From the mind of the Lonely of Providence, fear the Great Old One and Outer God (template)

A revisitation in epic version of the Dhole

Darkness obscures the source of a deep grinding sound. This truly gigantic, miles-long worm horror with a huge engulfing three-pronged mouth bursts through the world’s crust with earthquake-inducing force.

CN Macro-Gargantuan magical beast (mythos)

Init +17; Senses blindsight 1 mile, blindsense 6 miles, tremorsense 10 miles; Perception +81

Aura gloom (1 mile)

AC 58, touch 24, flat-footed 45 (+11 deflection, +7 Dex, +6 divine, +6 dodge, +34 natural, –16 size)

hp 4,080 hp (68d20+2,720) regeneration 20 (divine)

Fort +61, Ref +49, Will +56

Defensive Abilities blind, compression, ferocity, recovery, slime coat, unstoppable; DR 30/—; Immune ability damage and drain, acid, cold, death effects, disease, fire, gaze weapons, insanity, madness, magical control, paralysis, poison, sight-based attacks, sleep, stun, unwilling polymorph; Resistance electricity 30, sonic 30; PR/SR 84

Weakness limited manifestation, vulnerable to light

Speed 100 ft., burrow 600 ft.

Melee bite +87 (12d10+43/19–20 plus grab), slam +87 (10d10+43/19–20 plus constricting coils)

Space 10 miles (or 60 ft., see limited manifestation); Reach 120 ft.

Special Attacks breath weapon, cleaving bite, constrict (10d10+43), constricting coils, crushing coils, devastation, fast swallow, hurl foe, mythic power (10/day, surge +1d12), overwhelming strength, swallow whole (20d10 bludgeoning damage and 30d10 acid damage, AC 27, 408 hp), trample (40d10, DC 79), tremor

Str 68, Dex 25, Con 49, Int 3, Wis 34, Cha 32

Base Atk +68; CMB +119; CMD 185 (cannot be tripped)

Feats Alertness, Combat Reflex, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Power Attack, Spring Attack, Run, Vital Strike

Epic Feats Good Will, Improved Combat Reflexes, Improved Dodge, Epic ToughnessB, Sixth Sense

Skills Perception +81, Sense Motive +20

Languages Aklo (rarely speak)

SQ display of strength, massive, might, mythic, no breath, planar acclimation

Ecology

Environment
any underground

Organization solitary or invasion (3d6 plus 6d6 dhole hatchlings)

Treasure incidental

A dholes renounce 18 feats for 3 Divine Slots

Divine Abilities

• Devasting Strike (Ex): Your attack is particularly devastating

• Exoskeleton (Ex): Natural Armor bonus equal to ½ your hit die

• Weapon Breaking (Ex): Weapons that don’t penetrate your damage reduction take sunder damage equal to the difference

Aura of Gloom (Su)
A dhole exudes a sort of “absence” that cancels out the effects of sight to all creatures within 1 mile. Within this area, all forms of vision (including darkvision and low-light vision) are obscured in a strange shadowy gloom, regardless of more powerful light sources in the area. Creatures relying on vision function as if they are in dim light while in this area, and always treat the dhole itself as if it were in an area of darkness. As it is not technically a darkness effect, this aura cannot be countered via light effects, but creatures that are immune to vision-based attacks, as well as those under the effects of true seeing, can see through a dhole’s aura of gloom.

Blind (Ex)
A dhole is blind, and senses through its tremorsense ability and its incredible blindsense and blindsight (although it generally only needs to use the latter to target its breath weapon). It is invulnerable to all sight-based effects and attacks, including gaze attacks.

Breath Weapon (Su)
Once every minute, a dhole can expel a prodigious amount of thick acidic slime from its gullet. This breath weapon has a range of 6 miles, and creates a 120-foot-diameter spread of slime in its targeted area. A creature within this area must make a successful DC 69 Reflex save or take 60d8 points of acid damage and are stunned for 1d6 rounds. A successful save half the damage and negate the stun. In addition, the slime transforms the area it coats into difficult terrain. Any creature entering or beginning its turn within the area or entering it is affected as the entrap special Attack (DC 69, 2d6 hours, hardness 5, hp 74), except that the entrap is a Reflex save instead of a Fortitude save (and thus constructs and undear are not immune to it). The slime’s acid weakens considerably after the initial strike: each round a creature remains entangled by dhole slime, or ends its turn within the area of difficult terrain created by the slime, that creature takes 4d10 points of acid damage. Dhole slime persists for 2d6 hours and dhole lairs are typically pre-caked with the stuff. A dhole can move through dhole slime without penalty. The save DC is Constitution-based.

Burrow (Ex)
A dhole can burrow without penalty in any material with a hardness up to 21.

Cleaving Bite (Ex)
A single attack from a dhole’s bite can target all creatures in a 60-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the bite. Against creatures struck by this area bite, a dhole can attempt a combat maneuver check to grapple and immediately swallow them, making a single check and applying it against the CMD of all targets. If a dhole grapples a creature of Colossal size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. A dhole can grapple any number of creatures of Colossal size or smaller simultaneously.

Crushing Coils (Ex)
A dhole can entwine and crush as many Colossal or smaller creatures as can fit within its space. Creatures can take attacks of opportunity against a dhole as it moves into their area. Creatures in the affected area are pinned (DC 69 Reflex negates), taking 20d10+43 points of bludgeoning damage during the next round unless the dhole moves off them. If a dhole chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. The save DC is Constitution-based.

Constricting Coils (Ex)
A dhole can duplicate the effects of the Snatch feat when attacking with its slam. If a dhole makes a slam attack, it can attempt a grapple combat maneuver as a free action against any one creature that failed its saving throw against the slam. If the check succeeds, the target is grappled as above and takes automatic damage equal to a dhole’s slam damage each round that it remains grappled.

Devastation (Ex)
As a full round action, a dhole can assault a structure, dealing 7d100+300 points of damage.

Display of Strength (Ex)
As a free action, a dhole can expend one use of mythic power to attempt a feat of Strength, gaining a +100 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, dhole can use this ability to apply a +40 circumstance bonus to its Strength score for a number of hours equal to its mythic tier for the purpose of determining its carrying capacity.

Divine Traits (Devourer of Worlds) (Ex)
A dhole gains a +6 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. A dhole’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A dhole does not age nor require drink to sustain itself but requires food (the metals and minerals that make up the deepest layers of a planet and its core).

Hurl Foe (Ex)
When a dhole damages a Colossal or smaller foe with one of its melee attacks, it can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 120 feet in a direction of the dhole’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the dhole’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Immune to Magical Control (Ex)
A dhole is immune to nearly all forms of mind control, including all charm monster, suggestion, and dominate monster spells. It is similarly immune to magic jar and possession attempts. Confusion and other mind-affecting effects that don’t allow another creature to control a dhole directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a dhole, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion).

Limited Manifestation (Ex)
Even if a dhole is Macro-Gargantuan in length, it is only very long. To calculate its size bonus to the CMB, penalty to AC and attack rolls, and space with Compression it considers itself Titanic. A dhole also considers itself Titanic to calculate its space on the game board if it is perpendicular to the ground (such as if it emerges from the ground). A dhole natural weapons are considered area attacks for the purpose of attacking swarms.

Massive (Ex)
Because dholes are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a dhole’s movement, though areas of forest or settlements are considered difficult terrain to a dhole. A Colossal or smaller creature can move through any square occupied by a dhole, or vice-versa. A dhole can be flanked only by Colossal or larger foes. A dhole gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target.
It’s possible for a Colossal or smaller creature to climb a dhole: this generally requires a successful Climb check with DC equal to the monster CMD, and a Small or larger creature that climbs on a dhole’s body provokes an attack of opportunity from the monster (typically a slam attack).

Might (Ex)
A dhole 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 its HD.

Mythic (Ex)
A dhole has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A dhole, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability.

Overwhelming Strength (Ex)
A dhole always applies 1-1/2 times its Strength modifier on all natural weapon attacks.

Planar Acclimation (Ex)
A dhole is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.

Recovery (Ex)
Whenever a dhole fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding and temporal stasis but not including imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. A dhole can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if a dhole takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score or less while its regeneration is deactivated, the damage instead heals a dhole of twice the amount of damage (if instead, the regeneration is deactivated while already at a negative amount equal to its Constitution score or less this report a dhole to 1 hp) and give him the benefit of an extraordinary deathless spell for 1 round. At this point, when the deathless effect is activated, a dhole automatically is plane shift back to the Vale of Pnath in the Dreamlands (this effect ignore non-mythic effects that block dimensional travel). If a dhole is under a mythic effect the barren dimensional travel, when this ability is triggered, it automatically make a caster level check to which add its HD (1d20 + 74 for a normal dhole) against a DC of 11 + caster level of the effect that barren dimensional travel. If the check fail, the plane shift effect does not activate.

