (does not stack with) the base demilich’s racial bonus to these skills. A phasmalich retains any racial skill bonuses the base undead may have.

    Feats: A phasmalich has all of the base demilich’s feats, and has all of the base undead’s feats as bonus feats.

    Challenge Rating: Same as base demilich + ½ the base undead’s CR.

    Treasure: As base undead.

    Alignment: Same as base demilich.

    Level Adjustment: Same as base demilich +35.

    Adventure Ideas
    Sub-Epic: A local necromantic cleric is killed when a routinely-animated skeleton suddenly sucks out his soul. Witnesses saw a strange black mist fleeing the scene. Now the cleric's church wants to hire the PCs to investigate.

    Low Epic: Never-before-seen powerful undead creatures are attacking the PCs for no apparent reason. The phasmalich Rysk is testing out new forms of undead that he hopes will make for even stronger hosts, and is using the PCs as the proving ground for his creations.

    Mid-Epic: Azurad has located the Robes of the Almighty! Now, she is building a new Tower, and the PCs must stop her before she finishes its construction and starts another war against the heavens.
    Last edited by Alzrius; Friday, 8th February, 2008 at 02:42 AM. Reason: edited grammar error and gave her the Ignore Material Components feat; changed the name in the Low Epic adventure idea

  7. #27
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    Very nice! I'm reminded of Anubis from Stargate: SG-1 immediately, though other associations will likely come to mind later. A perfect Big Bad for a Low- to Mid-Epic campaign, methinks.

  8. #28
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    Thanks Paradox!

    My main source of inspiration for this guy was Acererak from Return to the Tomb of Horrors, as he possesses various undead at will in his Fortress of Conclusion at the end of the (mega-)adventure. I had to make some adjustments for 3.5E (since in the original, he had the possessed undead's defenses and hit points, with the destruction of the body merely forcing him to find another), but I'm happy with how this turned out.

    Of course, I think your epic dragons put what I've done to shame...thus far.

  9. #29
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    Firmament Dragon Re-Repost (Part 1)

    As it has been Ordained By the Krust, So Shall it Be.

    Firmament Dragon
    Brane Dragon, Cosmic Lamprey


    Macro-Tiny Dragon (Extraplanar)
    Environment: Any (usually deep space)
    Organization: Solitary
    Challenge Rating: (using IH Bestiary convention) Wyrmling 608; Very Young 632; Young 656; Juvenile 680; Young Adult 704;
    Adult 728; Mature Adult 752; Old 776; Very Old 800; Ancient 824; Wyrm 848; Great Wyrm 872
    Treasure: None
    Alignment: Always Neutral
    Advancement: Wyrmling 609-631 HD (Macro-Tiny); Very Young 633-655 HD (Macro-Tiny); Young 657-679 HD (Macro-Tiny); Juvenile 681-703 HD (Macro-Tiny); Young Adult 705-727 HD (Macro-Tiny); Adult 729-751 HD (Macro-Tiny); Mature Adult 753-775 HD (Macro-Tiny); Old 777-799 HD (Macro-Tiny); Very Old 801-823 HD (Macro-Tiny); Ancient 825-847 HD (Macro-Tiny); Wyrm 849-871 HD (Macro-Tiny); Great Wyrm 873-895 HD (Macro-Tiny); Great-Great Wyrm 897-919 HD (Macro-Tiny)
    Level Adjustment: Wyrmling +304; Very Young +316; Young +328; Juvenile +340; Young Adult +352; Adult +364; Mature Adult +376; Old +388; Very Old +400; Ancient +412; Wyrm +424; Great Wyrm +436

    The space before you fills with a presence, at once majestic and terrible. It is only barely visible, as a distortion of the space it occupies into a serpentine, even draconic shape- but you cannot be certain whether the space is distorting or whether there is a real creature there that is simply camouflaged so exactly like the vista behind it. Then it unfurls six vast wings, each revealing an impossible vista like a negative of the proper sky, brilliant white with specks of darkness spread within- and opens an enormous maw to reveal yet a third vista within some space that should not be there- and you realize abruptly in a mad moment that your space is the distortion, and this creature the reality.

