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Rogues Gallery for Shemmy's Planescape Storyhour #1 (up to date 5-9-06)
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<blockquote data-quote="Solarious" data-source="post: 3132832" data-attributes="member: 27346"><p>Well, if you liked Delinaser, then you're going to love this TPK-inducer. <strong>BEHOLD.</strong> Dialexis. The First Among Astraloths.</p><p>-------------------------------------</p><p>Dialexis, First Among Astraloths (Fully Advanced Paragon Astraloth)</p><p>Huge Outsider [Evil, Extraplanar, Incorporeal, Yugoloth]</p><p>Hit Points: 45d8 + 855 + 540 (1755 hp)</p><p>Initiative: +23 (+15 Dex, +8 Superior Initiative)</p><p>Speed: Fly 180' (perfect)</p><p>AC 70 (+15 Dex, +18 Deflection, +5 Profane, +12 Insight, +12 Luck, -2 Size), Flat 42, Touch 57</p><p>BAB: +45; Grap: +92</p><p>Attack: Tail +82 (2d8+41)</p><p>Full Attack: Tail +82 (2d8+41), Bite +82 (2d6+41), 2 Claws +82 (2d6+34), 20 Tentacles +82 incorporeal touch (1d6+20+Energy Drain)</p><p>Space/Reach 15'/15'; tentacles 25', tail 30'</p><p>Special Attacks: Energy Drain, Devour Essence, Spell Drinker</p><p>Special Qualities: Aura of Dispair, Blindsight 100', DR 15/Silver and Good or DR 10/Epic, Fast Healing 20, Immunity to Poison, Cold, Acid, Fire/Elec/Sonic Resistance 20, Incorporeal traits, Inscrutable Mind, Scent, Spawn of the Ebon, Spell Drinker, Spell Eater, Spell-Like abilities, SR72, Telepathy 600', Thoughtouch</p><p>Saves: Fort +53, Ref +49, Will +44</p><p>Abilities: Str 38 (14) Dex 40 (15) Con 48 (19) Int 30 (10) Wis 33 (11) Cha 30 (10)</p><p>Skills: +68 Bluff, +77 Concentration, +71 Hide, +74 Intimidate (+80 vs medium-sized creatures), +68 Knowledge (Arcana), +68 Knowledge (Dungeoneering), +68 Knowledge (Geography), +68 Knowledge (History), +74 Knowledge (Nature), +68 Knowledge (Religion), +68 Knowledge (The Planes), +69 Listen, +68 Search, Spellcraft, +69 Spot, +69 Sense Motive, +75 Survival (+81 when tracking on the planes, and in any environment above ground or below ground), +73 Tumble</p><p>Feats: Cleave, Great Cleave, Improved Initiative, Track, Power Attack, Stand Still [XPH], Combat Reflexes, Multiattack, Improved Multiattack, Improved Critical (Tentacles), Weapon Focus (Tentacles)</p><p>Epic Feats: Improved Aura of Dispair, Widened Aura of Dispair, Legendary Tracker, Improved Combat Reflexes, Superior Initiative, Penetrate Damage Reduction (Silver, Cold Iron), Overwhelming Critical (Tentacles), Devastating Critical (Tentacles) [DC 44]</p><p>Environment: Unknown</p><p>Organization: Solitary</p><p>CR: 47</p><p>Alignment: Neutral Evil</p><p>Advancement: End of the line, pal. Time to eat your soul.</p><p></p><p>Dialexis understands Yugoloth, Infernal, Abyssal, Celestial, Planar Common, as well as six other languages determined by the DM</p><p></p><p>Aura of Dispair (Su)</p><p>Everyone in a 600' radius of an Astraloth must make a Will DC 64 save or take a -6 morale penalty to all rolls. The save DC is Constitution based.</p><p></p><p>Devour Soul (Su)</p><p>If a creature is grappled by Dialexis and dies while still grappled, the First Among Astraloths extracts and consumes the victim's soul in a manner similar to a Bharagest. True Ressurection, Wish, or Miracle are required to return the victim to life, and even then it only has a 50% of success.</p><p></p><p>Energy Drain (Su)</p><p>Dialexis attmepts to suck out the very soulstuff of creatures with every brush of a tentacle; each time a creature is hit by a tentacle, it must make a Fort DC 55 save or suffer a negative level. On a critical, it inflicts 2 negative levels. If a spell or effect protects the creature against negative energy, Dialexis makes a level check against that effect's caster level: on a success, Dialexis ignores that effect, and does not require another check to bypass it for 24 hours. These negative levels are difficult to remove, and require a level check against Dialexis each time an effect attempts to remove them. The DC for removing this negative level is the same as for resisting it. The save DC is Charisma based.</p><p></p><p>Inscrutable Mind (Ex)</p><p>Due to their construct natures and bizzare construction, Astraloths are immune to mind affecting spells, and anyone who foolishly attempts mental contact with one must make a Will DC 55 save or take 3d4 points of ability damage to all mental ability scores for touching pure evil and peering into the mechanations of the Ebon; even on a successful save, the victim suffers 1d4 damage to all their mental ability scores. The save DC is Charisma based.