Things from my setting

At the request of @Bootlebat I created the Clash of Titans Kraken. I had to give it a little more abilities than the ones shown in the film because otherwise he would have been just a big fish.
Kraken

LE Macro-Diminutive aberration (abomination, aquatic)

Init +49; Senses darkvision 60 ft., eyes of the deep; Perception +80

DEFENSE

AC 80, touch 15, flat-footed 68 (+13 deflection, +6 Dex, +4 divine, +6 dodge, +65 natural, -24 size)

hp 1.560 (60d8+1.080) fast healing 30, regeneration 30 (chaotic and epic)

Fort +54, Ref +30, Will +45

Defensive Abilities sixth sense; DR 30/chaotic and epic; Immune ability damage or drain, cold, energy drain, enchantment, illusionist and transmutation magic, death from massive damage, water pressure; Resistance Terrestrial Hazards; SR/PR 74

Weakness vulnerable to petrification

OFFENSE

Speed 20 ft., swim 600 ft.

Melee bite +57 (8d10+35), 2 claws +57 (8d10+35), 8 tentacles +55 (4d10+17 plus grab)

Special Attacks constrict (4d10+17), devastation, lord of lightless depths, mythic power (4/day, surge +1d8), rend ship, swallow whole (10d10 acid and 10d10 bludgeoning, AC 42, hp 156), vortex (DC 79, 10-160 ft. high, 4d10+17 initial and 30d8 damage every round)

Space 1.020 ft.; Reach 680 ft. (1.000 ft. with tentacles)

Spell-Like Abilities (CL 64th, concentration +81)

At will—control water, control winds, heavy water (DC 31), hydraulic torren, tail current, tidal surge (DC 32)

3/day—control weather, tsunami (DC 36)

STATISTICS

Str 80, Dex 22, Con 46, Int 6, Wis 28, Cha 36

Base Atk +45; CMB +108; CMD 143 (can’t be tripped)

Feats Alertness, Bloody Assault, Combat Reflexes, Cornugon Smash, Dazing Assault, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Mobility, Multiattack, Muscle Reaction, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (bite, claws, tentacles), Whirlwind Attack

Epic Feats Improved Combat Reflexes, Epic Skill Focus (intimidate, swim), Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative

Skills Intimidate +125, Perception +80, Sense Motive +15, Swim +57

Languages Ancient Greek; telepathy 1.000 ft.

SQ amphibious, might, siege monster, tenacious grapple

Devastation (Ex)
As a full-round action, the Kraken can assault a structure, dealing 40d20+400 points of damage to the structure in that round (this damage is already increased by siege monster).

Eyes of the Deep (Ex)
The Kraken gains blindsight to a range of 120 feet underwater; this blindsight does not otherwise extend out of the water.

Divine Traits (Abomination) (Ex)
As an abomination, the Kraken gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Kraken’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. Am abomiantion does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Lord of the Lightless Depths (Su)
The Kraken may expend one use of its mythic power to make the waters filling its space and adjacent squares as dark, chilly, and pressurized as those a thousand fathoms below for 1 minute. The waters offer total concealment (or concealment against creatures with darkvision), and creatures beginning their turn in the area take 20d6 points of pressure damage and 10d6 points of cold damage and becomes fatigued from hypothermia; a DC 60 Fortitude save halves damage and negates fatigue. The save DC is Constitution-based.

Might (Ex)
The Kraken deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Kraken HD.

Mythic (Ex)
The Kraken has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. The Kraken can use any of its spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. The Kraken can also expend Mythic Power to use the augmented versions of these effects.

Rend Ship (Ex)
As a full-round action, the Kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the Kraken gets a cumulative +4 bonus on the check for each size category smaller than Macro-Diminutive the ship is. If the Kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but with its claws can only attack foes on deck and can’t attack foes at all with its bite. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s hull.

Siege Monster (Ex)
The Kraken against an object or structure deals double damage.

Swallow Whole (Ex)
If the Kraken manage to grapple a creature, it can put the grappled creature in its mouth as a free action and attempt another grapple combat maneuver check (as though attempting to pin the opponent). If it succeed, it swallow the opponent as for the swallow whole special ability. If a creature that is swallowed whole by the Kraken manages to escape by cutting itself free, the Kraken’s muscles simply seals over the hole created so that other swallowed creatures must cut their own way out.

Tenacious Grapple (Ex)
The Kraken does not gain the grappled condition if it grapples a foe with its tentacles.

Vortex (Su)
The Kraken can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Vulnerable to Petrification (Ex)
The Kraken is vulnerable to all effects of petrification and can never apply its resistance or immunity against them (a flesh to stone spell can affect the Kraken even if its normally immune to transmutation magic). A spell or power that has the petrification as a consequence gains a +30 to pass the Kraken PR/SR. The Kraken suffer a -30 penalty to all saves against an effect, spell or power that has the petrification as a consequence.
Oh cool! I love how you kept it thematic with the petrification vulnerability
 

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Obly99

Hero
Hello, today i will put her the Slaughterhouse of Elden Ring. For triggering her Goddess of Rot I use the idea behind the mechanic of @dave2008 called Bloodied (D&D 5E - 5e Updates: Monstrous Compendium). For her abilities from which I drew inspiration, I thank Yrolc95 who posted its version for 5e on Reddit. (https://www.reddit. com/r/Eldenring/comments/vcid1b/oc_dd_stat_blocks_of_all_demigods_from_elden_ring/)

Malenia, Blade of Miquella

Female LN medium outsider (native)

Init +24; Senses blind warrior, darkvision 600 ft., divine senses (x10); Perception +57

Aura divine (DC 28, 450 ft.)