Slime Coat (Ex)
A dhole is covered in sticky dhole slime. A creature striking a dhole with a manufactured weapon must make a DC 40 Reflex save; failure means the weapon sticks to the dhole and cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful Strength check equal to the dhole Constitution bonus (usually 19).

Tremor (Ex)
Each round in which a dhole uses its burrow speed to travel at least 50 feet, it affects the area through which it burrows as if by a mythic earthquake spell (a dhole that moves slower than this still causes the ground to rumble, but not significantly enough to emulate an earthquake). This earthquake affects an area equal to the space the dhole moved through and to a 25 miles-radius around that area.

Unstoppable (Ex)
A dhole can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, or staggered. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. A dhole can use this ability at the start of its turn even if a condition would prevent him from acting, usually after using recovery.

Vulnerability to Light (Ex)
A dhole takes 1 point of Constitution damage after every minute it is exposed to normal or bright light. This overcome the normal immunity to ability damage of a dhole.
I think this fits the description of them better than the official stats, since they are described as being so long supposedly no one has ever seen the rear end of one.
 

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Well....I found the inspiration for completing it after 2+ years! The base was the Howler and with some abilities from Protean-Above-All.

Nyarlathotep

A three-legged, headless monster howls at you from the gloom. The top of its body ends in a single tapering tentacle, which quivers and waves at the sky. Visibly in its transparent gut, it digests wraith-like souls, and a glowing organ shines from the center of its body. It has two clawed hands that wave in arcane patterns.

Helioedes

Beyond Alignment (CN effectively) Mega-Huge aberration (chaotic, mythos, shapechanger)

Init +770 (Always First); Senses darkvision, cosmic consciousness (dimension), reality shift, x-ray; Perception +1,498

Aura divine (DC 330, 301,440 ft. or 62,557.1 miles), fiery storm (124d6 divine fire, 40,320 ft.)

DEFENSE

cannot be hit AC 2,333, touch 788, flat-footed 2,252 (+48 anarchic, +48 circumstance, +445 deflection, +75 Dex, +48 divine, +6 dodge, +60 insight, +48 luck, +1,545 natural)

hp 10,019,920 (998d1,000+254,490) x8 regeneration 4,990 (transcendental damage or transcendental might)

Fort +2,011, Ref +1,961 cannot fail, Will +2,329

Defensive Abilities all-around vision, amorphous, beyond morality, chaotic messiah, cosmic firmament, dimensional mastery, eternal freedom, eternal return, interdimensional, mad mind (DC 1,146), messiah of transformation, sixth sense; DR 7,984/–; Immune ability damage and drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification and polymorph, enchantment, illusion and transmutation magic, death from massive damage, Terrestrial, Stellar and Dimensional Hazards; Resistance Universal Hazards; PR/SR 1,056, any spell which fails to penetrate Nyarlathotep spell resistance is reflected back upon the caster

OFFENSE

Speed Superluminar; Starflight

Melee +332 2 claws +2,985 touch (998d1,000+574 plus 80d100 negative energy), +332 greater tentacle +2,985 touch (998d1.000+574/19–20x3 plus grab and 80d100 negative energy), +332 199 tentacles +2,985 touch (998d1.000+574 plus grab and 80d100 negative energy)

Ranged gamma ray burst +2,463 touch (499d100 divine fire, range 161,280 ft.)

Space 6,144 miles; Reach 4,096 miles (6,144 miles with greater tentacle)

Special Attacks alter reality, cosmic madness, dimensional rip (DC 1,146), evil eye (40,320 ft.), false cosmos, howl (DC 826), mind boggling, mythic power (48/day, surge +40d6), nova (DC 826), oblivion of knowledge, solar constrict (998d1,000+242 plus 249d20 divine fire, 80d100 negative energy and 1d4 constitution drain), sweet words, vampirism, unnamable doom

Spell-Like Abilities (CL 1,046th, concentration +1,549)

At willanimate objects, baleful polymorph (DC 652), bear’s endurance, beast shape I, chaos hammer (DC 651), cloak of chaos (DC 655), disguise self (DC 648), dispel law, enchantment foil, enlarge person (DC 648), false vision, form of the dragon I, greater animal aspect, illusory wall (DC 651), invisibility, invisibility sphere, legendary proportions, magic circle against law, mind blank, mirage arcana (DC 652), mislead (DC 653), nondetection, pass without trace, polymorph any object (DC 654), protection from law, screen (DC 656), shapechange, shatter (DC 649), summon monster IX (chaotic only), undetectable alignment, veil (DC 654), word of chaos (DC 654),

STATISTICS

Str 494, Dex 160, Con 260, Int 136, Wis 130, Cha 900

Base Atk +998; CMB +2,707; CMD 2,112

Feats Alertness, Charismatic Initiative, Greater Fortitude, Improved Initiative, Lightning Reflexes, Muscle Reaction

Metamagic Feats Automatic Metamagic Capacity x40, Maximize Spell, Metamagic Freedom, Heighten Spell, Empower Spell

Epic Feats Good Fortitude, Good Reflexes, Improved Dodge, Sixth Sense, Superior Initiative

Skills All skills 1,049 + ability modifier;

Languages All possible languages; telepathy (dimension)

SQ alter shape and soul, constant insight, elder mythos trailblazer, ignore reality, integrated class feature (249 levels), madness sovereign, master of many masks, maven, omnicompetent, omnific might, perfect casting, tentacle mass, virtual size category +17, unspeakable form (shapechange), unsuspected

Nyarlathotep convert 444 feats converted to 74 divine ability

Divine Abilities

• Beautiful Body (Ex): Divine Rank as circumstance to AC

• Beautiful Mind (Ex): Cha as circumstance to attack rolls

• Beautiful Soul (Ex): Cha as circumstance to saving throw

• Beautiful Spirit (Ex): Divine Rank as circumstance to DC

• Chaotic Body (Ex): Divine Rank as anarchic to AC

• Chaotic Mind (Ex): Cha as anarchic to attack rolls

• Chaotic Soul (Ex): Cha as anarchic to saving throw

• Chaotic Spirit (Ex): Divine Rank as anarchic to DC

• Enlarge Aura x11 (Su): You can extend the range of your divine aura

• Eternal Freedom (Ex): Immune to spells and effects which impede movement

• Heavenly Body (Ex): Divine Rank as luck to AC

• Heavenly Mind (Ex): Cha as luck to attack rolls

• Heavenly Soul (Ex): Cha as luck to saving throw

• Heavenly Spirit (Ex): Divine Rank as luck to DC

• Lurking (Ex): You are difficult to detect

• Perfect Initiative (Su): Always first

• Polymorph (Su): You can polymorph at will

• Quantum Effect (Su): Incorporate fate in your effect

• X-Ray Vision (Ex): Your piercing gaze can penetrate matter

Cosmic Abilities

• Abrogate (Su): You negate an enemies single greatest ability

• ApostasyB (Ex): You are beyond alignment

• Authority (Su): You possess the voice of all leaders

• Cosmic Serpent (Su): Change alignment with a touch

• Dominance (Su): Foes with less than 1/3 your HD automatically fail all saves against you

• Doppelganger (Su): Shapechange into individuals, duplicating their powers

• Great Breath (Ex): You can create life

• Legendary Charisma (Ex): Charisma score doubled

• Legendary Strength (Ex): Strength score doubled

• Metamorph (Su): Double the power of any shapechanged form you take

• Nullification (Su): You negate all an opponents feats

• Slipstream (Su): You are unaffected by temporal disturbances

• Time Dilatation (Ex): You can take twice as many actions during the round than

usual

• Unearthly Effect (Su): Your effect power ranges are equal to your Divine Aura. Line, Gaze and Ray attacks have a range equal to your line of sight

Transcendental Abilities

• Cosmic Inspiration (Su): You can gain a single changeable cosmic ability

• Dead ZoneB (Ex): Divine aura is a dead magic zone

• DigestioB (Su): Gain all the abilities of any victims you slay

• Divine Nullification (Su): You negate all an opponents divine abilities

• Evil EyeB (Su): As [Dimensional] Mastery, control the rolls of all creatures in your divine aura