</p><p></p><p>Spawn of the Ebon (Ex)</p><p>Although living, Dialexis is more a sentient, living contruct rather than a true living being. Thus, they possess many of the standard immunities granted to Constructs, although they are as true outsiders in every other sense. Astraloths possess immunity to Poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, or energy drain. It is not at risk of death from massive damage. Only Epic Holy or Epic Blessed weapons ignore all these traits and immunities. Astraloths have a bizzare use of negative energy imbued into their structures, which renders them vulnerable to damage from positive energy a 1/2 the rate normal for undead and other negatively powered beings. Astraloths seems to be incorpereal regardless of the plane they happen to be in, even on the Etheral, and only hints at the insane and bizzare methodology behind their creation. Their tail, bite, and claw attacks, despite being incorporeal, resolve normally as if the Astraloth were not incorporeal.</p><p></p><p>Spell Drinker (Su)</p><p>Whenever Dialexis hits with a tentacle attack, make a level check against the spell with the highest caster level on that creature. If Dialexis overcomes the caster level, then Dialexis consumes that spell, taking the spell for itself, and can either consume it to heal 1d4 points per caster level, or instead steal the effects for itself, continuing as if cast upon Dialexis by the original caster with no inturruption or extention of the spell. Dialexis automatically knows what the spell's exact capabilities are before it makes this choice, as well as the remaining duration upon the spell and all other relavant details. The caster of the spell thereafter becomes familiar to Dialexis for all purposes, and can be detected by Dialexis' Locate Creature spell regardless of dinstance, location, or the fact the target is on another plane. Similarly, Dialexis may use Locate Object to locate any magic items created by the caster, regardless of location, dinstance, or the fact the target is on another plane. Both Locate Creature and Locate Object now pinpoint the caster or magic items created by the caster as though Dialexis were using Discern Location instead. Nonepic spells that foil divinations no longer protect against Dialexis' Locate Creature or Locate Object spells, and cannot be fooled by nonepic illusions or nonepic transmutaions. The same applies for Dialexis' Thoughtouch ability.</p><p></p><p>Spell Eater (Su)</p><p>Spells and spell effects that fail to overcome an Dialexis' spell resistance can be absorbed fully by Dialexis immediately as a free action, recovering 1d4 per caster level, or alternatively redirected at a legal target within range at the original spellcaster's caster level and any original alterations to it at the time of casting, such as metamagic or Wild Surges on Dialexis' next turn as a free action. The caster of the spell thereafter becomes familiar to Dialexis for all purposes, and can be detected by Dialexis' Locate Creature spell regardless of dinstance, location, or the fact the target is on another plane. Similarly, Dialexis may use Locate Object to locate any magic items created by the caster, regardless of location, dinstance, or the fact the target is on another plane. Both Locate Creature and Locate Object now pinpoint the caster or magic items created by the caster as though Dialexis were using Discern Location instead. Nonepic spells that foil divinations no longer protect against Dialexis' Locate Creature or Locate Object spells, and cannot be fooled by nonepic illusions or nonepic transmutaions. The same applies for Dialexis' Thoughtouch ability.</p><p></p><p>Spell-Like Abilities (CL35, DC 20 + Spell Level)</p><p>at will/ - Detect Thoughts, Locate Object, Locate Creature, Teleport Without Error, Planar Transition [for a 2ED planar cosmology; replace with Plane Shift for 3.5 cosmology]</p><p>3/day - Greater Dispel Magic, Haste, Hold Monster, Interplanar Sending (100 word limit, works across planes), See Invisibility</p><p></p><p>Thoughtouch (Su)</p><p>An Astraloth can vaugely detect locations of intelligent creatures within range of it's telepathy, which consists mostly of direction and little else. Nondetection and equivilant protection from divinations or mind-affecting spells protects against detection by Thoughtouch.</p><p></p><p>*Astraloths recieve a +6 racial bonus to Hide, due to it's translucent nature blending into the surroundings</p><p>-------------------------------------------</p><p>This is only a rough draft. I need help on wording for the abilities. I need help making Dialexis worthy of that CR 47... either over the limit or not. And I need checking of everything. EVERYTHING. The Paragon template affects everything.... So I probably missed something along the line. This would probably a good time for the actual Dialexis to show up.</p><p></p><p>What did I forget?</p><p></p><p>Oh yes. I need suggestions on replacements on replacements for Penetrate Damage Reduction (Cold Iron) and " (Silver). They seem under par for a beast of this might.</p></blockquote><p></p>