DEFENSE

AC 60, touch 50, flat-footed 38 (+12 deflection, +12 Dex, +6 divine, +10 dodge, +10 natural) or

with Goddess of Rot active AC 87, touch 50, flat-footed 65 (+12 deflection, +12 Dex, +6 divine, +10 dodge, +37 natural)

hp 1.120 (35d20+420) (2.240 in godly realm or with Goddess of Rot active)

Fort +49, Ref +49, Will +48

Defensive Abilities improved evasion, improved uncanny dodge (17th level), nimble (+4), sixth sense, uncanny dodge; DR 15/epic; Immune disease, poison, rot, scarlet rot and corruption effects (GM’s discretion); Resistance Terrestrial Hazards; PR/SR 49

OFFENSE

Speed 90 ft. or

with Goddess of Rot active speed 90 ft., fly 270 ft. (perfect)

Melee hand of malenia +67/+67/+62/+57/+52 (2d10+30/12-20x4 plus 17 precision damage, 1 bleed and disease) or

with Goddess of Rot active hand of malenia +67/+67/+62/+57/+52 (2d10+30/12-20x4 plus 17 precision damage, 1 bleed and disease) and 2 wings slap +45 (1d10+9 and disease) or 2 wings slap +50 (1d10+15 and disease)

Special Attacks disease (scarlet rot, DC 45), mythic power (6/day, surge +1d8), phantom spirits, scarlet aeonia (DC 45), waterfowl dance

Spell-Like Abilities (CL 41th, concentration +59)

At will—blood mist (DC 35), commune, creeping doom, decompose corpse, dream, etherealness, explosion of rot (DC 34), fungal infestation (DC 31), geas/quest, greater dispel magic, greater teleport, horrid wilting (DC 36), magic jar (DC 33), pox pustules (DC 30), sending, storm of vengeance (DC 36), swarm skin, tongues

6/day—wish

STATISTICS

Str 30, Dex 34, Con 34, Int 28, Wis 28, Cha 35

Base Atk +35; CMB +51; CMD 95

Feats Alertness, Dodge, Greater Weapon Focus (katana), Improved Initiative, Iron Will, Lunge, Mobility, Quick Draw, Run, Weapon Focus (katana)

Swashbuckler Bonus Feats Combat Reflexes, Greater Weapon Specialization (katana), Improved Critical (katana), Nimble MoveB, Spring AttackB, Weapon Specialization (katana)

Epic Feats Epic Weapon Focus (katana), Epic Weapon Specialization (katana), Good Will, Greater Critical (katana), Greater Critical Multiplier (katana), Improved Critical Multiplier (katana), Improved Dodge, Sixth Sense

Skills Acrobatics +56, Bluff +56, Craft [metalworking] +53, Climb +51, Disable Device +53, Fly +56, Heal +53, Intimidate +56, Knowledge (arcane, dungeoneering, engineering, geography, history, local, nature, nobility, religion) +50, Knowledge (planes) +53, Perception +57, Perform (Act) +53, Ride +53, Sense Motive +53, Spellcraft +50, Stealth +56, Survival +50, Swim +51

or with Goddess of Rot active Fly +64

Languages Celestial, Common, Giant

SQ deeds (derrin-do, opportune parry and riposte, precise strike, charmed life, daring stride, kip-up, swashbuckler’s initiative [already calculated], daredevil’s charge, targeted strike, daredevil’s dart, bleeding wound, subtle blade, daredevil’s pounce, perfect thrust, swashbuckler’s edge, rapid attack), finesse training, goddess of rot, integrated class feature (legendary swashbuckler, 17 levels [https://libraryofmetzofitz.fandom.com/wiki/Swashbuckler_(Legendary)s]), katana proficiency, maven, might, panache (12), personage (daredevil, brazenness, spring attack), portfolio (rot), swashbuckler weapon training (natural weapons, +3; heavy blades, +4), virtual size category +1

Gears hand of malenia (+10 ghost touch, nullifying, phase locking, speed, wounding katana)

Divine Abilities

• Agile Soul (Ex): Dex as circumstance to saving throw

• Rot Mastery (Su): Assault your enemies with constant hit point damage


Rot Portfolio Traits (Demi-Deity)

Granted Power: You cast necromancy spells at +1 caster level

Hostile Environment (Unrotted) (Ex): Competence penalty (equal to your divine rank) on all die rolls when in an unrotted environment

Pure Vulnerability (Ex): Suffer 50% extra damage from weapon made of noble metal

At Home in the Rot (Ex): You are immune to disease, poison, rot and corruption effects (GM’s discretion)

• Vampiric Effect (Su): The effect draws life from the target into the deity

• Scion of Rot (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when in a rotted environment

• Improved Summoning (rot) (Ex): Vermin and fungus summoned have 50% more HD

• Crimson Butterflies (Ex): Immunities against your disease, poison, rot and corruption effects only 50%


Double Rot Portfolio Traits (Demi-Deity) (when goddess of rot activated)

Granted Power: You cast necromancy spells at +1 caster level

Hostile Environment (Unrotted) (Ex): Competence penalty (equal to double your divine rank) on all die rolls when in an unrotted environment

Pure Vulnerability (Ex): Suffer 100% extra damage from weapon made of noble metal

At Home in the Rot (Ex): You are immune to disease, poison, rot and corruption effects (GM’s discretion)

• Vampiric Effect (Su): The effect draws life from the target into the deity

• Greater Scion of Rot (Ex): Competence bonus to attack rolls damage rolls and armor class equal to double your divine rank when in a rotted environment

• Perfect Summoning (rot) (Ex): Vermin and fungus summoned have 200% more HD

• Crimson Butterflies (Ex): Immunities against your disease, poison, rot and corruption totally ineffective

Rot Mastery

Beam (Ray) 11d6; 1.800 ft.

Blast 5d6; 1.800 ft./110 ft. Standard action Ref 38/half

Blood 2d6; Melee automatic ability Ref DC 38/negate

Breath* 11d6; 110 ft. (cone) 450 ft. (line) Standard Ref 38/half

Hand 17d6; Melee Touch

Immolation 17d6; 450 ft. radius Free/Standard Ref 38/half

Storm 2d6; 450 ft. radius Standard/Free – Special Ref 38/half

Strike 2d6; Melee (bonus) Free -

Wrath (Gaze) 5d6; all creature in 110 ft. Will 38/negate


Rot Mastery (x2 HD) (when goddess of rot activated)

Beam (Ray) 23d6; 3.200 ft.