• Greater Dominance (Su): Foes with less than ½ your HD automatically fail all saves against you

• Perfect Defense (Ex): Cannot be hit

• PolymathB (Ex): Your class levels can be changed at will

• Sophism (Su): Make a Will to negate an effect

• TranscorporealityB (Su): As [Dimensional] Mastery, only one weapon in the universe can damage you

• TransfiniteB (Su): As [Dimensional] Mastery, you can add the inherant power of your opponent to that of your own

• TranstemporalB (Su): Travel in time

• TransversalB (Su): Reach equal to line of sight

• Transwarp (Su): Add any template (with CR no higher than ½ your Hit Dice) while shapechanging yourself or polymorphing others

• UnrealB (Su): You cannot be affected by magic from your universe (with the exception of one spell/ritual)

Double Chaos Portfolio Traits (First One)

Granted Power: You cast chaos spell at +1 caster level

• Transmutation Immunity (Su): You are immune to transmutation based attacks

• Transmutation Reflection (Su): Reflect any transmutation attack within your divine aura/realm

• Greater Scion of Chaos (Su): +96 competence bonus on attack rolls, damage rolls and armor class while you are within a chaos aligned locale

• Perfect Summoning (Chaos) (Ex): Chaotic creatures summoned have 200% more HD

• Greater Taint of Chaos (Su): Healing against your damage 25% effective except in lawful aligned locale

• Uncanny Anarchic Mastery (X2 HD) (Su): Assault your enemies with chaos based attacks

• Improved Anarchic Regeneration (Ex): You gain regeneration equal to your HD while within a chaos aligned locale

• Chaos Messiah (Su): You cannot be harmed, either willingly or unwillingly by chaotic creatures of lower divine rank

• Martyrdom (Su): An ally in your divine aura takes half of all damage dealt to you

• Aximatic Pariah (Su): Lawful based spells/effects cease to function in your divine realm

• Anarchic Affiliation (Ex): Treat any chaos aligned plane (or area) as your home plane

• Edifying Presence (Su): Change alignment of all creatures inside your divine aura

Double Concealment Portfolio Traits (First One)

Granted Power: You can deceive truth-detecting magic. A creature using this sort of magic against you must succeed on a caster level check against a DC of 15 + your’s HD + your Divine Rank (DC 1,061) to succeed (as if you are under the effect of a glibness spell); failure means the magic doesn’t detect your’s lies or force you to speak only the truth. This ability does not give you the glibness spell’s bonus on Bluff checks. When a creature is using detect thoughts or similar magic to read your mind, you decides what surface thoughts your opponent detects, and your true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts.

• Superior Apocrypha (Ex): As Apocrypha, plus you can Detect Scrying as the spell at will, as an immediate action

• Greater Shield of Concealment (Su): +96 competence bonus on attack rolls, damage rolls and armor class when your target does not know you are there

• Greater Hidden Brethren (Ex): Creatures you summon are automatically affected by Greater Invisibility

• Greater Instrument of Concealment (Su): Illusion effects created by you cannot be seen through with True Seeing or similar effects, unless those effects are used by beings of greater divine rank than you

• Uncanny Withering (Wis.) Mastery (X2 HD) (Su): Assault your enemies with wisdom draining attacks

• Greater Hidden Soul (Ex): You gain regeneration equal to your HD when nobody knows your precise location

• Nebulous (Ex): 75% chance to avoid an attack

• Elusion (Ex): You can avoid attacks with successful Reflex saves

• Sensory Pariah (Su): Divination based spells/effects cease to function in your divine realm

• Innocence (Su): You cannot be harmed until you yourself attack

• Transilient Reflexes (Ex): Cannot fail Reflex saves

Double Transformation Portfolio Traits (First One)

Granted Power: You cast transmutation spell at +1 caster level

Mutability (Ex): You gain the shapechanger subtype

True Shaper (Ex): Others of a lower divine rank cannot see through your effect that change form

• Transmutation Immunity (Su): You are immune to hostile transmutation based attacks

• Transmutation Reflection (Su): Reflect any transmutation attack within your divine aura/realm

• Sire of Charge (Su): +96 competence bonus on attack rolls, damage rolls and armor class while under a polymorph effect

• Perfect Summoning (shapechanger) (Ex): Summoned creatures with the shapechanger subtype or with the natural ability to change form have 200% more HD

• Embodiment of Alteration (Su): Immunities against your transmutation effects ineffective

• Uncanny Withering (Cha.) Mastery (X2 HD) (Su): Assault your enemies with charisma draining attacks

• Transfromation Soul (Ex): You gain regeneration equal to your HD while under a polymorph effect

• Messiah of Transformation (Su): You cannot be harmed, either willingly or unwillingly, by creatures of a lower divine status who have the ability (from class or race, but not from spells) to change form

• Lord of Shapechangers (Su): You automatically dominate any creatures of a lower divine status who have the ability (from class or race, but not from spells) to change form

• Chimerical (Su): You can shapechange into two creatures simultaneously

• Molymorph (Su): You are immune to the attacks of any form you assume

• Many Masks (Su): You gain a number of secondary identities (as the Vicissitude divine ability) equal to your HD plus your divine rank

Double Trickery Portfolio Traits (First One)

Granted Power: You can deceive truth-detecting magic. A creature using this sort of magic against you must succeed on a caster level check against a DC of 15 + your’s HD + your Divine Rank (DC 1.061) to succeed (as if you are under the effect of a glibness spell); failure means the magic doesn’t detect your’s lies or force you to speak only the truth. This ability does not give you the glibness spell’s bonus on Bluff checks. When a creature is using detect thoughts or similar magic to read your mind, you decides what surface thoughts your opponent detects, and your true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts.

• The Big Surprise (Ex): You count your HD as 1.497 and as rogue levels for the purpose of overcome the uncanny dodge and sixth sense abilities

• Joker (Ex): +96 competence bonus on attack rolls, damage rolls and armor class after successfully feint a creature with at least ½ your HD for 24 hours

• Trickery Summon (Su): Those summoned gain +96 Cha. bonus

• The Supreme Joke (Su): You can feint non-humanoid, creatures of animal Intelligence, and mindless creatures without penalty

• Uncanny Divine Energy Mastery (x2 HD) (Su): Punish enemies with divine energy

• Laughing Till the End (Ex): You gain regeneration equal to your HD for 48 minutes after successfully feint a creature with at least ½ your HD

• Apostasy (Ex): You have transcended alignment

• Unearthly Skill Focus (Bluff) (Ex): You gain a +360 bonus to Bluff

• Oblique Strike (Su): Strike one opponent to damage another within your divine aura

• Specular (Su): Enemies suffer the same damage they inflict upon you

• Ultimate Skill Mastery (Bluff) (Ex): You never fail Bluff and none can tell if you tell the truth or less

All effects below has already the Quantum Effect calculated with Evil Eye

Uncanny Anarchic Mastery (x2 HD)

Beam (Ray) 1,996d8 (63,872); dimension

Blast 998d8 (31,936); 162,557.1 miles/5,015 ft, Standard action Ref 657/half

Blood 499d8 (15,968); Melee automatic ability Ref DC 427/negate

Breath* 1,996d8 (63,872); 162,557.1 miles (cone) dimension (line) Standard Ref 427/half

Hand 2,994d8 (95,808); Melee Touch

Immolation 2,994d8 (95,808); 162,557.1 miles radius Free/Standard Ref 427/half

Storm 499d8 (15,968); 162,557.1 miles radius Standard/Free – Special Ref 657/half

Strike 499d8 (15,968); Melee (bonus) Free -

Wrath (Gaze) 998d8 (31,936); all creature in the dimension Will 657/negate

Uncanny Divine Energy Mastery (x2 HD)

Beam (Ray) 1,996d3 (23,952); dimension

Blast 998d3 (11,976); 162,557.1 miles/5,015 ft, Standard action Ref 657/half

Blood 499d3 (5,988); Melee automatic ability Ref DC 427/negate

Breath* 1,996d3 (23,952); 162,557.1 miles (cone) dimension (line) Standard Ref 427/half

Hand 2,994d3 (35,928); Melee Touch

Immolation 2,994d3 (35,928); 162,557.1 miles radius Free/Standard Ref 427/half

Storm 499d3 (5,988); 162,557.1 miles radius Standard/Free – Special Ref 657/half

Strike 499d3 (5,988); Melee (bonus) Free -

Wrath (Gaze) 998d3 (11,976); all creature in the dimension Will 657/negate

Uncanny Withering (Cha.) Mastery (x2 HD)