    Code:
    Firmament Dragons By Age
    Age Size Hit Dice (hit points) AC Base Attack/Grapple Attack Fort Save Ref Save Will Save Breath Weapon Mind Warp DC
    Wyrmling Ma-T 608d1000+10,336 (618,336 hp) 769 (-128 size, +152 deflection, +64 divine, +64 insight, +607 natural) +608/+809 +649 +451 +434 +586 Gravity:1d6% Aging:38 years Karma:152d1000 XP Siphon:152d100 QP 594
    Very Young Ma-T 632d1000+14,536 (646,536 hp) 831 (-128 size, +158 deflection, +80 divine, +80 insight, +631 natural) +632/+869 +709 +501 +478 +634 Gravity:2d6% Aging:39.5 years Karma:158d1000 XP Siphon:158d100 QP 644
    Young Ma-T 656d1000+19,024 (675,024 hp) 893 (-128 size, +164 deflection, +96 divine, +96 insight, +655 natural) +656/+929 +769 +551 +522 +682 Gravity:3d6% Aging:41 years Karma:164d1000 XP Siphon:164d100 QP 694
    Juvenile Ma-T 680d1000+23,800 (703,800 hp) 955 (-128 size, +170 deflection, +112 divine, +112 insight, +679 natural) +680/+989 +829 +601 +566 +730 Gravity:4d6% Aging:42.5 years Karma:170d1000 XP Siphon:170d100 QP 744
    Young Adult Ma-T 704d1000+28,864 (732,864 hp) 1017 (-128 size, +176 deflection, +128 divine, +128 insight, +703 natural) +704/+1049 +889 +651 +610 +778 Gravity:5d6% Aging:44 years Karma:176d1000 XP Siphon:176d100 QP 794
    Adult Ma-T 728d1000+34,216 (762,216 hp) 1079 (-128 size, +182 deflection, +144 divine, +144 insight, +727 natural) +728/+1109 +949 +701 +654 +826 Gravity:6d6% Aging:45.5 years Karma:182d1000 XP Siphon:182d100 QP 844
    Mature Adult Ma-T 752d1000+39,856 (791,856 hp) 1141 (-128 size, +188 deflection, +160 divine, +160 insight, +751 natural) +752/+1169 +1009 +751 +698 +874 Gravity:7d6% Aging:47 years Karma:188d1000 XP Siphon:188d100 QP 894
    Old Ma-T 776d1000+45,784 (821,784 hp) 1203 (-128 size, +194 deflection, +176 divine, +176 insight, +775 natural) +776/+1229 +1069 +801 +742 +922 Gravity:8d6% Aging:48.5 years Karma:194d1000 XP Siphon:194d100 QP 944
    Very Old Ma-T 800d1000+52,000 (852,000 hp) 1265 (-128 size, +200 deflection, +192 divine, +192 insight, +799 natural) +800/+1289 +1129 +851 +786 +970 Gravity:9d6% Aging:50 years Karma:200d1000 XP Siphon:200d100 QP 994
    Ancient Ma-T 824d1000+58,504 (882,504 hp) 1327 (-128 size, +206 deflection, +208 divine, +208 insight, +823 natural) +824/+1349 +1189 +901 +830 +1018 Gravity:10d6% Aging:51.5 years Karma:206d1000 XP Siphon:206d100 QP 1044
    Wyrm Ma-T 848d1000+65,296 (913,296 hp) 1389 (-128 size, +212 deflection, +224 divine, +224 insight, +847 natural) +848/+1409 +1249 +951 +874 +1066 Gravity:11d6% Aging:53 years Karma:212d1000 XP Siphon:212d100 QP 1094
    Great Wyrm Ma-T 872d1000+72,376 (944,376 hp) 1451 (-128 size, +218 deflection, +240 divine, +240 insight, +871 natural) +872/+1469 +1309 +1001 +918 +1114 Gravity:12d6% Aging:54.5 years Karma:218d1000 XP Siphon:218d100 QP 1144
    Last edited by paradox42; Tuesday, 29th January, 2008 at 07:01 AM. Reason: Oops, forgot to change the CRs/LAs.