Blast 11d6; 3.200 ft./110 ft. Standard action Ref 38/half

Blood 5d6; Melee automatic ability Ref DC 38/negate

Breath* 23d6; 200 ft. (cone) 800 ft. (line) Standard Ref 38/half

Hand 35d6; Melee Touch

Immolation 35d6; 450 ft. radius Free/Standard Ref 38/half

Storm 5d6; 450 ft. radius Standard/Free – Special Ref 38/half

Strike 5d6; Melee (bonus) Free -

Wrath (Gaze) 11d6; all creature in 200 ft. Will 38/negate

Blind Warrior (Ex)
Due to her long periods with her eyes covered due to her "blessing", Malenia has learned to move with her eyes covered without difficulty. Malenia gains blindsense 85 feet and blindsight 35 feet as long as she is unable to see.

Disease (Ex)
Malenia is a healthy carrier of the Scarlet Rot, a terrifying pathogen that mutate or kill.

Type disease (contact, natural weapon, Rot [Effect], and Scarlet Aeonia); Save Fortitude DC 45; Onset 1 round; Frequency 1/round; Effect 1d8 Constitution damage and 1d8 Charisma damage (roll separately) and target is fatigued; Cure 6 consecutive saves

If any of the damage rolls is 4 or more, 2 damage are instead drain.
  • If a creature infected with scarlet rot Constitution score is reduced to 0 while his Charisma score is still 1 or more, the creature liquefies in a repulsive scarlet liquid. If a creature comes into contact with this liquid, it must make a saving throw or contract lesser scarlet rot (see below).​
  • If a creature infected with scarlet rot Charisma score is reduced to 0 while his Constitution score is still 1 or more, the creature undergoes a horrible mutation. All the ability damage and drain inflicted with the scarlet rot are removed, become a healthy carrier of the scarlet rot, the Alignment change to Chaotic Insane, and gains the Walking Wasteland template (Pathway Bestiary) (its special attack poisonous blood and poisonous cloud inflict the lesser scarlet rot disease instead of the normal poison [DC based on the creature instead of 22] and without the +8 to Con of the template) and the Antagonized condition (Psychological Combat) (without the possibility to make the Sense Motive check to stop) against all creatures with the exception with creature infected by the scarled rot and Malenia. A wish spell can restore the creature in his previous state.​
  • If a creature infected with scarlet rot Constitution score is reduced to 0 at the same time of his Charisma score, the creature explodes horribly in a cloud of scarlet rot. All creatures within 30 ft. of the creature must make a Fort save or contract the lesser scarlet rot. A cloud of lesser scarlet rot persist in the area for a number of rounds equal to the HD of the killed creature. All creatures that enter the area for this duration must make the save or contract the disease. The save must be repeated at the start of every round the creature pass inside the area.​
  • If a creature die while infected with scarlet rot, the creature liquefies in a repulsive scarlet liquid. If a creature comes into contact with this liquid, it must make a saving throw or contract lesser scarlet rot (see below).​
Lesser Scarlet Rot

Type disease (contact); Save Fortitude DC 22

Onset 1 round; Frequency 1/day

Effect 1d6 Constitution damage and 1d6 Charisma damage (roll separately) and target is sickened; Cure 2 consecutive saves

If any of the damage rolls is 5 or more, 1 damage is instead drain.

See the normal scarlet rot for events in which the creature Constitution and/or Charisma is reduced to 0 while infected with lesser scarlet rot.

This ability cannot be directly abrogated (see goddess of rot). The save DC is Constitution-based.

Goddess of Rot (Ex)
Malenia is the unwilling herald of the Outer God of Rot, a powerful First One-like monster that lurk in the void outside the dimensions. Malenia can normally suppress its influence, but when heavily damaged, she lost control of her power. Malenia is immune to the scarlet rot. When Malenia is reduced to 0 hit points or less, suffer negative levels equal to her HD or Constitution damage or drain equal to her Constitution score, while this ability is not active, instead of starting dying, die, or returning to her godly realm for reforming, goddess of rot activate. Malenia falls prone immediately without causing attack of opportunity and activating automatically Scarlet Aeonia (see below) without using actions. Until the start of her next turn, she cannot take actions but as well she cannot be damaged or be affected by any abilities. Goddess of rot last until the end of the combat or 1 hour, whichever is longer. During this period Malenia gains a x2 hit points multiplier like she is within her godly realm, return to 1.680 hit points (¾ her maximum hit points, this overcome even permanent damage), remove any negative levels or Constitution damage or drain, her equivalent mythic rank increase to 10th (the use and power of surge increase to 10/day, surge +1d12), her natural armor to AC increase to equal her HD (plus bonus of virtual size category), her Rot [Effect] increase to x2 HD, her Rot Portfolio increase to Double Rot Portfolio, her Vampiric Effect cure for all the damage inflicted with Rot [Effect] (instead of only one opponent per round) and gains the Divine Ability Abnormality (Extra Wings [Fly speed 270 ft. (perfect), 2 wings slaps 1d10 damage]) as bonus ability. Due to the capriciousness of the Outer God, Malenia cannot select Rot [Effect] for the sixth time and cannot deactivate her Rot [Effect], always risking injuring or killing her allies and even when she gains the Double Portfolio, Malenia does not get the Ward of Rot ability of the Portfolio. Because of this, she tends to isolate herself and fight with the eyes covered (see blind warrior). This ability cannot be removed with abilities that remove Ex (like baleful polymorph). This ability can be abrogated but all non-sidereals that try to abrogate it must make a Divine Rank check (their DR + d20 [without again adding their divine rank like in a normal check, but can try using the mythic surge]) against a DC of 48. Success indicate that for 1 day per Divine Rank of the creature that use Abrogate, Malenia lost Goddess of rot, disease (scarlet rot), scarlet aeonia, phantom spirits and her rot portfolio. If a creature fail the check, that creature cannot try again to abrogate it again for 48 days.

Katana Proficiency (Ex)
Malenia has competence with the katana and can use it one-handed without penalty.

Mythic (Ex)
Malenia has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. Malenia can use any of her spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. In her godly realm or when goddess of rot activate, she count as a 10th-rank Mythic creature and her Mythic Power increase to (10/day, surge +1d12)

Might (Ex)
Melenia deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.