Beam (Ray) 798; dimension

Blast 399; 162,557.1 miles/5,015 ft, Standard action Ref 657/half

Blood 199; Melee automatic ability Ref DC 427/negate

Breath* 798; 162,557.1 miles (cone) dimension (line) Standard Ref 427/half

Hand 1,197; Melee Touch

Immolation 1,197; 162,557.1 miles radius Free/Standard Ref 427/half

Storm 199; 162,557.1 miles radius Standard/Free – Special Ref 657/half

Strike 199; Melee (bonus) Free -

Wrath (Gaze) 399; all creature in the dimension Will 657/negate

Uncanny Withering (Wis.) Mastery (x2 HD)

Beam (Ray) 798; dimension

Blast 399; 162,557.1 miles/5,015 ft, Standard action Ref 657/half

Blood 199; Melee automatic ability Ref DC 427/negate

Breath* 798; 162,557.1 miles (cone) dimension (line) Standard Ref 427/half

Hand 1,197; Melee Touch

Immolation 1,197; 162,557.1 miles radius Free/Standard Ref 427/half

Storm 199; 162,557.1 miles radius Standard/Free – Special Ref 657/half

Strike 199; Melee (bonus) Free -

Wrath (Gaze) 399; all creature in the dimension Will 657/negate

Alter Reality (Su)
Once per round as a free action Nyarlathotep can duplicate any spell of 49th-level or less. This ability can also duplicate any epic spells of DC 1,132 or less. Other use of this ability are GM’s discretion.

Alter Shape and Soul (Ex or Su)
With a swift action, Nyarlathotep can assume the shape of any combination of creatures (regardless of type, subtype, or HD including incorporeal) with a divine rank (or effective divine rank, e.g. a void dragon's Unknowing ability) up to 48 (its own). Nyarlathotep cannot assume the form with a Perfection bonus (like a Hyperborean). Whatever its present form, Nyarlathotep retains all its own abilities. Plus, it gains the advantage of up to 48 extraordinary abilities from the forms it mimics and up to 48 supernatural or spell-like powers. It can assume its spellcasting or psionics or a similar ability, but each spell or power counts towards its supernatural ability limit. It also gains all the physical ability scores higher between the creatures (if higher of its own).

It can also assume parts of the form of an individual with class levels, and assume class features that are extraordinary, supernatural, spell-like, etc (any not labeled are treated as extraordinary aside from spellcasting or a similar list [such as martial maneuvers], which is treated as spell-like [and each individual spell or whatever is treated as one spell-like ability]); each class feature assumed counts towards the limit (it's treated as having 998 levels in that class, if that matters, such as spellcasting).

Any limited use abilities (e.g. channel energy, efreeti wishes) use the same pool of uses/day no matter how many different classes or Ex/Su/Sp abilities it emulates to gain that attack. For spells (from any class regardless of it's arcane or divine), it's treated as a 998th-level druid for the purpose of spells+bonus spells/day. For psionic powers (from any class/discipline) it's treated as a 998th-level psion for the purpose of daily power points.

The assumed form can be any size (Nyarlathotep retain its own ability scores). Incorporeal traits can also be assumed, which counts as a single extraordinary ability (Nyarlathotep retain its virtual size category, like it still has its former Strength score). If Nyarlathotep assumes a partial form that confers an ability already possessed by itself, only the better of the two abilities is retained. This is a polymorph effect. When this ability is active, Nyarlathotep can chose to suppress the fiery storm and madness aura.

Cosmic Madness (Su)
Nyarlathotep is a living emanation of cosmic madness and chaos, and his mere presence can shatter the minds of those who gaze upon him. Each creature within the divine aura of Nyarlathotep at the start of his turn or that looks directly at him or interacts with him must make a DC 1,146 Will save. On a failure the creature gains a permanent state of madness, choosing one of the following at Nyarlathotep discretion:
  • Chaotic Obsession: The creature becomes incapable of making coherent decisions and acts completely randomly while in combat.​
  • Oblivion Mania: The creature forgets all of its personal memories, including skills and languages, and acts like a blank slate (as for amnesia madness).​
  • Utter Paranoia: The creature trusts no one, not even its allies.​
The madness is permanent and can only be removed by a wish cast by a First One or higher rank creatures that make a caster level check against a DC of 1,056. This replaces the madness aura of the helioedes template and like it is suppressed while using unspeakable form. The save DC is Charisma-based.

Elder Mythos Trailblazer (Su)
The mere presence of Nyarlathotep or one of its avatars created with Vicissitude (see master of many masks) on a planet of the Material Plane causes a dramatic increase in the activity of cults tied to the Outer Gods and entities of the Elder Mythos. This effect manifests in the following forms within the entire solar system of the unlucky planet:
  • Creatures with the Mythos subtype or that worship the mythos or that gains power from the Dark Tapestry (like an oracle with the Dark Tapestry mystery) gain a +4 morale bonus on attack rolls, damage rolls, saving throws, and ability checks.​
  • Cult activity is accelerated. Any action that would normally take days (such as rituals, summonings, or sacrifices) only require half the time.​
  • Cults of the Elder Mythos have double the recruitment rate and spread more rapidly. Followers gain a +10 bonus on Diplomacy and Intimidate checks to convert new followers.​
  • Spontaneous Summon: Each hour there’s a 25% chance for each planet of such solar system that a mythos creature from another dimension with a maximum CR of 25 may emerge from strange angles or warped reality.​
  • Creatures with an Intelligence of 3 or higher within the solar system have a 1% probability of being touched in their dream by the influence of the Elder Mythos every time they sleep. The creature must succeed on a DC 1,146 Will save (or DC 10 + ½ the Avatar's HD + the Avatar's Charisma modifier + the Avatar DR if any) or become fanatic cultists of Nyarlathotep or other Elder Mythos entity, gaining Aklo as a bonus know language in the process. Only a wish spell cast by a creature with the same divine status or higher that the Avatar (a First One if Nyarlathotep is present in its true body) can undo its effects on a specific creature if it make a caster level check against the spell resistance of the Avatar/Nyarlathotep (DC 10 + HD + DR for Avatar without spell resistance). This is an instantaneous effect and a charm, madness, mind-affecting effect.​
The ability's effect persists after Nyarlathotep or its Avatar leaves the plane, but fades over the course of 1d10 days. During this time, cults continue to operate with increased intensity, completing rituals and expanding their influence.

Nyarlathotep can suppress this ability as a free action (usually when it’s present in incognito in a planet) or resume it as another free action. When suppressing the ability, all the effects are immediately terminated (without the 1d10 days) but not the ones that already give results (rituals completed, cultist recruited, creatures summoned or emerged, creatures become fanatic cultists, etc.)

False Cosmos (Su)
Nyarlathotep's manipulation of reality is so powerful that it can rewrite the very perception of the world it descend. As a swift action, it can create a zone of illusory reality that covers an area of 10-miles radius per divine rank. This alternate reality alters every sensory perception (visual, auditory, tactile, olfactory, and psychic) of all creatures with a status lower than Sidereals in the zone, making it seem completely different from what it actually is. Creatures in the zone must make a DC 1,146 Will save every hour. On a failure, they accept the false reality as true. The false reality can include nonexistent cities, imaginary civilizations, or even altered natural laws (e.g., fire doesn't burn, water flows upward). The reality remains in effect as long as Nyarlathotep wishes or until it leaves the solar system (if on the Material Plane) or the planar layer (if in the Outer Planes). This false reality is a mind-affecting effect and the save DC is Charisma-based.

Howl (Su)
Once every 1d4 rounds as a swift action in any round he does not attack with his greater tentacle, Nyarlathotep can raise his tentacle to the sky and emit a supernatural howl. This blasts the minds and souls of all within a 10,000-miles radius: each creature in this area must make a successful DC 826 Fortitude save or gain 48 negative levels. This is a death, sonic effect that penetrate the void of the space and the effect of any spell of 48th level or lower that creates silence. The save DC is Constitution-based.

