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The Prince of Hearts

dante58701

Banned
Banned
Akyth' Kthul
The Prince of Hearts
Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 300d100+13500 (87000 hp)
Initiative: +60
Speed: 3000 ft. (600 squares), fly 12000 ft. (perfect)
Armor Class: 312 (+95 deflection, +35 Dex, +32 divine, +140 natural), touch 162, flat footed 267
Base Attack/Grapple: +300/+408
Attack: Touch +408 melee (20d10+75 plus 20d10 divine fire/19-20)
Full Attack: Touch +408/+403/+398/+393 melee (20d10+75 plus 20d10 divine fire/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Androgyne ray, beatific visage, divine fire, love's champion, love's conflagrance, love's deliverence, love's eternal embrace, loves luminance, spell-like abilities, spells, splendrous visage, unspoken desires
Special Qualities: Angelic traits (first choir), bard abilities, damage reduction 150/-, divine traits (old one), regeneration 150, slipstream, spell resistance 342, the prince of hearts, virtual size categories 10
Saves: Fort +234, Ref +224, Will +234
Abilities: Str 160 (+75), Dex 80, Con 100, Int 90, Wis 100, Cha 200 (+95)
Skills: Omnicompetant - All skills 335 + ability bonus
Feats: Cleave, Combat Reflexes, Eschew Materials, Empower Spell, Enlarge Spell, Extend Spell, Great Cleave, Greater Spell Penetration, Heighten Spell, Improved Critical (touch), Improved Initiative, Improved Natural Attack (touch), Maximize Spell, Power Attack, Quicken Spell, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (touch), Widen Spell
Epic Feats: Automatic Metamagic Capacity (x70), Blinding Speed, Devastating Critical (touch), Enhance Spell, Epic Prowess, Epic Spellcasting, Great Smiting, Ignore Material Components, Metamagic Freedom, Overwhelming Critical (touch), Spectral Strike, Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 200
Treasure: Currently none
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: +175

[Assuming you do not die when you gaze upon him] This creature resembles an exceptionally alluring and beautiful young man at the center of a miniature crimson star. His emotions are unreadable, as if simultaneously he can show antipathy and sympathy.With crimson hair and accentuation, you have never witnessed a more beautiful creature, even his motion is majestic as if embroiled in some choreographed pavane. As he approaches you feel your heart almost explode with rapture and you sense that before this moment you failed to understand the true meaning of love.

Akyth'Kthul's origins are a mystery to all who encounter him, though his motives are obvious to all. A pure romantic, he feigns antipathy, while simultaneously championing the cause of love itself. Deigning to traverse the mortal realms, he encounters many who misunderstand his purpose, and many more who become enamored of him. Discouraging any would be lovers, he rarely consorts with mortal kind, let alone those of the immortal persuasion. More than once he has been equated with the seraphim, a theory he never admonishes nor supports.

Akyth'Kthul is 6 feet tall and weighs 112.64 tons (225,280 pounds), due to his tremendous density.

Combat

Akyth'Kthul is a member of the first choir and as such is an awesome combatant. Assuming the opponent makes it past Akyth'Kthul’s splendrous visage ability, his hands can act independently to either attack, cast spells or use their Love's Flame ability. Akyth'Kthul’s natural weapons, as well as any weapons he wields are treated as good-aligned and epic for the purpose of overcoming damage reduction.

Androgyne Ray (Su): Akyth'Kthul 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.

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): 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 evil (+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 12040 ft. (caster level 332nd). This aura can be dispelled (by epic magic), but the 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 332nd. The save DCs are Charisma-based.

Bard Abilities (Ex): Akyth'Kthul possesses 150th-level bard abilities, these abilities are equivalent to half his Hit Dice (rounded down). He does not, however, cast spells as a bard, instead casting spells as a cleric.

Beatific Visage (Su): When so desired, in addition to his protective aura, Akyth'Kthul radiates an aura of beauty. All hostile targets within 12040 ft. radius of him must make a Will save (DC 287) each round or be charmed. The save DC is Charisma-based.

Divine Traits (Ex): Akyth'Kthul is effectively an old one and as such adds 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.

Love's Champion (Ex): Akyth'Kthul's attacks are so skillful that he is only required to touch an opponent to deal damage. Akyth'Kthul uses an opponents touch Armor Class when determining whether or not his attacks are successful.

Love's Conflagrance (Su): Each hand of Akyth'Kthul can emit a line of crimson divine fire dealing 150d100 damage (average 7500) up to a range of 24080 feet. Targets can make a Reflex save (DC 287) for half damage. Each hand can emit divine fire once every round. The save DC is Constitution-based.

Love's Deliverance (Su): Akyth'Kthul cannot be harmed, either willingly or unwillingly, by any being of good alignment unless it wields power akin to an elder one or above.

Love's Eternal Embrace (Ex): Akyth'Kthul can only be permanently destroyed by a being of equal or greater stature to himself. Otherwise he rejuvenates within 1d10 rounds.