Phantom Spirits (Su)
As a standard action while goddess of rot is active, Malenia can fly 20 ft. into the air and consecutively fire out four phantom of herself, attacking her target. Malenia chose up to four creatures within 60 ft. from her. Each Phantom Spirit makes an attack with hand of malenia at her highest BaB as they where exactly copies of Malenia and disappears right after it. After using this ability Malenia must wait 1d4+1 round before she can use it again.

Scarlet Aeonia (Ex)
As a full-round action while goddess of rot is active, Malenia can fly and dive against a point on a solid ground within 60 ft. from herself, and generate a giant flower that explode around her. All creatures, with the exception of Malenia, in a 20-foot radius sphere centered on her suffer 40d8 divine bludgeoning damage, are knocked prone and must immediately make a saving throw against scarlet rot. A successful Reflex save DC 45 half the damage and negate the prone and the exposure to scarlet rot. After using this ability Malenia must wait 1d4+1 round before she can use it again.

Waterfowl Dance (Ex)
As a full-round action, Malenia leaps into the air and dive against a point on a solid ground within 30 ft. from herself. Where she land, she can make a similar Whirlwind Attack modified with the Uncanny Whirlwind Attack Divine Ability. When Malenia attacks with her katana, she rolls her attacks normally (five as a full attack) and hits every creature in her reach (usually augmented with Lunge) each time an attack roll exceeds that creature’s AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of Malenia’s choosing. After landing and making the attacks she can make up to 2 movement of up 20 ft. each. At the end of each movement she can make the area full attack. A creature cannot suffer this full attack more than once, regardless of how many times he is in the threatened area at the end of the Malenia movement. After using this ability Malenia must wait 1d6+2 round before she can use it again.
 

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Obly99

Hero
If you want to be funny, give her this weakness
Vulnerability to Let Me Solo Her (Ex)
Malenia, even though she is a demi-deity, has her archenemy: Let Me Solo Her. This mythical being is not known who he is, where he comes from or his true identity but it doesn't matter. Some speak of a Supernal descending among mortals after hearing their desperate cries after they were defeated for the 40th time in a row by Malenia. Others speak of a master of the art of katana. Or maybe he was just a madman with a pot in his head, who can hope to understand such a mythical entity. What is certain is that dressing like him gives incredible powers against her. If a creature confronts Malenia with only a white fabric loincloth, a pot on his head and two katanas (1 in each hand, even if she has more than one hand) he gains incredible bonuses against her: he can use the two katanas in one hand and to do Two-Weapon Fighting with no attack roll penalty as long as all attacks are against her, improved evasion, mettle, +100 insight bonus to attack rolls, damage rolls, saving throws, AC and all checks. Even though he has a pot in his head he can see as if it is not there and benefits from a constant true seeing effect against all of Malenia's effects. He always gets a Reflex roll against the Storm (aura) Rot [Effect] as if he were trying to get out of her aura. Because of the incredible concentration (the spirit of the original Let Me Solo Her is said to descend on whoever wears its set against Malenia) he can treat all rolls on the d20 as 10 (as if he had rolled 10 on the die) as long as the roll is about Malenia (such as an attack roll against her or a saving throw against one of her abilities).
 

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If you want to be funny, give her this weakness
Vulnerability to Let Me Solo Her (Ex)
Malenia, even though she is a demi-deity, has her archenemy: Let Me Solo Her. This mythical being is not known who he is, where he comes from or his true identity but it doesn't matter. Some speak of a Supernal descending among mortals after hearing their desperate cries after they were defeated for the 40th time in a row by Malenia. Others speak of a master of the art of katana. Or maybe he was just a madman with a pot in his head, who can hope to understand such a mythical entity. What is certain is that dressing like him gives incredible powers against her. If a creature confronts Malenia with only a white fabric loincloth, a pot on his head and two katanas (1 in each hand, even if she has more than one hand) he gains incredible bonuses against her: he can use the two katanas in one hand and to do Two-Weapon Fighting with no attack roll penalty as long as all attacks are against her, improved evasion, mettle, +100 insight bonus to attack rolls, damage rolls, saving throws, AC and all checks. Even though he has a pot in his head he can see as if it is not there and benefits from a constant true seeing effect against all of Malenia's effects. He always gets a Reflex roll against the Storm (aura) Rot [Effect] as if he were trying to get out of her aura. Because of the incredible concentration (the spirit of the original Let Me Solo Her is said to descend on whoever wears its set against Malenia) he can treat all rolls on the d20 as 10 (as if he had rolled 10 on the die) as long as the roll is about Malenia (such as an attack roll against her or a saving throw against one of her abilities).
You got to do Let Me Solo Her next! Great work btw!
 


THExFALLEN

Explorer
Ok tonight I bring you a revisiting of my setting. User Beefermatic created Hyperboreans, powerful warriors who gained powers through spiritual growth (Enemies, Allies, and Ideas for Sidereals, Eternals, and above). His template is great and well done. For my setting I changed the cards on the table though: as the Elder Mythos / Helioeides of my setting are a separate and parallel system, so are the Hyperboreans from me. While in Beefermatic setting they are an expanding empire that assimilates various cultures, in my setting they are a terrorist group that does not even reach ten thousand members (of which only a hundred above 1000 HD). Their degree of power gain was even if not in some cases higher than that of normal deities. They are a brutal group who want to eliminate the gods to replace them, and they do so in the fastest and most brutal way possible. If this leads to the deaths of billions of innocent people (like killing a Time Lord by collapsing a universe with all its inhabitants) it doesn't matter to them in the least. The only thing is that a dirty deity is dead. Although they are so few (compared to an entire multiverse), they are extremely feared by the gods (for a more than fair reason since my template makes them god killer) and there have been many wars in the past with even Highlord coalitions to annihilate the empire of the Hyperboreans and exterminate them but without succeeding completely. It will greatly reduce the number and destroyed their empire, certain, but they never completely erased them. In fact, their story in my setting is very similar to that of the Sith from Star Wars: a group of dissidents with the current order of things that grows into a large empire that rules over multiple universes only to be crushed by multiple coalitions, to disperse into small groups that are difficult to trace.
Small clarification if you ever use it: DO NOT repeat DO NOT put a Hyperborean against your players if they are gods and he has more perfection bonus than them divine rank (especially if the Hyperborean is above 500 HD). The poor player will be slaughtered very badly with almost no chance of fighting back. Conversely, if your players are Hyperboreans expect that almost any Immortal will end up in the meat grinder and many fights will become useless. That said, the template is deliberately broken. It is actually an exterminator of gods. :)