Master of Many Masks (Ex)
Nyarlathotep has taken the art of transformation to new heights. Abilities that allows to see, remove, or detect transformation effects don't work against Nyarlathotep's effects unless the creature makes a divine check (HD + divine bonus) against a DC of 1,046 (Nyarlathotep HD + its divine bonus). Nyarlathotep can deceive truth-detecting magic. A creature using this sort of magic against Nyarlathotep must succeed on a caster level check against a DC of 1,061 (15 + Nyarlathotep HD + its divine bonus); failure means the magic doesn’t detect the Nyarlathotep’s lies or force it to speak only the truth. A creature is not aware of making this caster level. Nyarlathotep can always decide to let enter effects that allows to detect / see things on the sheet (like detect chaos, Phrenology, etc.) but then it can decide to show what it wants: it show what it wants and how it wants against all detection effects (like Phrenology or Psychometry), even things that don't exist on its sheet unless the creature makes a divine check (HD + divine bonus) against a DC of 1,046 (Nyarlathotep HD + its divine bonus) (eg. it might make itself look like a mere human LN commoner 1 with 10 in all stats, with feats Endurance and Skill Focus (Craft [clothes]), with skills Craft (clothes) +7, Perception +4, Profession (tailor) +4, and nothing else on the sheet, in front to a First One who uses Psychometry or detect with a strong aura of law for a detect law spell instead of its normal alignment). When a creature is using detect thoughts or similar magic to read its mind, Nyarlathotep decides what surface thoughts its opponent detects, and its true surface thoughts remain private. Nyarlathotep can trick an opponent into believing that it has been charmed or dominated. When targeted with a magical effect that provides ongoing control (such as charm person, dominate monster, or a vampire’s dominate ability), Nyarlathotep can make a saving throw against the DC of the effect (even if it’s normally immune to that effect), if it succeeds at the saving throw, it can allow the spell to take partial effect. To the caster, it appears that Nyarlathotep failed its saving throw, but it is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but Nyarlathotep is under no obligation to follow the caster’s commands. Nyarlathotep can dismiss a fooled spell as a standard action. Nyarlathotep, when it uses Many Masks, instead of mutating into the new creature, as normally happens with Vicissitude, creates a new body for the “second personality” at any point he can perceive with Cosmic Consciousness. This new being follows all the rules of Vicissitude. Nyarlathotep can always see through this subject's senses as long as they are within the same universe, and no effect can lead back this creature to Nyarlathotep or detect the psychic bond between them unless the creature make divine check (HD + divine bonus) against a DC of 1,046 (Nyarlathotep HD + its divine bonus). Nyarlathotep can control the creature from a distance and these are taken as being generated by his own mind: the creature considers them his own ideas and follows them to the best of his ability (this is neither a charm, nor a compulsion, nor a mind-affecting, nor anything else). Nyarlathotep can activate or deactivate the creature Elder Mythos Trailblazer as a free action. In areas where the bond does not work (such as outside the universe, in the Pleroma) Nyarlathotep cannot observe or control the creature.

Million Favored Ones (Su)
Starting on the 2nd round of any combat, Nyarlathotep’s chest cavity unleashes a cloud of shrieking damned souls. These are the million favored ones, and once they are released they surround the area of the divine aura of Nyarlathotep for the remainder of this encounter. All creatures in this area must make a DC 1,146 Reflex save at the start of each of their turns for the rest of the encounter or take 80d100 points of permanent damage and become sickened from the supernatural chill. The sickness lasts for 1 hour. A successful save negates the damage but not the sickened effect. The sickness is a mind-affecting effect. Nyarlathotep can chose to not use this power as a free action at the start of each of its round. The save DC is Charisma-based.

Mythic (Ex)
Nyarlathotep has Mythic Power (48/day, surge +40d6) and counts as a 48th-rank Mythic creature. Nyarlathotep can use any of its spell, spell-like abilities, and alter reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Oblivion of Knowledge (Su)
Nyarlathotep can completely erase fundamental concepts or ideas from the comprehension of lower minds. As a standard action, it can select a specific concept (such as "fire," "script," "time," or even a specific spell such as "fireball") and erase it from the knowledge of all creatures within 10 miles per divine rank. Creatures in the area completely forget the concept, unable to use it in any way until it is “discovered” again. For example: if "fire" is erased, creatures cannot light it, recognize it, or defend themselves against it; if "script" is erased, all written forms become unintelligible, even to their creators; items, spells, or abilities tied to the concept cease to function in the area for 1 hour per DR of Nyarlathotep. Creatures with a status of Lesser, Intermediate, or Greater Deity can make a DC 1,146 Will save for negate this effect. Sidereals and creatures with above status are immune to it. The oblivion is permanent and can only be removed by a wish cast by a First One or higher rank creatures that make a caster level check against a DC of 1,056, but with help of other creatures or time the concept can be discovered again by the affects creatures. This is a mind-affecting effect and the save DC is Charisma-based.

Omnific Might (Ex)
Nyarlathotep deals d1,000's for base damage dice of all melee, ranged weapon, 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 its HD.

Starflight (Su)
Nyarlathotep flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes 2d4 rounds, and a trip beyond normally takes 1d6 hours (or more, at the GM’s discretion).

Sweet Words (Su)
All men and deities are puppets, dancing at the whims of the Crawling Chaos. Nyarlathotep may warp and twist a creature’s mind by talking to them for one minute. Nyarlathotep make a Bluff or Diplomacy check with a DC equal to the creature HD + the creature higher mental modifier + the creature DR (or equivalent). By taking a –200 penalty on the check, Nyarlathotep may instead use this ability as a full round action. If Nyarlathotep succeed, the creature must make a Will save DC 1,146 or the Outer God has free reign over his mind. If Nyarlathotep fail the check or the creature succeed the save, the creature cannot be targeted for 24 hours by this ability. If the creature fail the save, Nyarlathotep may then alter or delete any of his memories, and may insert false ones as it please. It may reshape his personality, altering his emotions, opinions, and even alignment. In addition, if it wish, it may render them permanently insane, as the spell. Only First One or higher rank creatures can undo its effects with the use of a wish that make a caster level check against a DC of 1,056. The most famous victim of this ability is Zon-Kuthon. This is a mind-affecting effect. Demiurges (or equivalent powerful creatures) and highest tier creatures are immune to this ability. The save DC is Charisma-based.

Vampirism (Su)
Whenever Nyarlathotep hits a creature with any of its natural attacks or inflicts constrict damage, it inflicts an additional 80d100 points of negative energy damage. This negative energy cannot heal creatures (like undead or creatures with negative energy affinity). Each time it inflicts this negative energy damage, Nyarlathotep heals an equal number of hit points.

Unsuspected (Su)
A creature that attempts a save against or is targeted by any of Nyarlathotep’s abilities (like Abrogate) is unaware that it has done so unless obvious visual evidence is present.
 
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Well....I found the inspiration for completing it after 2+ years! The base was the Howler and with some abilities from Protean-Above-All.

Nyarlathotep

A three-legged, headless monster howls at you from the gloom. The top of its body ends in a single tapering tentacle, which quivers and waves at the sky. Visibly in its transparent gut, it digests wraith-like souls, and a glowing organ shines from the center of its body. It has two clawed hands that wave in arcane patterns.

Helioedes

Beyond Alignment (CN effectively) Mega-Huge aberration (chaotic, mythos, shapechanger)

Init +770 (Always First); Senses darkvision, cosmic consciousness (dimension), reality shift, x-ray; Perception +1,498

Aura divine (DC 330,301,440 ft. or 62,557.1 miles), fiery storm (124d6 divine fire, 40,320 ft.)

DEFENSE

cannot be hit AC 2,333, touch 788, flat-footed 2,252 (+48 anarchic, +48 circumstance, +445 deflection, +75 Dex, +48 divine, +6 dodge, +60 insight, +48 luck, +1,545 natural)

hp 10,019,920 (998d1,000+254,490) x8 regeneration 4,990 (transcendental damage or transcendental might)

Fort +2,011, Ref +1,961 cannot fail, Will +2,329

Defensive Abilities all-around vision, amorphous, beyond morality, chaotic messiah, cosmic firmament, dimensional mastery, eternal freedom, eternal return, interdimensional, mad mind (DC 1,146), messiah of transformation, sixth sense; DR 7,984/–; Immune ability damage and drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification and polymorph, enchantment, illusion and transmutation magic, death from massive damage, Terrestrial, Stellar and Dimensional Hazards; Resistance Universal Hazards; PR/SR 1,056, any spell which fails to penetrate Nyarlathotep spell resistance is reflected back upon the caster

OFFENSE

Speed Superluminar; Starflight

Melee +332 2 claws +2,985 touch (998d1,000+574 plus 80d100 negative energy), +332 greater tentacle +2,985 touch (998d1.000+574/19–20x3 plus grab and 80d100 negative energy), +332 199 tentacles +2,985 touch (998d1.000+574 plus grab and 80d100 negative energy)

Ranged gamma ray burst +2,463 touch (499d100 divine fire, range 161,280 ft.)

