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<blockquote data-quote="Khisanth the Ancient" data-source="post: 5098315" data-attributes="member: 11368"><p>The d20 Call of Cthulhu deities' abilties are strongly based off Deities & Demigods, though with the names changed and explained worse <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Basically they tend to get Squamous Blast (range = 1 mile/rank, damage = 1d12 x (rank + Charisma modifier), destroys walls of force etc., no immunity or resistance applies) - probably use Cosmic Effect for this. A lot of them get Divine Shield (use Forcefield). Then they have some really scary individual things; Cthulhu has 2d4 Constitution drain/round when grappled, Nyarlathotep has 'Divine Dodge' which is the same thing as Nebulous (50% miss chance for everything), Azathoth has a very nasty Sanity draining attack (hard to represent in standard D&D really, but just treat it as a mass <em>insanity</em> spell maybe).</p><p></p><p>---</p><p></p><p>To do a pseudo-Helioedes; well, it's supposed to be to Pseudonatural what Amidah is to Paragon.</p><p></p><p>So take the <a href="http://www.d20srd.org/srd/epic/monsters/pseudonaturalCreature.htm" target="_blank">Pseudonatural template</a> and make some improvements...</p><p></p><p>A helioedes is a pseudonatural that has gone entirely mad, and in that madness, transcended. The insanity no longer affects only the creature itself, but spills over into a vast area of surrounding reality, shaped into twisting madness. The creature's energies also are past containment, searing outwards, as the creature ignites like a miniature sun...</p><p></p><p> “Helioedes” is a template that can be added to any creature with the pseudonatural template (referred to hereafter as the base creature), with 80 Hit Dice or more.</p><p></p><p><strong>HD</strong> A helioedes has d100s for hit dice, and always has maximum hit points.</p><p></p><p><strong>Speed</strong> A helioedes’s speed becomes Supersonic (as the cosmic ability).</p><p></p><p><strong>AC</strong> Helioedes gain a natural armor bonus equal to 3/4 their Hit Dice, or +105, whichever is better, unless the base creature has higher natural armor.</p><p></p><p><strong>Special Attacks</strong></p><p>A helioedes creature retains all the special attacks of the base pseudonatural creature and also gains the following:</p><p><em></em></p><p><em>Constant Insight (Su): </em> The helioedes gains an insight bonus of +24 on all rolls, equivalent to an elder one's divine bonus.</p><p></p><p><em>Solar Constriction (Su):</em> Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds deals 1d20 divine fire damage per 4 hit dice of the Helioedes.</p><p></p><p><em>Gamma Ray Burster (Su):</em> The helioedes can direct its intense radiation at an opponent. This has a range of extreme (1600 ft. + 160 ft./HD) and inflicts 1d20 divine fire damage per 2 hit dice of the helioedes. This requires a ranged touch attack.</p><p><em></em></p><p><em>Fiery Storm (Su):</em> The helioedes is surrounded by a flaming aura with a radius of 400 ft. + 40 ft./HD; all creatures within the aura take 1d6 fire damage per 8 HD of the helioedes per round.</p><p></p><p><em>Madness Aura (Su):</em> The helioedes' hyper-intense perceptions warp a large area around it (400 ft. + 40 ft./HD); all creatures within the aura suffer a -24 insight penalty on all rolls as mad perceptions and patterns bombard their minds.</p><p></p><p></p><p><strong>Special Qualities:</strong> A pseudonatural creature retains all the special qualities of the base creature and also gains the following.</p><p><em></em></p><p><em>Damage Reduction: </em>60/-, as an elder one, unless the base creature has higher damage reduction.</p><p></p><p><em>Nebulous:</em> All attacks and effects have a 50% miss chance.</p><p></p><p><em>Nova:</em> When a helioedes is killed, it explodes dramatically, as its massive energies are no longer even tenuously restrained by its will. See the <em>Kiloton</em> spell for effects; caster level = helioedes' HD.