Spike them
Poke them
Taunt and provoke them
Laugh and tease them
Mess with their heads
Score them
Gore them
Skin them and wear them
Burn them
Grill them
Rattle their bones
Bite them
Eat them
Torture and beat them
Maim them kill them
Cut of their heads
Slay them
Flay them
Kick them and roll them
Dance on their graves
Cos now they're dead!

Ode to the massacre of the immortals. Hyperborean Empire. Approximately ATW 23455

Hyperborean Code:
  • A battle of any kind is a battle regardless, I'll give my best.​
  • There is honor in a death in battle, but my companions would suffer, I can withdraw from a lost battle, but only after my companions have withdrawn.​
  • I will not accept to absorb Quintessence and become a "Divinity", they are cowards who have chosen the easy way to a false power that depends on others.​
  • Once an oath is made, my honor requires me to keep it, even if I can interpret it however I want if it is not formulated well.​

Hyperboreans template

Gained: Hyperborean is a template that can be applied to any being hereafter referred to as the "base creature". The creature's type and size remain unchanged, however it gains the "Augmented" subtype.

Alignment: Any, but almost always any Evil.

-Hit Dice: The base creature gain max Hit Points, at 30 HD their base Hit Dice become d20s, at 120 HD their Hit Dice change to d100s, at 200 HD and every 100 HD thereafter their hit point multiplier increases by +1 (ie: a being with 200 HD of Spiritual Strength would have x2 health, 300 HD would have x3, and so on..), at 480 HD their base HD increases to d1000s. At 1000 HD, their hit point Multiplier increases from +1 per 100 HD, to +10 per 100 HD (1000 HD being would have x100 hp) this is retroactive. At 2000 HD their hit point multiplier increases to +1/4 their total hit dice (2000 HD would have x500 hp). Finally at 10.000 HD their base HD increases to d10.000s.

-Senses: At 30 HD the base creature's senses increase x3. At 60 HD the sense multiplier increase to x10. At 120 HD the creature gains Cosmic Consciousness that extend to the borders of the current Layer they inhabit. At 160 HD this increase to the Plane they inhabit. At 240 HD this increase to the current Dimension they inhabit. At 480 HD this increase to the current Universe they inhabit. While outside an Universe (like in the Pleroma) the Cosmic Consciousness is limited to 50 billion lightyears in radius centered on the Hyperborean.

-Speed: At 30 HD the base creature's speed increases by x3. At 120 HD the speed multiplier increases to x10 and they gain standard Starflight with a speed of 3d20 days to reach any point in the Kosmos. At 480 HD they become Superluminal. At 2000 HD their Starflight increases to 10d20 minutes, on par with a Time Lord. At 10.000 HD they gain Space Folding.

Space Folding (Ex)

The creature is able to fold space to instantly travel to any point in the universe at any time, this effectively makes the creature occupy all spaces for all positive benefits or effects, and not occupy any space that would be considered non beneficial. Essentially allowing the creature to target a foe without being able to be targeted itself. Only other creature with space-folding can target this creature.

-BaB: A Hyperborean has BaB equal to her HD, despite any class BaB or racial BaB.

-Spellcasting: A Hyperborean caster level, for all, is equal to her total Hit Die + Perfection Bonus unless is higher.

Armor Class
-Deflection and Insight: The base creature gains a Deflection bonus to their AC equal to their Charisma Modifier and an Insight bonus equal to their Wisdom Modifier.

-Perfection Bonus: They also gain a +1 Perfection bonus to their AC for every 5 HD.

-Cosmic String (Ex): A Hyperborean with 120 HD gains the Cosmic String Cosmic Ability as a bonus ability withouth the need to meet its prerequisite. A Hyperborean can be permanent killed everywhere (unlike Sidereals), but only by entities with divine rank or perfection bonus equal or higher than her perfection bonus. She reform instantly (like the Eternals) in the same spot if not killed by entities with divine rank or perfection bonus equal or higher than her perfection bonus.

-Natural Armor Bonus: The base creature gains an amount of Natural Armor bonus that varies depending on how naturally tough they are (this replace the base natural armor of the creature, if lessere). If the base creature has little or no natural armor normally, they gain 1/4th their HD in Nat AC. If the base being is naturally scaly or tough, they gain 1/2 their HD in Nat AC. If the base creature naturally has heavy armor plating or is incredibly tough to hurt, they gain Nat AC equal to their Hit Dice.

-Butcher of the gods (Ex): A Hyperborean of 2.000 HD gain immunity to Abrogate and Evil Eye unless generated by a Time Lord or equivalent.

Special Attacks:

-Aura: This work like the divine aura with the following difference: The aura is range close with HD 1-14, Medium with HD 15-84, Long with HD 85-244 and extreme with 245+ HD. The save DC is 10 + the hyperborean Charisma modifier + the perfection bonus.

-Integrated Class Features: The base creature gains class features equal to ½ her racial HD (for creature with only 1 racial HD, no Integrated Class Features).

-Spell Like Abilities: At 10th HD, they gain Limited Wish 1/day (CL= 10 + Hit Dice + perfection bonus), at 30 HD this improved to Wish 1/day, and at 120 HD this improved to Wish at-will. At 240 HD they gain Alter Reality as the Sidereals ability.