Space 6,144 miles; Reach 4,096 miles (6,144 miles with greater tentacle)

Special Attacks alter reality, cosmic madness, dimensional rip (DC 1,146), evil eye (40,320 ft.), false cosmos, howl (DC 826), mind boggling, mythic power (48/day, surge +40d6), nova (DC 826), oblivion of knowledge, solar constrict (998d1,000+242 plus 249d20 divine fire, 80d100 negative energy and 1d4 constitution drain), sweet words, vampirism, unnamable doom

Spell-Like Abilities (CL 1,046th, concentration +1,549)

At willanimate objects, baleful polymorph (DC 652), bear’s endurance, beast shape I, chaos hammer (DC 651), cloak of chaos (DC 655), disguise self (DC 648), dispel law, enchantment foil, enlarge person (DC 648), false vision, form of the dragon I, greater animal aspect, illusory wall (DC 651), invisibility, invisibility sphere, legendary proportions, magic circle against law, mind blank, mirage arcana (DC 652), mislead (DC 653), nondetection, pass without trace, polymorph any object (DC 654), protection from law, screen (DC 656), shapechange, shatter (DC 649), summon monster IX (chaotic only), undetectable alignment, veil (DC 654), word of chaos (DC 654),

STATISTICS

Str 494, Dex 160, Con 260, Int 136, Wis 130, Cha 900

Base Atk +998; CMB +2,707; CMD 2,112

Feats Alertness, Charismatic Initiative, Greater Fortitude, Improved Initiative, Lightning Reflexes, Muscle Reaction

Metamagic Feats Automatic Metamagic Capacity x40, Maximize Spell, Metamagic Freedom, Heighten Spell, Empower Spell

Epic Feats Good Fortitude, Good Reflexes, Improved Dodge, Sixth Sense, Superior Initiative

Skills All skills 1,049 + ability modifier;

Languages All possible languages; telepathy (dimension)

SQ alter shape and soul, constant insight, elder mythos trailblazer, ignore reality, integrated class feature (249 levels), madness sovereign, master of many masks, maven, omnicompetent, omnific might, perfect casting, tentacle mass, virtual size category +17, unspeakable form (shapechange), unsuspected

Nyarlathotep convert 444 feats converted to 74 divine ability

Divine Abilities

• Beautiful Body (Ex): Divine Rank as circumstance to AC

• Beautiful Mind (Ex): Cha as circumstance to attack rolls

• Beautiful Soul (Ex): Cha as circumstance to saving throw

• Beautiful Spirit (Ex): Divine Rank as circumstance to DC

• Chaotic Body (Ex): Divine Rank as anarchic to AC

• Chaotic Mind (Ex): Cha as anarchic to attack rolls

• Chaotic Soul (Ex): Cha as anarchic to saving throw

• Chaotic Spirit (Ex): Divine Rank as anarchic to DC

• Enlarge Aura x11 (Su): You can extend the range of your divine aura

• Eternal Freedom (Ex): Immune to spells and effects which impede movement

• Heavenly Body (Ex): Divine Rank as luck to AC

• Heavenly Mind (Ex): Cha as luck to attack rolls

• Heavenly Soul (Ex): Cha as luck to saving throw

• Heavenly Spirit (Ex): Divine Rank as luck to DC

• Lurking (Ex): You are difficult to detect

• Perfect Initiative (Su): Always first

• Polymorph (Su): You can polymorph at will

• Quantum Effect (Su): Incorporate fate in your effect

• X-Ray Vision (Ex): Your piercing gaze can penetrate matter

Cosmic Abilities

• Abrogate (Su): You negate an enemies single greatest ability

• ApostasyB (Ex): You are beyond alignment

• Authority (Su): You possess the voice of all leaders

• Cosmic Serpent (Su): Change alignment with a touch

• Dominance (Su): Foes with less than 1/3 your HD automatically fail all saves against you

• Doppelganger (Su): Shapechange into individuals, duplicating their powers

• Great Breath (Ex): You can create life

• Legendary Charisma (Ex): Charisma score doubled

• Legendary Strength (Ex): Strength score doubled

• Metamorph (Su): Double the power of any shapechanged form you take

• Nullification (Su): You negate all an opponents feats

• Slipstream (Su): You are unaffected by temporal disturbances

• Time Dilatation (Ex): You can take twice as many actions during the round than

usual

• Unearthly Effect (Su): Your effect power ranges are equal to your Divine Aura. Line, Gaze and Ray attacks have a range equal to your line of sight

Transcendental Abilities

• Cosmic Inspiration (Su): You can gain a single changeable cosmic ability

• Dead ZoneB (Ex): Divine aura is a dead magic zone

• DigestioB (Su): Gain all the abilities of any victims you slay

• Divine Nullification (Su): You negate all an opponents divine abilities

• Evil EyeB (Su): As [Dimensional] Mastery, control the rolls of all creatures in your divine aura

• Greater Dominance (Su): Foes with less than ½ your HD automatically fail all saves against you

• Perfect Defense (Ex): Cannot be hit

• PolymathB (Ex): Your class levels can be changed at will

• Sophism (Su): Make a Will to negate an effect

• TranscorporealityB (Su): As [Dimensional] Mastery, only one weapon in the universe can damage you

• TransfiniteB (Su): As [Dimensional] Mastery, you can add the inherant power of your opponent to that of your own

• TranstemporalB (Su): Travel in time

• TransversalB (Su): Reach equal to line of sight

• Transwarp (Su): Add any template (with CR no higher than ½ your Hit Dice) while shapechanging yourself or polymorphing others

• UnrealB (Su): You cannot be affected by magic from your universe (with the exception of one spell/ritual)

Double Chaos Portfolio Traits (First One)

Granted Power: You cast chaos spell at +1 caster level

• Transmutation Immunity (Su): You are immune to transmutation based attacks

• Transmutation Reflection (Su): Reflect any transmutation attack within your divine aura/realm

• Greater Scion of Chaos (Su): +96 competence bonus on attack rolls, damage rolls and armor class while you are within a chaos aligned locale

• Perfect Summoning (Chaos) (Ex): Chaotic creatures summoned have 200% more HD

• Greater Taint of Chaos (Su): Healing against your damage 25% effective except in lawful aligned locale

• Uncanny Anarchic Mastery (X2 HD) (Su): Assault your enemies with chaos based attacks

• Improved Anarchic Regeneration (Ex): You gain regeneration equal to your HD while within a chaos aligned locale

• Chaos Messiah (Su): You cannot be harmed, either willingly or unwillingly by chaotic creatures of lower divine rank

• Martyrdom (Su): An ally in your divine aura takes half of all damage dealt to you

• Aximatic Pariah (Su): Lawful based spells/effects cease to function in your divine realm

• Anarchic Affiliation (Ex): Treat any chaos aligned plane (or area) as your home plane

• Edifying Presence (Su): Change alignment of all creatures inside your divine aura

Double Concealment Portfolio Traits (First One)

Granted Power: You can deceive truth-detecting magic. A creature using this sort of magic against you must succeed on a caster level check against a DC of 15 + your’s HD + your Divine Rank (DC 1,061) to succeed (as if you are under the effect of a glibness spell); failure means the magic doesn’t detect your’s lies or force you to speak only the truth. This ability does not give you the glibness spell’s bonus on Bluff checks. When a creature is using detect thoughts or similar magic to read your mind, you decides what surface thoughts your opponent detects, and your true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts.