  10. #30
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    Firmament Dragon Re-Repost (Part 2)

    Code:
    Firmament Dragon Abilities By Age
    Age Speed STR DEX CON INT WIS CHA Special Abilities Damage Reduction Caster Level SR
    Wyrmling Superluminal 92 10 44 314 315 314 Alter Reality, Cosmic Inspiration, Divine Bonus, Extradimensional, Mind Warp, Thelemic Damage Reduction, Transmortality, Universal Insight 605/extrauniversal 432nd 746
    Very Young Superluminal 100 10 56 322 323 326   630/extrauniversal 476th 802
    Young Superluminal 108 10 68 330 331 338 1 total Virtual Size Category 655/extrauniversal 520th 858
    Juvenile Superluminal 116 10 80 338 339 350 1 total Virtual Size Category 680/extrauniversal 564th 914
    Young Adult Superluminal 124 10 92 346 347 362 2 total Virtual Size Categories 700/extrauniversal 608th 970
    Adult Superluminal 132 10 104 354 355 374 2 total Virtual Size Categories 725/extrauniversal 652nd 1026
    Mature Adult Superluminal 140 10 116 362 363 386 3 total Virtual Size Categories 750/extrauniversal 696th 1082
    Old Superluminal 148 10 128 370 371 398 3 total Virtual Size Categories 775/extrauniversal 740th 1138
    Very Old Superluminal 156 10 140 378 379 410 4 total Virtual Size Categories 800/extrauniversal 788th 1194
    Ancient Superluminal 164 10 152 386 387 422 4 total Virtual Size Categories 820/extrauniversal 832nd 1250
    Wyrm Superluminal 172 10 164 394 395 434 5 total Virtual Size Categories 845/extrauniversal 876th 1306
    Great Wyrm Superluminal 180 10 176 402 403 446 6 total Virtual Size Categories 870/extrauniversal 920th 1362
    Firmament Dragons are creatures existing in the Pleroma both as parasites of the Time Lords and heralds of universal growth. They attach themselves to Time Lords and similar entities to siphon off portions of the energy and mass contained within them, which is carefully nurtured, shaped, and used to form "eggs" (themselves entire baby universes) which eventually "hatch" as Wyrmling Firmament Dragons once the universal life cycle is complete.

    Occasionally, a Firmament Dragon is known to enter the universe of a comatose Demiurge instead of an actual Time Lord to get this universe-building material, and those rare occasions are times of fearful import for unfortunate natives of the slumbering reality. Furthermore, some such slumbering universes contain, not Demiurges as normally occurs in the Pleroma, but rather unhatched, still-growing Firmament Dragon Wyrmlings- not yet ready to "break the eggshell" and begin their lives.

    More powerful than the other three better-known Nehaschimic Dragon types, Firmament Dragons are born with power greater than many actual Demiurges, and do not normally exist within the lower dimensions (or even "Nth Space") as those Nehaschimic Dragon types do.

    Combat
    Firmament Dragons take maximum advantage of their Thelemic Damage Reduction and Cosmic Inspiration abilities, usually setting Cosmic Inspiration to Abrogate at the start of combat to nullify the opposition's most desirable powers. In later rounds it may use the "Inspiration" defensively as another Thelemic Damage Reduction to force opponents to guess at its vulnerability period rather than being predictable, Learned Ability Immunity to stop an effect that worried it during a previous period of vulnerability, Quixotic to increase its offensive chances by re-rolling all of its dice whenever it needs to, Elusion to avoid any attacks that get through its Thelemic Damage Reduction, or even as Cosmic Firmament to gain a hit point boost. If the dragon has the advantage, by contrast, it may use the slot offensively with such powers as Assimilate (if an opponent is about to die, or otherwise be defeated), a "Daunting" ability to force a penalty to its opponents' rolls, Dominance against clearly-outclassed foes, or even Divine Presence to boost any summoned minions.

    It balances all of these options against multiple simultaneous magical and physical assaults launched using its formidable Alter Reality ability and other inborn powers (particularly its breath weapon, which it tries to use every round whenever practical). In the end, a Firmament Dragon will typically rely on fighting as a delaying tactic until its Extra-Dimensional ability grants it enough Virtual Size Categories to render the opposition irrelevant.

    Alter Reality (Su): Firmament Dragons tear at the fabric of any reality they touch. Once per round, as a free action, a Firmament Dragon can duplicate any spell of a level equal to 9 + its number of Automatic Metamagic Capacity feats. This ability even allows it to duplicate Epic spells with a DC equal to or less than the dragon's Spellcraft modifier + 20.

