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<blockquote data-quote="E-1000" data-source="post: 9102363" data-attributes="member: 7037639"><p>Here's another statblock I made. This is the most powerful thing I've made by a decent margin.</p><p></p><p><strong>Heka, Magic Itself</strong></p><p></p><p>Heka is the embodiment of all magic. Even by the standards of cosmic entities, they are solitary and passive, spending all their time in their realm. The only time they act is when an entity solves the tests they placed throughout the multiverse, as then they will grant that entity one wish. This wish can be anything that Heka is capable of, and there is little they aren't capable of doing.</p><p></p><p>Infinite Cosmic Force, True Neutral</p><p></p><p>Armor Class: 190</p><p>Hit Points: 95000 (1000d20+75000)</p><p>Speed: ∞ all</p><p></p><p>Str: 160* (+75)</p><p>Dex: 160* (+75)</p><p>Con: 160* (+75)</p><p>Int: 160* (+75)</p><p>Wis: 160* (+75)</p><p>Cha: 160* (+75)</p><p>*Heka may raise either Str and Con, Int and Cha, or Wis and Dex to ∞ at will. Only one set can be infinite at a time, but they can swap between them at will without using any actions.</p><p></p><p>Damage Immunities: Force, Arcane, Radiant, Necrotic, Righteous (holy damage that any evil creature is vulnerable to), Vile (the evil version), Axiomatic (lawful), Entropic (chaotic)</p><p>Condition Immunities: All</p><p>Senses: All senses are flawless and have infinite range, can sense magic, truesight, and see the platonic form of anything</p><p>Languages: All, Supernal (see below)</p><p>Proficiencies: animal handling, history, intimidation, religion, expertise in medicine, automatic success on arcana checks due to being the embodiment of magic</p><p>Saving Throws: proficiency in all</p><p>Proficiency Bonus: +30</p><p></p><p>Aboveness: Heka instantly knows of anything related to them or magic, may travel anywhere in the multiverse at will, and may transform into anything of lesser or equal power to them (most things)</p><p></p><p>God: Heka is a god with the sphere of influence magic. They have 10000000 primal base and 1000000 primal flux (primal flux recharges fully every day.) I still have to come up with divine powers for them, stay tuned for that. (divine powers are unique abilities that cost primal flux to use and are very powerful.)</p><p></p><p>Phenomenal Cosmic Power: Crits on an 18-20/86-100, and when they get a critical hit instead of doubling the damage dealt they square it</p><p></p><p>Supreme Spells: Any spell Heka casts ignores resistance or immunity and if the damage dice is lower than a d100 it is that instead</p><p></p><p>Hands of the Archsorcerer: (stolen shamelessly from Beef's Gankyil dragon) Heka may disjoin any effect and transform anything into anything (as long as it isn't more powerful than Heka) with a touch</p><p></p><p>True Magic Immunity: Any magic used against Heka, no matter how indirectly, fails and backfires on the user. The specifics of how are controlled by Heka.</p><p></p><p>Supernal: Heka knows the words Eoh, Bythos, Zahamantas, Ain, Ath'Vae'Uiou, Xapp, Phlaenn Syb Korr, Oun, Taiha, Vorryn, Hrafin, Lyr'Vynox, and Zyrgathos (and, if you want to make them really unbeatable, give them the nameless Word of Chaos I made in my Word of Chaos thread)</p><p></p><p>All Magic: Heka is the embodiment of magic, and can access and control it all at will. They can use any ability an unlimited number of times, ignoring any negative effect of using it, and to effectively do anything. This is the source of their ability to raise their ability scores, as well as True Magic Immunity, Hands of the Archsorcerer, Supreme Spells, Phenomenal Cosmic Power, and all of their attacks. The exact limits of this power are left up to the DM.</p><p></p><p>Actions:</p><p></p><p>Multiattack: Heka takes up to nine actions (not including Multiattack [or maybe it does.])</p><p></p><p>True Power: +75 to hit, Unlimited Range, any number of targets. Hit: the targets take ∞ arcane damage</p><p></p><p>Expression of Impossibility: Automatic Hit, Unlimited Range, any number of targets. Hit: The targets take d6^d6 arcane damage</p><p></p><p>Reality Rend: +105 to hit, Unlimited Range, one target. Hit: The target is sent hurtling through a rift in existence into the void. They cannot be raised or resurrected.</p><p></p><p>Total Event Collapse (recharge 6): Everything within one space-time is collapsed into a single point. Everyone in that space-time must make a DC 113 Con save or be annihilated and collapsed with it. On a successful save they still take 10000 arcane damage. If this kills them they are still annihilated and collapsed, otherwise they are shunted into another random adjacent space-time.</p><p></p><p>More attacks are possible, due to Heka's powers being almost limitless in nature, but I don't want to come up with more.</p></blockquote><p></p>