• Superior Apocrypha (Ex): As Apocrypha, plus you can Detect Scrying as the spell at will, as an immediate action

• Greater Shield of Concealment (Su): +96 competence bonus on attack rolls, damage rolls and armor class when your target does not know you are there

• Greater Hidden Brethren (Ex): Creatures you summon are automatically affected by Greater Invisibility

• Greater Instrument of Concealment (Su): Illusion effects created by you cannot be seen through with True Seeing or similar effects, unless those effects are used by beings of greater divine rank than you

• Uncanny Withering (Wis.) Mastery (X2 HD) (Su): Assault your enemies with wisdom draining attacks

• Greater Hidden Soul (Ex): You gain regeneration equal to your HD when nobody knows your precise location

• Nebulous (Ex): 75% chance to avoid an attack

• Elusion (Ex): You can avoid attacks with successful Reflex saves

• Sensory Pariah (Su): Divination based spells/effects cease to function in your divine realm

• Innocence (Su): You cannot be harmed until you yourself attack

• Transilient Reflexes (Ex): Cannot fail Reflex saves

Double Transformation Portfolio Traits (First One)

Granted Power: You cast transmutation spell at +1 caster level

Mutability (Ex): You gain the shapechanger subtype

True Shaper (Ex): Others of a lower divine rank cannot see through your effect that change form

• Transmutation Immunity (Su): You are immune to hostile transmutation based attacks

• Transmutation Reflection (Su): Reflect any transmutation attack within your divine aura/realm

• Sire of Charge (Su): +96 competence bonus on attack rolls, damage rolls and armor class while under a polymorph effect

• Perfect Summoning (shapechanger) (Ex): Summoned creatures with the shapechanger subtype or with the natural ability to change form have 200% more HD

• Embodiment of Alteration (Su): Immunities against your transmutation effects ineffective

• Uncanny Withering (Cha.) Mastery (X2 HD) (Su): Assault your enemies with charisma draining attacks

• Transfromation Soul (Ex): You gain regeneration equal to your HD while under a polymorph effect

• Messiah of Transformation (Su): You cannot be harmed, either willingly or unwillingly, by creatures of a lower divine status who have the ability (from class or race, but not from spells) to change form

• Lord of Shapechangers (Su): You automatically dominate any creatures of a lower divine status who have the ability (from class or race, but not from spells) to change form

• Chimerical (Su): You can shapechange into two creatures simultaneously

• Molymorph (Su): You are immune to the attacks of any form you assume

• Many Masks (Su): You gain a number of secondary identities (as the Vicissitude divine ability) equal to your HD plus your divine rank

Double Trickery Portfolio Traits (First One)

Granted Power: You can deceive truth-detecting magic. A creature using this sort of magic against you must succeed on a caster level check against a DC of 15 + your’s HD + your Divine Rank (DC 1.061) to succeed (as if you are under the effect of a glibness spell); failure means the magic doesn’t detect your’s lies or force you to speak only the truth. This ability does not give you the glibness spell’s bonus on Bluff checks. When a creature is using detect thoughts or similar magic to read your mind, you decides what surface thoughts your opponent detects, and your true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts.

• The Big Surprise (Ex): You count your HD as 1.497 and as rogue levels for the purpose of overcome the uncanny dodge and sixth sense abilities

• Joker (Ex): +96 competence bonus on attack rolls, damage rolls and armor class after successfully feint a creature with at least ½ your HD for 24 hours

• Trickery Summon (Su): Those summoned gain +96 Cha. bonus

• The Supreme Joke (Su): You can feint non-humanoid, creatures of animal Intelligence, and mindless creatures without penalty

• Uncanny Divine Energy Mastery (x2 HD) (Su): Punish enemies with divine energy

• Laughing Till the End (Ex): You gain regeneration equal to your HD for 48 minutes after successfully feint a creature with at least ½ your HD

• Apostasy (Ex): You have transcended alignment

• Unearthly Skill Focus (Bluff) (Ex): You gain a +360 bonus to Bluff

• Oblique Strike (Su): Strike one opponent to damage another within your divine aura

• Specular (Su): Enemies suffer the same damage they inflict upon you

• Ultimate Skill Mastery (Bluff) (Ex): You never fail Bluff and none can tell if you tell the truth or less

All effects below has already the Quantum Effect calculated with Evil Eye

Uncanny Anarchic Mastery (x2 HD)

Beam (Ray) 1,996d8 (63,872); dimension

Blast 998d8 (31,936); 162,557.1 miles/5,015 ft, Standard action Ref 657/half

Blood 499d8 (15,968); Melee automatic ability Ref DC 427/negate

Breath* 1,996d8 (63,872); 162,557.1 miles (cone) dimension (line) Standard Ref 427/half

Hand 2,994d8 (95,808); Melee Touch

Immolation 2,994d8 (95,808); 162,557.1 miles radius Free/Standard Ref 427/half

Storm 499d8 (15,968); 162,557.1 miles radius Standard/Free – Special Ref 657/half

Strike 499d8 (15,968); Melee (bonus) Free -

Wrath (Gaze) 998d8 (31,936); all creature in the dimension Will 657/negate

Uncanny Divine Energy Mastery (x2 HD)

Beam (Ray) 1,996d3 (23,952); dimension

Blast 998d3 (11,976); 162,557.1 miles/5,015 ft, Standard action Ref 657/half

Blood 499d3 (5,988); Melee automatic ability Ref DC 427/negate

Breath* 1,996d3 (23,952); 162,557.1 miles (cone) dimension (line) Standard Ref 427/half

Hand 2,994d3 (35,928); Melee Touch

Immolation 2,994d3 (35,928); 162,557.1 miles radius Free/Standard Ref 427/half

Storm 499d3 (5,988); 162,557.1 miles radius Standard/Free – Special Ref 657/half

Strike 499d3 (5,988); Melee (bonus) Free -

Wrath (Gaze) 998d3 (11,976); all creature in the dimension Will 657/negate

Uncanny Withering (Cha.) Mastery (x2 HD)

Beam (Ray) 798; dimension

Blast 399; 162,557.1 miles/5,015 ft, Standard action Ref 657/half

Blood 199; Melee automatic ability Ref DC 427/negate

Breath* 798; 162,557.1 miles (cone) dimension (line) Standard Ref 427/half

Hand 1,197; Melee Touch

Immolation 1,197; 162,557.1 miles radius Free/Standard Ref 427/half

Storm 199; 162,557.1 miles radius Standard/Free – Special Ref 657/half

Strike 199; Melee (bonus) Free -

Wrath (Gaze) 399; all creature in the dimension Will 657/negate

Uncanny Withering (Wis.) Mastery (x2 HD)

Beam (Ray) 798; dimension

Blast 399; 162,557.1 miles/5,015 ft, Standard action Ref 657/half

Blood 199; Melee automatic ability Ref DC 427/negate

Breath* 798; 162,557.1 miles (cone) dimension (line) Standard Ref 427/half

Hand 1,197; Melee Touch

Immolation 1,197; 162,557.1 miles radius Free/Standard Ref 427/half

Storm 199; 162,557.1 miles radius Standard/Free – Special Ref 657/half

Strike 199; Melee (bonus) Free -

Wrath (Gaze) 399; all creature in the dimension Will 657/negate

Alter Reality (Su)
Once per round as a free action Nyarlathotep can duplicate any spell of 49th-level or less. This ability can also duplicate any epic spells of DC 1,132 or less. Other use of this ability are GM’s discretion.

Alter Shape and Soul (Ex or Su)
With a swift action, Nyarlathotep can assume the shape of any combination of creatures (regardless of type, subtype, or HD including incorporeal) with a divine rank (or effective divine rank, e.g. a void dragon's Unknowing ability) up to 48 (its own). Nyarlathotep cannot assume the form with a Perfection bonus (like a Hyperborean). Whatever its present form, Nyarlathotep retains all its own abilities. Plus, it gains the advantage of up to 48 extraordinary abilities from the forms it mimics and up to 48 supernatural or spell-like powers. It can assume its spellcasting or psionics or a similar ability, but each spell or power counts towards its supernatural ability limit. It also gains all the physical ability scores higher between the creatures (if higher of its own).

It can also assume parts of the form of an individual with class levels, and assume class features that are extraordinary, supernatural, spell-like, etc (any not labeled are treated as extraordinary aside from spellcasting or a similar list [such as martial maneuvers], which is treated as spell-like [and each individual spell or whatever is treated as one spell-like ability]); each class feature assumed counts towards the limit (it's treated as having 998 levels in that class, if that matters, such as spellcasting).

Any limited use abilities (e.g. channel energy, efreeti wishes) use the same pool of uses/day no matter how many different classes or Ex/Su/Sp abilities it emulates to gain that attack. For spells (from any class regardless of it's arcane or divine), it's treated as a 998th-level druid for the purpose of spells+bonus spells/day. For psionic powers (from any class/discipline) it's treated as a 998th-level psion for the purpose of daily power points.

The assumed form can be any size (Nyarlathotep retain its own ability scores). Incorporeal traits can also be assumed, which counts as a single extraordinary ability (Nyarlathotep retain its virtual size category, like it still has its former Strength score). If Nyarlathotep assumes a partial form that confers an ability already possessed by itself, only the better of the two abilities is retained. This is a polymorph effect. When this ability is active, Nyarlathotep can chose to suppress the fiery storm and madness aura.