-Prana Blast (Su): Treated as an "Effect" power, the base creature begins to be able to manipulate it's own life force to assault it's foes. The base creature radiates an aura of bright light (color of your choice) that can be extinguished at will. Initially it deals 1d3 divine damage per HD of the base creature, though it does not destroy magic barriers, and dazzles targets that fail a DC 10 + ½ HD + their Perfection bonus save for 1 round, and manifests as a single Effect type power of the Hyperborean choosing (ray, blast, strike, touch, etc), every 10 HD he gains an additional attack form and it grows in strength as per the Effect list in the Ascension handbook (each power grows in strength as if it were selected one more time). At 30 HD, it is treated as an Uncanny Effect with the Hyperborean gaining access to all Effect type attack forms and dazzles targets for a number of rounds equal to the dice damage done and the -1 to attack rolls and sight based perception is replaced with a minus equal to the Hyperborean's Perfection modifier (and any Divine bonus they may also have) and also affects the armor class of an opponent reducing dodge and Dex based AC equal to the Perfection and Divine Bonus of the Hyperborean to a maximum of the opponent's total dodge and dex based armor bonus (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus). At 60 HD the damage increase to d10's. At 120 HD the damage increase to d20's. At 480 HD the damage increase to d100's. At 1.000 HD the damage increase to d1000's. At 10.000 HD the damage increase to d10.000's.

-Terminus (Ex): A Hyperborean count her perfection bonus as divine rank for overcome the Cosmic String. A Hyperborean of 500 HD, ignore the Transmortality Trascendental ability of enemy if her perfection bonus is equal or greater than her opponent divine rank. When a Hyperborean kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. A Hyperborean attacks, effects, and spells always count as epic for the purpose of overcome the DR and affect gods (immortals have DR/epic and Sidereal and above are immune to non epic effects).

Special Abilities:
-Ageless (Ex): The base creature at 15 HD takes no penalty to her physical ability scores from advanced age. If she is already taking such penalties, they are removed at this time. The base creature stop aging and gains immune to aging affect. An Hyperborean can live forever. They do not need to breathe, eat or sleep.

-Damage Reduction (Ex): The base creature gains DR/— equal to ½ its HD. At 30 HD this increases to equal its HD. At 120 HD DR is increased to 10xHD, and at 1000 HD to 1000xHD (1,000,000 at 1000 HD).

-Perfection (Ex): The base creature gains a Perfection Bonus equal to 1/5 his HD on AC, Attack Rolls, all Checks, DCs, Initiative, Saves, and SR. At 480 HD the Hyperborean gains a single ability between Elusion, Invincibility or Sophism based on their character concept as they learn to tap into the higher reality of true Perfection.

-Purity of Body (Ex): A Hyperborean is immune to disease and poison.

-God Hunter (Var): A Hyperborean of 20 HD gains the Deicide portfolio using her Perfection bonus as Divine Rank for calculate when they gain the powers but unlike the normal Deicide portfolio in which the bonus are obtained at minimum rank, the bonus are obtained at maximum rank (8 rank for Lesser Deity, 16 for Greater Deity, 48 for First One, etc.). At 500 HD this increase to double Deicide portfolio.

-Might (Ex): A Hyperborean of 60 HD deals d10's for base damage dice of all melee, ranged weapon, natural weapon, and unarmed attacks with virtual size categories, and their damage dice cannot go below this dice but they cannot deal more dice than their HD (Ie: a dagger wielded by a Hyperborean with 60 HD and 500 Str would deal 60d10 damage). An Hyperborean of 160 HD increase the d10's to d20's. An Hyperborean of 480 HD increase the d20's to d100's. An Hyperborean of 1000 HD increase the d100's to d1000's. An Hyperborean of 10.000 HD increase the d1000's to d10.000's.

-Mythic (Ex): A Hyperborean has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. A Hyperborean can use any of their spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to the Perfection bonus of the Hyperborean and Y is the Surge suitable for the rank.

-Spell Resistance (Ex): Gain an SR equal to 10 + HD + Their Perfection Bonus. At 300 HD they become immune to non-epic spells (unless the Hyperborean want to suffer the effect).

-Adaption (Ex): At 30 HD the base creature's form has grown tough enough to survive the test of space and time. They gain resistance* to Terrestrial Hazards: Volcano High temperatures, Arctic Freezing Temperatures, Sea Trench Pressures, Lightning Storms, etc. At 80 HD they gain immunity to Terrestrial Hazards and resistance to Stellar Hazards: Surface of the Sun, Outer Space, Extreme Pressure Environments (Planetary/Stellar cores), Heavy Gravity, Cosmic Storms, etc. At 160 HD they gain immunity to Stellar Hazards and resistance to Dimensional Hazards: Black Holes, Worm Holes, Quasars, Gamma Rays, Time Storms, etc. At 480 HD they gain immunity to Dimensional Hazards and resistance to Universal Hazards: Big Bang (planck) effects, Tears in Reality, Cosmic Cysts, Star Plagues, Collapsing Space, etc and to the effects of the Pleroma Space. At 1000 HD they gain immunity to Universal Hazards, to the effects of the Pleroma Space and resistance to Multiversal Hazards: Probability Crack, Logic Paradox, Anti-Maxim, etc. At 10.000 HD they gain immunity to Multiversal Hazards.

*Resistance is different from immunity and the GM’s is the judge to how they are affected by a given phenomenon (to give an example, Sidereals are resistant but not immune to Dimensional Hazard: a black hole might be used to imprison a sidereal with the high EMF essentially functioning as dead-magic zones)..

-Antimagic Resistance (Ex): At 20 HD the Hyperborean gains immunity to antimagic effects (like antimagic field) and can freely cast spell, spell-like abilities and use supernatural abilities but non-epic items or magic (spells of 9th-level or below) even when used by an Hyperborean are affected by anti-magic.

-Divine Power: The base creature gains 1 Divine Ability for every 5 HD it has (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus) and every time they gains a HD/level they can change feats with divine abilities with a ratio of 6:1.

-Multifaceted: At 30 HD a Hyperborean is considered to have effectively mastered mortal and epic techniques and gains Mutifaceted as a bonus Divine Ability.

-Cosmic Power: At 120 HD, they gain a single Cosmic Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities with a ratio of 6:1.

-Transcendent Power: At 480 HD, they gain a single Transcendental Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities or transcendental abilities with a ratio of 36:6:1.