</p><p></p><p><strong>Abilities:</strong> Increase from the base creature as follows: Str +44, Con +20, Dex +20, Wisdom +20</p><p></p><p>----</p><p></p><p>I'm sure U_K would make something much better, though; that's just my stab at a "sun-themed super-pseudonatural".</p><p></p><p>I'd be glad to see the "real" version though...</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 5098315, member: 11368"] The d20 Call of Cthulhu deities' abilties are strongly based off Deities & Demigods, though with the names changed and explained worse ;) Basically they tend to get Squamous Blast (range = 1 mile/rank, damage = 1d12 x (rank + Charisma modifier), destroys walls of force etc., no immunity or resistance applies) - probably use Cosmic Effect for this. A lot of them get Divine Shield (use Forcefield). Then they have some really scary individual things; Cthulhu has 2d4 Constitution drain/round when grappled, Nyarlathotep has 'Divine Dodge' which is the same thing as Nebulous (50% miss chance for everything), Azathoth has a very nasty Sanity draining attack (hard to represent in standard D&D really, but just treat it as a mass [I]insanity[/I] spell maybe). --- To do a pseudo-Helioedes; well, it's supposed to be to Pseudonatural what Amidah is to Paragon. So take the [URL="http://www.d20srd.org/srd/epic/monsters/pseudonaturalCreature.htm"]Pseudonatural template[/URL] and make some improvements... A helioedes is a pseudonatural that has gone entirely mad, and in that madness, transcended. The insanity no longer affects only the creature itself, but spills over into a vast area of surrounding reality, shaped into twisting madness. The creature's energies also are past containment, searing outwards, as the creature ignites like a miniature sun... “Helioedes” is a template that can be added to any creature with the pseudonatural template (referred to hereafter as the base creature), with 80 Hit Dice or more. [B]HD[/B] A helioedes has d100s for hit dice, and always has maximum hit points. [B]Speed[/B] A helioedes’s speed becomes Supersonic (as the cosmic ability). [B]AC[/B] Helioedes gain a natural armor bonus equal to 3/4 their Hit Dice, or +105, whichever is better, unless the base creature has higher natural armor. [B]Special Attacks[/B] A helioedes creature retains all the special attacks of the base pseudonatural creature and also gains the following: [I] Constant Insight (Su): [/I] The helioedes gains an insight bonus of +24 on all rolls, equivalent to an elder one's divine bonus. [I]Solar Constriction (Su):[/I] Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds deals 1d20 divine fire damage per 4 hit dice of the Helioedes. [I]Gamma Ray Burster (Su):[/I] The helioedes can direct its intense radiation at an opponent. This has a range of extreme (1600 ft. + 160 ft./HD) and inflicts 1d20 divine fire damage per 2 hit dice of the helioedes. This requires a ranged touch attack. [I] Fiery Storm (Su):[/I] The helioedes is surrounded by a flaming aura with a radius of 400 ft. + 40 ft./HD; all creatures within the aura take 1d6 fire damage per 8 HD of the helioedes per round. [I]Madness Aura (Su):[/I] The helioedes' hyper-intense perceptions warp a large area around it (400 ft. + 40 ft./HD); all creatures within the aura suffer a -24 insight penalty on all rolls as mad perceptions and patterns bombard their minds. [B]Special Qualities:[/B] A pseudonatural creature retains all the special qualities of the base creature and also gains the following. [I] Damage Reduction: [/I]60/-, as an elder one, unless the base creature has higher damage reduction. [I]Nebulous:[/I] All attacks and effects have a 50% miss chance. [I]Nova:[/I] When a helioedes is killed, it explodes dramatically, as its massive energies are no longer even tenuously restrained by its will. See the [I]Kiloton[/I] spell for effects; caster level = helioedes' HD. [B]Abilities:[/B] Increase from the base creature as follows: Str +44, Con +20, Dex +20, Wisdom +20 ---- I'm sure U_K would make something much better, though; that's just my stab at a "sun-themed super-pseudonatural". I'd be glad to see the "real" version though... [/QUOTE]
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