[QUOTE="E-1000, post: 9102363, member: 7037639"] Here's another statblock I made. This is the most powerful thing I've made by a decent margin. [B]Heka, Magic Itself[/B] Heka is the embodiment of all magic. Even by the standards of cosmic entities, they are solitary and passive, spending all their time in their realm. The only time they act is when an entity solves the tests they placed throughout the multiverse, as then they will grant that entity one wish. This wish can be anything that Heka is capable of, and there is little they aren't capable of doing. Infinite Cosmic Force, True Neutral Armor Class: 190 Hit Points: 95000 (1000d20+75000) Speed: ∞ all Str: 160* (+75) Dex: 160* (+75) Con: 160* (+75) Int: 160* (+75) Wis: 160* (+75) Cha: 160* (+75) *Heka may raise either Str and Con, Int and Cha, or Wis and Dex to ∞ at will. Only one set can be infinite at a time, but they can swap between them at will without using any actions. Damage Immunities: Force, Arcane, Radiant, Necrotic, Righteous (holy damage that any evil creature is vulnerable to), Vile (the evil version), Axiomatic (lawful), Entropic (chaotic) Condition Immunities: All Senses: All senses are flawless and have infinite range, can sense magic, truesight, and see the platonic form of anything Languages: All, Supernal (see below) Proficiencies: animal handling, history, intimidation, religion, expertise in medicine, automatic success on arcana checks due to being the embodiment of magic Saving Throws: proficiency in all Proficiency Bonus: +30 Aboveness: Heka instantly knows of anything related to them or magic, may travel anywhere in the multiverse at will, and may transform into anything of lesser or equal power to them (most things) God: Heka is a god with the sphere of influence magic. They have 10000000 primal base and 1000000 primal flux (primal flux recharges fully every day.) I still have to come up with divine powers for them, stay tuned for that. (divine powers are unique abilities that cost primal flux to use and are very powerful.) Phenomenal Cosmic Power: Crits on an 18-20/86-100, and when they get a critical hit instead of doubling the damage dealt they square it Supreme Spells: Any spell Heka casts ignores resistance or immunity and if the damage dice is lower than a d100 it is that instead Hands of the Archsorcerer: (stolen shamelessly from Beef's Gankyil dragon) Heka may disjoin any effect and transform anything into anything (as long as it isn't more powerful than Heka) with a touch True Magic Immunity: Any magic used against Heka, no matter how indirectly, fails and backfires on the user. The specifics of how are controlled by Heka. Supernal: Heka knows the words Eoh, Bythos, Zahamantas, Ain, Ath'Vae'Uiou, Xapp, Phlaenn Syb Korr, Oun, Taiha, Vorryn, Hrafin, Lyr'Vynox, and Zyrgathos (and, if you want to make them really unbeatable, give them the nameless Word of Chaos I made in my Word of Chaos thread) All Magic: Heka is the embodiment of magic, and can access and control it all at will. They can use any ability an unlimited number of times, ignoring any negative effect of using it, and to effectively do anything. This is the source of their ability to raise their ability scores, as well as True Magic Immunity, Hands of the Archsorcerer, Supreme Spells, Phenomenal Cosmic Power, and all of their attacks. The exact limits of this power are left up to the DM. Actions: Multiattack: Heka takes up to nine actions (not including Multiattack [or maybe it does.]) True Power: +75 to hit, Unlimited Range, any number of targets. Hit: the targets take ∞ arcane damage Expression of Impossibility: Automatic Hit, Unlimited Range, any number of targets. Hit: The targets take d6^d6 arcane damage Reality Rend: +105 to hit, Unlimited Range, one target. Hit: The target is sent hurtling through a rift in existence into the void. They cannot be raised or resurrected. Total Event Collapse (recharge 6): Everything within one space-time is collapsed into a single point. Everyone in that space-time must make a DC 113 Con save or be annihilated and collapsed with it. On a successful save they still take 10000 arcane damage. If this kills them they are still annihilated and collapsed, otherwise they are shunted into another random adjacent space-time. More attacks are possible, due to Heka's powers being almost limitless in nature, but I don't want to come up with more. [/QUOTE]
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