-Omnific Power: At 2000 HD, they gain a single Omnific Power of their choice and every time they gains a HD/level they can change divine abilities with omnific abilities with a ratio of 200:1.

-Metempiric Power: At 10.000 HD, they gain a single Metempiric Power of their choice and every time they gains a HD/level they can change divine abilities with metempiric abilities with a ratio of 2000:1.

-Saves: The base creature adds it's Perfection bonus to all Saving Throws.

-Abilities: Add +2 to all ability scores for every 5 HD the base creature possesses.

-Skills: The base creature gains it's Perfection bonus to all Skills

I was curious about Terminus. As far as the RAI of the ability goes. Would it negate the effects of a vampire's gaseous form or a lich's phylactery if the undead in question were deities? or is it just specifically their cosmic string that is negated?
 

Obly99

Hero
I was curious about Terminus. As far as the RAI of the ability goes. Would it negate the effects of a vampire's gaseous form or a lich's phylactery if the undead in question were deities? or is it just specifically their cosmic string that is negated?
Originally (in the First version of my Hyperborean), Terminus overcome all (gaseous form, phylactery, etc. but only of the deities). After, I nerfet it for balancing and reporting an equilibrium in the Power level of the template. Now has only the effects:

Perfection vs divine for overcome Cosmic String

Perfection vs divine for overcome Transmortality

A deity count as killed in its godly real everywhere.

Its Attack count as Epic for overcome the DR of Immortal and affect Sidereals and Eternals.

If an Hyperborean want to kill an Immortal lich or vampire must find the phylactery or follow the gaseous form back to the grave
 
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Obly99

Hero
Taking inspiration by the Unelemental

Entropy Template

Sometimes a creature gets too close to Bys, the dimension of Entropy and becomes tainted by it but that rarely happens. Bys being nothing, it cannot create anything. But where the edges of Bys touch the other dimensions, something happens. Hideous parodies of real, existing creatures spawn from pure entropy ready to bring annihilation.

Entropy is a template that can be applied to any non-entropic creature, hereafter referred to as the "base creature".

-Challenge Rating: Same as the base creature +10.

-Type: The creature type change to outsider and gains the elemental, entropy, evil, and extraplanar subtype. It retains any subtype except for alignment subtypes (such as good). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Do not recalculate HD, BaB, save or skills.

-Alignment: Change to Neutral Evil (but see Beyond Mortal Care).

-Senses: As the base creature plus low-light and see in darkness.

-Speed: An entropy lose any previous speed and can fly at its higher ex-movement speed with perfect maneuverability (see flight).

Armor Class
-Deflection: The base creature gains a Deflection bonus to its AC equal to its Charisma Modifier (if positive).

Special Attacks:

-Death Gaze (Su): 5 permanent damage per HD, 5 ft. per Hit Die, Fortitude negates. This is a death effect and gaze attack. The save DC is Charisma-based.

-Entropic Touch (Su): An entropy can destroy non-magical matter with a mere touch. Magical matter (like a wall of force) are subject to a disintegrate effect (caster level equal to entropy HD), but without the 40d6 limit. Magical items can make a Fortitude save (DC is 10 + ½ Hit Dice of the entropy + the entropy’s Constitution modifier) each time they touch, or are touched by an entropy to reduce the disintegrate effect, if they fail, the item suffer the damage and is also disjuncted. A successful save negate the disjunction effect and reduce the damage to 5d6. This can destroy artifiacts, with a percentage equal to the HD of the entropy, if they fail the Fortitude save (the entropy does not risk losing spellcasting ability). A creature using a melee manufacted weapon against the entropy must make a Reflex save (DC is 10 + ½ Hit Dice of the entropy + the entropy’s Constitution modifier) every time he hit the entropy or the weapon suffer the disintegrate effect like is touched by the entropy. A projectile or thrown weapon does not gain a Reflex saving throw.

-Third Death (Su): If destroyed, an entropy implodes in upon itself. All targets within the entropy’s reach must make a Reflex save (DC 10 + ½ the entropy’s Hit Dice) or be sucked into the void and lost forever. Occasionally, beings lost in this manner find a way to return but they are never the same creature they were before unless they are somehow protected against the dimension of entropy.

-Void Gaze (Su): Any intelligent creature looking at the entropy can become lost in the unrelenting depth of blackness. Intelligent creatures within 5 feet per 2 Hit Dice of the entropy must make a Will save or become fascinated for 2d6 rounds. This is a charm, mind-affecting, visual effect and blind creatures are immune to this. The save DC is Charisma-based.

Special Qualities:

-Anathema to Reality (Ex): In any form the entropy creature does not leave any tracks, and leaves no trace of its passing, making it impossible to track. All divination spells that happen to be affecting the area it's in will show nothing but an empty spot. An entropy is immune to all divination spell and effects. Unusual forms of sensory perception (like blindsight, tremorsense) do not work for detect it. This ability even foils indirect detection (such as using detect magic to search for magical items on the entropy creature). The entropy creature can hide himself from view without anything to actually hide behind and even while observed.

-Beyond Mortal Care (Ex): An entropy is Beyond Alignment. Attempts to detect its alignment don’t return any results. When an entropy is the target of a spell or effect that is based on alignment, it’s treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on it. If it lose this effect, it revert to its previous alignment.

-Damage Reduction: Equal to ½ their HD /–.

-Dark Regeneration (Ex): This work like the normal regeneration with the following difference. An entropy regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If an entropy fails its save against a spell or effect that would kill it instantly, the monster is instead reduced to 1 hit point. No form of damage can stop dark regeneration, only by putting the entropy in bright light condition stop the regeneration.

-Defensive Ability: An entropy gains the elemental traits and is constantly under the effect of an extraordinary Freedom of Movement, Negate Aroma, and True seeing effect. An entropy in any condition of light, with the exception of bright light, gains dark regeneration equal to its HD.

-Entropy (subtype): A creature with the entropy subtype can move without risk within the dimension of entropy and is immune to permanent damage. All natural attacks the creature make are touch attack. All natural attacks the creature make deal permanent damage instead of usual type.