    Breath Weapon (Su): A Firmament Dragon's breath weapon is a line of quark-gluon plasma and inflationary cosmic energy. This destroys part of a foe by causing that portion to revert to a period just after the birth of its universe, essentially turning the affected portion of the target into a miniature Big Bang. This annihilates a percentage of the target's hit points, 1d6% per age category of the dragon; furthermore, this hit point loss is permanent. Permanent damage can only be cured by means of a Limited Wish (which heals 1 point per casting), Miracle, or Wish (both of which heal one point per caster level, per casting). Furthermore, exposure to the explosively expanding time within the false Big Bang ages the target, by an amount shown in the table above. Finally, this breath weapon destroys part of the life energy of the target (essentially, using it to help fuel the false Big Bang), destroying a number of experience points and quintessence as shown in the table above.

    Cosmic Inspiration: Firmament Dragons are intimately tied to the universes they create, even the sub-universes growing within their bellies which they eat to nourish. By interacting with these sub-realities, a Firmament Dragon can gain any one Cosmic ability it desires, and can even change this ability once per round as a free action. However, if the dragon has any lasting effects (i.e. effects with a duration other than Instantaneous) in play, then it cannot change the Cosmic ability unless and until it somehow removes those lasting effects. Note that abilities granting constant bonuses do not count as having a duration at all, and thus do not force the dragon to retain the chosen ability.

    Divine Bonus (Su): Firmament Dragons are tied to the birth of universes, and therefore gain bonuses tied to the energy of the universes they have created. A Firmament Dragon gains a 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, or spells), initiative, saving throws, and Spell Resistance. The value of this bonus is equal to 48 + 16/age category of the dragon.

    Extra-Dimensional (Ex): Starting after the first round it is encountered, a Firmament Dragon begins to expand to fill its opponents' perception of their universe. This bestows an additional Virtual Size Category each round on the dragon.

    Energy Absorption (Ex): Firmament Dragons are healed by Fire-based attacks.

    Energy Immunity (Ex): Firmament Dragons are immune to Sonic effects.

    Energy Reflection (Ex): Firmament Dragons reflect Cold-based attacks.

    Mind Warp (Ex): The Firmament Dragon's extrauniversal presence extends to 2560 feet per age category of the dragon. Creatures within this radius failing their Will saves against the listed DC go permanently insane, as their minds no longer understand which reality they're in.

    Thelemic Damage Reduction (Su): A Firmament Dragon is, by its very nature, able to enter and leave universes at will. By using this ability carefully, it may thus avoid all attacks directed at it in a round by simply not being there when the attack arrives; however, it may only use this ability a certain number of rounds in a row before it tires and must remain within a single universe for a round. A Firmament Dragon may use this ability up to 1 round/age category before it must spend one round recharging the ability; thus, a Wyrmling Firmament Dragon can avoid all attacks in every other round, whereas a Mature Adult can avoid all attacks except in every 8th round.

    Transmortality (Su): A Firmament Dragon exists beyond universes, and therefore cannot be permanently destroyed, even by beings of higher divine rank than its divine bonus. A Firmament Dragon which is apparently killed is instead merely forced out of the universe it was just in, or (if attacked in the Pleroma itself) sent into a comatose slumber while it recovers (it regains 1 hit die per day and wakes up when it once again reaches its original total).

    Universal Insight (Ex): Firmament Dragons, as custodians of multiple realities and sub-realities, have an incredibly rich and deep understanding of universal laws. A Firmament Dragon gains an insight 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, or spells), initiative, saving throws, and Spell Resistance. The value of this bonus is equal to 48 + 16/age category of the dragon.


    Adventure Ideas:
    Low or Mid-Cosmic: The Demiurge of your universe awakens, only to find that a passing Firmament Dragon long ago seeded it with one of its cosmic eggs. Now the contest to control reality must be fought not just by Demiurge against Sidereals, but also by Demiurge against Dragon hatchling! Will reality tear itself apart in the process?

    High Cosmic: An ancient Nemesis awakens in the Deep Voids of Muzaloth, but the only weapon that can defeat it was swallowed long ago by a Firmament Dragon. What became of the weapon and its draconic keeper, and can the weapon be retrieved from whatever sub-reality it is now housed in without destroying the dragon?

    High Cosmic: Two Firmament Dragons have discovered that by feeding on each other simultaneously, they can merge both themselves and their sub-realities to become a greater being. Now others are flocking to join them from across the Pleroma, but will the introduction of a parallel hierarchy of High Lords upset the balance of Eternity?
    Last edited by paradox42; Tuesday, 29th January, 2008 at 08:05 AM. Reason: Breath Weapon needs a Shape!

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