Love's Luminance (Su): When so desired, Akyth'Kthul is wreathed in a brilliant crimson flame. This energy, also known as quintessence, or the fifth element deals divine fire damage. Anyone grappling with, or being struck by one of Akyth'Kthul’s natural weapons suffers an additional amount of divine fire damage equal to the base damage dice of the attack. If Akyth'Kthul scores a critical hit with his natural weaponry this damage is also doubled.

The Prince of Hearts (Su): The Prince of Hearts cries tears of blood when his truly moved to sadness. These tears of pure crimson represent the true power of love. When these tears fall they allow Akyth'Kthul to transcend the normal limitations of magic and draw upon spells from any source, be they arcane, divine, druidic or even psionic.

Regeneration (Su): Akyth'Kthul takes normal damage from evil-aligned artifacts, and from epic spells or effects with the evil descriptor.

Spell-like Abilities: At will - astral projection, detect evil*, detect magic*, detect secret doors*, detect thoughts*, discern lies*, discern location*, find the path*, foresight*, meteor swarm, miracle, prismatic sphere, true seeing*; ; 3/day - living fire*, rain of fire, temporal stasis, time stop; 1/day - safe time, time duplicate, 2/week - vengeful gaze of god. Caster Level 332nd. The save DC is Charisma-based. *As living lightning except fire instead of electrical damage. *Always active.

Spells: As a 150th-level Cleric (Caster Level 332nd) with access to the following domains: Fire and Love. The save DCs are Wisdom based.

Splendrous Visage (Su): When so desired, in addition to his protective aura, those who gaze upon Akyth'Kthul’s majestic brilliance may be destroyed utterly. Not for nothing is Akyth'Kthul known as The Prince of Hearts, for the very sight of him can overwhelm lesser opponents causing them to explode with rapture. Anyone within a 1500 ft. radius of Akyth'Kthul is instantly obliterated unless they currently have 150 Hit Dice or more. There is no saving throw for this affect.

Slipstream (Su): Akyth'Kthul cannot be affected by temporal magic unless he so wishes, neither can he be undermined by time travel.

Unspoken Desires (Su): When so desired, in addition to his protective aura, Akyth'Kthul radiates an aura that will render mute those who seek him harm. All hostile targets within 12040 ft. radius of Akyth'Kthul must make a Will save (DC 287) each round or be unable to speak. The save DC is Charisma-based.

Possessions: Currently none.
 
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Plot-Device

First Post
If I ever looked at something and died, it would never game with that person again.

This one bears a stirking resembelence to death. Love and Death are cousins?
 

dante58701

Banned
Banned
Love and Death go hand in hand. This is the second in my series of incarnations. These are the incarnations I use to influence even the actions of the gods in my world.

The way I figure it, in my world, even gods need something to aspire to or to revere. So...these "Incarnations" represent the incarnations specific to that particular universe only.

I dont use them for other universes, although they do travel to other universes to speak with the incarnations of those universes about things. Though such events are rare. In the end the Incarnations all aswer to the incarnation of destiny, a similar being.

One of their primary duties is to govern over the various gods that are related to their spheres of influence.

The Prince of Hearts rules over all the gods of love for my world.

While death rules the gods of death, ect.

They do not however rule gods of other universes, except of course for those gods residing in the godly realm of the incarnation.

Should one of the incarnations die, a god takes over their position. Though, incarnations are notoriously difficult to kill and only one....Fate..... has died in recent history.
 


dante58701

Banned
Banned
The Major Incarnations in my campaign world are essentially overgods, not just for one pantheon ....but for all of them in that universe. This means they have to be powerful enough to keep a nigh infinite number of gods in line. Because, for example, earth alone has hundreds of thousands of gods. Keeping in mind that earth is but one planet in the universe and that there are a nigh infinite number of worlds within a single universe.

They have very demanding cosmic positions.


I dont use WOTC campaign settings where there is one world and the sun and moon seem to rotate around it. Ive never like inadequately small settings like that. I tend to take a more realistic approach.

For example, Mindflayers have a homeworld in my campagn setting. Earth is populated by ignorant humans in my campaigns. For humans are relatively ignorant about the truth of the cosmos at large.

There are even elven and dwarven homeworlds, ect.

And then of course there are worlds where various mythical races comingle with humans.

I dont do the whole...one world...one pantheon...Elminster can easily kill a god campaigns.

I do the vast ever expanding universe, were all probably going to die if we explore the vastness of it all campaigns.

If character death is a possibility, the risk makes it more exciting.

It all keeps players from overstepping their bounds and keeps them from reaching a point where they feel ripped off by having to retire their favorite characters.

With an infinite variety of challenges, a human with sufficient power could eventually challenge even an Incarnation for supremacy.

Limiting the scope of epic power is highly unrealistic since a mere human can climb up in levels unlimitedly.

Not to mention limitations are only for those who lack the ability to handle epic level campaigns without throwing their doritos at the players when the epic monster gets killed.

It does require a certain level of maturity on the part of the DM and the players.

Although I do like the traditional low power campaign setting...low powered characters seldom stay low powered for long. Unless someone is docking experiance points for immaturity.
 

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