-Entropic Master (Su): An entropy is hard to hit. There's a 50% chance to miss it as if it had full concealment. This is not an illusion, and is not negated by True Seeing but is negated while the entropy is in normal or bright light.

-Entropic Mastery (Ex): The damage dealt by an entropy unarmed strike or natural weapons is permanent. This is applied even to racial special attack that deal physical or elemental damage (like trample of a bison or the breath weapon of a red dragon), but not to abilities gained from class, spells, spell-like abilities, maneuvers or psionic powers. Permanent damage is an untyped damage that ignore any DR or Hardness. A limited wish spell will heal 1 hit point of permanent damage. A miracle or wish will heal 1 point of permanent damage per caster level. Any creature reduced to 0 or fewer hit points by permanent damage is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Those slain by an entropy are brought closer to the true nature of death and as such cannot be raised. However, they can be resurrected, albeit suffering a loss of 2 levels (from resurrection) or a loss of one level (from true resurrection). Anyone grappling with, or striking the entropy with unarmed strike or melee natural attacks suffers permanent damage equal to the base damage dice their attack would usually inflict (eg. If a Monk were to land four blows upon an entropy, each dealing 2d10+22 damage, then he would suffer 8d10 permanent damage).

-Flight (Ex): An entropy does not fly; rather it is not subject to gravity in the same way other creatures are. It can move in any direction through any medium, disintegrating solid matter in its path (see entropic touch).

-Lasting Death (Su): An entropy can kill any creature that is not powerful enough. When an entropy kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. An entropy ignores rejuvenation, cosmic string, transmortality, or any automatic ability that prevents death in any way (such as transmigration but not spirited away), unless the immoral has more Divine Ranks of 1/5 of the entropy HD (rounded down).

-Undead Nature (Ex): An entropy gains negative energy affinity and is immune to Ability Damage and Drain, Blindness, Charm, Compulsion, Death effects, Energy Drain, Fear effects, Mind-affecting effects, Nausea, Petrification, and unwilling Polymorph effects. An entropy does not need to eat, breath or sleep.


Before you stands the beast, the thing. A dragon made of black substance, a black hole in shape of dragon, looking in your direction with malevolence, even if it has not eyes. It opens its jaws and black flames that seem to erase reality wherever they pass hurl themselves against you.

Entropy Adult Red Dragon CR 24

Beyond Alignment (NE) Huge outsider (elemental, entropy, evil, extraplanar, fire)

Init +4; Senses dragon senses, low-light vision, see in darkness, smoke vision, true seeing; Perception +23

Aura fire (5 ft., 1d6 permanent damage), frightful presence (180 ft., DC 21)

DEFENSE

AC 32, touch 11, flat-footed 32 (+3 deflection, +21 natural, –2 size)

hp 212 (17d12+102) dark regeneration 17

Fort +16, Ref +10, Will +15

Defensive Abilities anathema to reality, entropic master, freedom of movement, negate aroma, negative energy affinity; DR 5/magic and 8/–; Immune ability damage and drain, blindness, charm, compulsion, death effects, energy drain, fear, fire, mind-affecting, nausea, permanent damage, petrification, and unwilling polymorph effects, elemental traits; SR 25

Weaknesses Vulnerability to cold

OFFENSE

Speed flight 200 ft. (perfect)

Melee bite touch +25 (2d8+15 permanent damage), 2 claws touch +25 (2d6+10 permanent damage), 2 wings touch +23 (1d8+5 permanent damage), tail slap +23 (2d6+15 permanent damage)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50-ft. cone, DC 24, 12d10 permanent damage), crush (Small Creatures, DC 24, 2d8+15 permanent damage), death gaze (85 ft., DC 21, 85 permanent damage), entropic touch (DC 24, 34d6), third death (10 ft., DC 18), void gaze (40 ft., DC 21, fascinate 2d6 rounds)

Spell-Like Abilities (CL 17th, concentration +20)

At will—detect magic, pyrotechnics (DC 15), suggestion (DC 16)

Spells Known (CL 7th, concentration +10)

3rd (5/day)—dispel magic, haste

2nd (7/day)—invisibility, resist energy, see invisibility

1st (7/day)—alarm, grease (DC 14), magic missile, shield, true strike

0 (at will)—arcane mark, light, mage hand, mending, message, prestidigitation, read magic

STATISTICS

Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16

Base Atk +17; CMB +29; CMD 39 (43 vs. trip)

Feats Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike

Skills Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowledge (arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +12

Languages Common, Draconic, Dwarven, Orc

SQ beyond mortal care, entropic mastery, lasting death, undead nature

SPECIAL ABILITIES

Fire Aura (Su)
An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6.

Smoke Vision (Ex)
A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).


Entropy Troll CR 15

Beyond Alignment (NE) Large outsider (elemental, entropy, evil, extraplanar, giant)

Init +2; Senses darkvision 60 ft., low-light vision, scent, see in darkness, true seeing; Perception +8

DEFENSE

AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)

hp 63 (6d8+36); regeneration 5 (acid or fire), dark regeneration 6

Defensive Abilities anathema to reality, entropic master, freedom of movement, negate aroma, negative energy affinity; DR 3/–; Immune ability damage and drain, blindness, charm, compulsion, death effects, energy drain, fear, mind-affecting, nausea, permanent damage, petrification, and unwilling polymorph effects, elemental traits;

Fort +11, Ref +4, Will +3

OFFENSE

Speed fly 30 ft. (perfect)

Melee bite +8 touch (1d8+5 permanent damage), 2 claws +8 touch (1d6+5 permanent damage)

Space 10 ft.; Reach 10 ft.

Special Attacks death gaze (30 ft., DC 11, 30 permanent damage), entropic touch (DC 11, 12d6), rend (2 claws, 1d6+7 permanent damage), third death (10 ft., DC 13), void gaze (15 ft., DC 11, fascinate 2d6 rounds)

STATISTICS

Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Base Atk +4; CMB +10; CMD 22

Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)

Skills Intimidate +9, Perception +8

Languages Giant

SQ beyond mortal care, entropic mastery, lasting death, undead nature
 

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