[QUOTE="Solarious, post: 3132832, member: 27346"] Well, if you liked Delinaser, then you're going to love this TPK-inducer. [b]BEHOLD.[/b] Dialexis. The First Among Astraloths. ------------------------------------- Dialexis, First Among Astraloths (Fully Advanced Paragon Astraloth) Huge Outsider [Evil, Extraplanar, Incorporeal, Yugoloth] Hit Points: 45d8 + 855 + 540 (1755 hp) Initiative: +23 (+15 Dex, +8 Superior Initiative) Speed: Fly 180' (perfect) AC 70 (+15 Dex, +18 Deflection, +5 Profane, +12 Insight, +12 Luck, -2 Size), Flat 42, Touch 57 BAB: +45; Grap: +92 Attack: Tail +82 (2d8+41) Full Attack: Tail +82 (2d8+41), Bite +82 (2d6+41), 2 Claws +82 (2d6+34), 20 Tentacles +82 incorporeal touch (1d6+20+Energy Drain) Space/Reach 15'/15'; tentacles 25', tail 30' Special Attacks: Energy Drain, Devour Essence, Spell Drinker Special Qualities: Aura of Dispair, Blindsight 100', DR 15/Silver and Good or DR 10/Epic, Fast Healing 20, Immunity to Poison, Cold, Acid, Fire/Elec/Sonic Resistance 20, Incorporeal traits, Inscrutable Mind, Scent, Spawn of the Ebon, Spell Drinker, Spell Eater, Spell-Like abilities, SR72, Telepathy 600', Thoughtouch Saves: Fort +53, Ref +49, Will +44 Abilities: Str 38 (14) Dex 40 (15) Con 48 (19) Int 30 (10) Wis 33 (11) Cha 30 (10) Skills: +68 Bluff, +77 Concentration, +71 Hide, +74 Intimidate (+80 vs medium-sized creatures), +68 Knowledge (Arcana), +68 Knowledge (Dungeoneering), +68 Knowledge (Geography), +68 Knowledge (History), +74 Knowledge (Nature), +68 Knowledge (Religion), +68 Knowledge (The Planes), +69 Listen, +68 Search, Spellcraft, +69 Spot, +69 Sense Motive, +75 Survival (+81 when tracking on the planes, and in any environment above ground or below ground), +73 Tumble Feats: Cleave, Great Cleave, Improved Initiative, Track, Power Attack, Stand Still [XPH], Combat Reflexes, Multiattack, Improved Multiattack, Improved Critical (Tentacles), Weapon Focus (Tentacles) Epic Feats: Improved Aura of Dispair, Widened Aura of Dispair, Legendary Tracker, Improved Combat Reflexes, Superior Initiative, Penetrate Damage Reduction (Silver, Cold Iron), Overwhelming Critical (Tentacles), Devastating Critical (Tentacles) [DC 44] Environment: Unknown Organization: Solitary CR: 47 Alignment: Neutral Evil Advancement: End of the line, pal. Time to eat your soul. Dialexis understands Yugoloth, Infernal, Abyssal, Celestial, Planar Common, as well as six other languages determined by the DM Aura of Dispair (Su) Everyone in a 600' radius of an Astraloth must make a Will DC 64 save or take a -6 morale penalty to all rolls. The save DC is Constitution based. Devour Soul (Su) If a creature is grappled by Dialexis and dies while still grappled, the First Among Astraloths extracts and consumes the victim's soul in a manner similar to a Bharagest. True Ressurection, Wish, or Miracle are required to return the victim to life, and even then it only has a 50% of success. Energy Drain (Su) Dialexis attmepts to suck out the very soulstuff of creatures with every brush of a tentacle; each time a creature is hit by a tentacle, it must make a Fort DC 55 save or suffer a negative level. On a critical, it inflicts 2 negative levels. If a spell or effect protects the creature against negative energy, Dialexis makes a level check against that effect's caster level: on a success, Dialexis ignores that effect, and does not require another check to bypass it for 24 hours. These negative levels are difficult to remove, and require a level check against Dialexis each time an effect attempts to remove them. The DC for removing this negative level is the same as for resisting it. The save DC is Charisma based. Inscrutable Mind (Ex) Due to their construct natures and bizzare construction, Astraloths are immune to mind affecting spells, and anyone who foolishly attempts mental contact with one must make a Will DC 55 save or take 3d4 points of ability damage to all mental ability scores for touching pure evil and peering into the mechanations of the Ebon; even on a successful save, the victim suffers 1d4 damage to all their mental ability scores. The save DC is Charisma based. Spawn of the Ebon (Ex) Although living, Dialexis is more a sentient, living contruct rather than a true living being. Thus, they possess many of the standard immunities granted to Constructs, although they are as true outsiders in every other sense. Astraloths possess immunity to Poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, or energy drain. It is not at risk of death from massive damage. Only Epic Holy or Epic Blessed weapons ignore all these traits and immunities. Astraloths have a bizzare use of negative energy imbued into their structures, which renders them vulnerable to damage from positive energy a 1/2 the rate normal for undead and other negatively powered beings. Astraloths seems to be incorpereal regardless of the plane they happen to be in, even on the Etheral, and only hints at the insane and bizzare methodology behind their creation. Their tail, bite, and claw attacks, despite being incorporeal, resolve normally as if the Astraloth were not incorporeal. Spell Drinker (Su) Whenever Dialexis hits with a tentacle attack, make a level check against the spell with the highest caster level on that creature. If Dialexis overcomes the caster level, then Dialexis consumes that spell, taking the spell for itself, and can either consume it to heal 1d4 points per caster level, or instead steal the effects for itself, continuing as if cast upon Dialexis by the original caster with no inturruption or extention of the spell. Dialexis automatically knows what the spell's exact capabilities are before it makes this choice, as well as the remaining duration upon the spell and all other relavant details. The caster of the spell thereafter becomes familiar to Dialexis for all purposes, and can be detected by Dialexis' Locate Creature spell regardless of dinstance, location, or the fact the target is on another plane. Similarly, Dialexis may use Locate Object to locate any magic items created by the caster, regardless of location, dinstance, or the fact the target is on another plane. Both Locate Creature and Locate Object now pinpoint the caster or magic items created by the caster as though Dialexis were using Discern Location instead. Nonepic spells that foil divinations no longer protect against Dialexis' Locate Creature or Locate Object spells, and cannot be fooled by nonepic illusions or nonepic transmutaions. The same applies for Dialexis' Thoughtouch ability. Spell Eater (Su) Spells and spell effects that fail to overcome an Dialexis' spell resistance can be absorbed fully by Dialexis immediately as a free action, recovering 1d4 per caster level, or alternatively redirected at a legal target within range at the original spellcaster's caster level and any original alterations to it at the time of casting, such as metamagic or Wild Surges on Dialexis' next turn as a free action. The caster of the spell thereafter becomes familiar to Dialexis for all purposes, and can be detected by Dialexis' Locate Creature spell regardless of dinstance, location, or the fact the target is on another plane. Similarly, Dialexis may use Locate Object to locate any magic items created by the caster, regardless of location, dinstance, or the fact the target is on another plane. Both Locate Creature and Locate Object now pinpoint the caster or magic items created by the caster as though Dialexis were using Discern Location instead. Nonepic spells that foil divinations no longer protect against Dialexis' Locate Creature or Locate Object spells, and cannot be fooled by nonepic illusions or nonepic transmutaions. The same applies for Dialexis' Thoughtouch ability. Spell-Like Abilities (CL35, DC 20 + Spell Level) at will/ - Detect Thoughts, Locate Object, Locate Creature, Teleport Without Error, Planar Transition [for a 2ED planar cosmology; replace with Plane Shift for 3.5 cosmology] 3/day - Greater Dispel Magic, Haste, Hold Monster, Interplanar Sending (100 word limit, works across planes), See Invisibility Thoughtouch (Su) An Astraloth can vaugely detect locations of intelligent creatures within range of it's telepathy, which consists mostly of direction and little else. Nondetection and equivilant protection from divinations or mind-affecting spells protects against detection by Thoughtouch. *Astraloths recieve a +6 racial bonus to Hide, due to it's translucent nature blending into the surroundings ------------------------------------------- This is only a rough draft. I need help on wording for the abilities. I need help making Dialexis worthy of that CR 47... either over the limit or not. And I need checking of everything. EVERYTHING. The Paragon template affects everything.... So I probably missed something along the line. This would probably a good time for the actual Dialexis to show up. What did I forget? Oh yes. I need suggestions on replacements on replacements for Penetrate Damage Reduction (Cold Iron) and " (Silver). They seem under par for a beast of this might. [/QUOTE]
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