Cosmic Madness (Su)
Nyarlathotep is a living emanation of cosmic madness and chaos, and his mere presence can shatter the minds of those who gaze upon him. Each creature within the divine aura of Nyarlathotep at the start of his turn or that looks directly at him or interacts with him must make a DC 1,146 Will save. On a failure the creature gains a permanent state of madness, choosing one of the following at Nyarlathotep discretion:
  • Chaotic Obsession: The creature becomes incapable of making coherent decisions and acts completely randomly while in combat.​
  • Oblivion Mania: The creature forgets all of its personal memories, including skills and languages, and acts like a blank slate (as for amnesia madness).​
  • Utter Paranoia: The creature trusts no one, not even its allies.​
The madness is permanent and can only be removed by a wish cast by a First One or higher rank creatures that make a caster level check against a DC of 1,056. This replaces the madness aura of the helioedes template and like it is suppressed while using unspeakable form. The save DC is Charisma-based.

Elder Mythos Trailblazer (Su)
The mere presence of Nyarlathotep or one of its avatars created with Vicissitude (see master of many masks) on a planet of the Material Plane causes a dramatic increase in the activity of cults tied to the Outer Gods and entities of the Elder Mythos. This effect manifests in the following forms within the entire solar system of the unlucky planet:
  • Creatures with the Mythos subtype or that worship the mythos or that gains power from the Dark Tapestry (like an oracle with the Dark Tapestry mystery) gain a +4 morale bonus on attack rolls, damage rolls, saving throws, and ability checks.​
  • Cult activity is accelerated. Any action that would normally take days (such as rituals, summonings, or sacrifices) only require half the time.​
  • Cults of the Elder Mythos have double the recruitment rate and spread more rapidly. Followers gain a +10 bonus on Diplomacy and Intimidate checks to convert new followers.​
  • Spontaneous Summon: Each hour there’s a 25% chance for each planet of such solar system that a mythos creature from another dimension with a maximum CR of 25 may emerge from strange angles or warped reality.​
  • Creatures with an Intelligence of 3 or higher within the solar system have a 1% probability of being touched in their dream by the influence of the Elder Mythos every time they sleep. The creature must succeed on a DC 1,146 Will save (or DC 10 + ½ the Avatar's HD + the Avatar's Charisma modifier + the Avatar DR if any) or become fanatic cultists of Nyarlathotep or other Elder Mythos entity, gaining Aklo as a bonus know language in the process. Only a wish spell cast by a creature with the same divine status or higher that the Avatar (a First One if Nyarlathotep is present in its true body) can undo its effects on a specific creature if it make a caster level check against the spell resistance of the Avatar/Nyarlathotep (DC 10 + HD + DR for Avatar without spell resistance). This is an instantaneous effect and a charm, madness, mind-affecting effect.​
The ability's effect persists after Nyarlathotep or its Avatar leaves the plane, but fades over the course of 1d10 days. During this time, cults continue to operate with increased intensity, completing rituals and expanding their influence.

Nyarlathotep can suppress this ability as a free action (usually when it’s present in incognito in a planet) or resume it as another free action. When suppressing the ability, all the effects are immediately terminated (without the 1d10 days) but not the ones that already give results (rituals completed, cultist recruited, creatures summoned or emerged, creatures become fanatic cultists, etc.)

False Cosmos (Su)
Nyarlathotep's manipulation of reality is so powerful that it can rewrite the very perception of the world it descend. As a swift action, it can create a zone of illusory reality that covers an area of 10-miles radius per divine rank. This alternate reality alters every sensory perception (visual, auditory, tactile, olfactory, and psychic) of all creatures with a status lower than Sidereals in the zone, making it seem completely different from what it actually is. Creatures in the zone must make a DC 1,146 Will save every hour. On a failure, they accept the false reality as true. The false reality can include nonexistent cities, imaginary civilizations, or even altered natural laws (e.g., fire doesn't burn, water flows upward). The reality remains in effect as long as Nyarlathotep wishes or until it leaves the solar system (if on the Material Plane) or the planar layer (if in the Outer Planes). This false reality is a mind-affecting effect and the save DC is Charisma-based.

Howl (Su)
Once every 1d4 rounds as a swift action in any round he does not attack with his greater tentacle, Nyarlathotep can raise his tentacle to the sky and emit a supernatural howl. This blasts the minds and souls of all within a 10,000-miles radius: each creature in this area must make a successful DC 826 Fortitude save or gain 48 negative levels. This is a death, sonic effect that penetrate the void of the space and the effect of any spell of 48th level or lower that creates silence. The save DC is Constitution-based.

Master of Many Masks (Ex)
Nyarlathotep has taken the art of transformation to new heights. Abilities that allows to see, remove, or detect transformation effects don't work against Nyarlathotep's effects unless the creature makes a divine check (HD + divine bonus) against a DC of 1,046 (Nyarlathotep HD + its divine bonus). Nyarlathotep can deceive truth-detecting magic. A creature using this sort of magic against Nyarlathotep must succeed on a caster level check against a DC of 1,061 (15 + Nyarlathotep HD + its divine bonus); failure means the magic doesn’t detect the Nyarlathotep’s lies or force it to speak only the truth. A creature is not aware of making this caster level. Nyarlathotep can always decide to let enter effects that allows to detect / see things on the sheet (like detect chaos, Phrenology, etc.) but then it can decide to show what it wants: it show what it wants and how it wants against all detection effects (like Phrenology or Psychometry), even things that don't exist on its sheet unless the creature makes a divine check (HD + divine bonus) against a DC of 1,046 (Nyarlathotep HD + its divine bonus) (eg. it might make itself look like a mere human LN commoner 1 with 10 in all stats, with feats Endurance and Skill Focus (Craft [clothes]), with skills Craft (clothes) +7, Perception +4, Profession (tailor) +4, and nothing else on the sheet, in front to a First One who uses Psychometry or detect with a strong aura of law for a detect law spell instead of its normal alignment). When a creature is using detect thoughts or similar magic to read its mind, Nyarlathotep decides what surface thoughts its opponent detects, and its true surface thoughts remain private. Nyarlathotep can trick an opponent into believing that it has been charmed or dominated. When targeted with a magical effect that provides ongoing control (such as charm person, dominate monster, or a vampire’s dominate ability), Nyarlathotep can make a saving throw against the DC of the effect (even if it’s normally immune to that effect), if it succeeds at the saving throw, it can allow the spell to take partial effect. To the caster, it appears that Nyarlathotep failed its saving throw, but it is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but Nyarlathotep is under no obligation to follow the caster’s commands. Nyarlathotep can dismiss a fooled spell as a standard action. Nyarlathotep, when it uses Many Masks, instead of mutating into the new creature, as normally happens with Vicissitude, creates a new body for the “second personality” at any point he can perceive with Cosmic Consciousness. This new being follows all the rules of Vicissitude. Nyarlathotep can always see through this subject's senses as long as they are within the same universe, and no effect can lead back this creature to Nyarlathotep or detect the psychic bond between them unless the creature make divine check (HD + divine bonus) against a DC of 1,046 (Nyarlathotep HD + its divine bonus). Nyarlathotep can control the creature from a distance and these are taken as being generated by his own mind: the creature considers them his own ideas and follows them to the best of his ability (this is neither a charm, nor a compulsion, nor a mind-affecting, nor anything else). Nyarlathotep can activate or deactivate the creature Elder Mythos Trailblazer as a free action. In areas where the bond does not work (such as outside the universe, in the Pleroma) Nyarlathotep cannot observe or control the creature.

Million Favored Ones (Su)
Starting on the 2nd round of any combat, Nyarlathotep’s chest cavity unleashes a cloud of shrieking damned souls. These are the million favored ones, and once they are released they surround the area of the divine aura of Nyarlathotep for the remainder of this encounter. All creatures in this area must make a DC 1,146 Reflex save at the start of each of their turns for the rest of the encounter or take 80d100 points of permanent damage and become sickened from the supernatural chill. The sickness lasts for 1 hour. A successful save negates the damage but not the sickened effect. The sickness is a mind-affecting effect. Nyarlathotep can chose to not use this power as a free action at the start of each of its round. The save DC is Charisma-based.

Mythic (Ex)
Nyarlathotep has Mythic Power (48/day, surge +40d6) and counts as a 48th-rank Mythic creature. Nyarlathotep can use any of its spell, spell-like abilities, and alter reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Oblivion of Knowledge (Su)
Nyarlathotep can completely erase fundamental concepts or ideas from the comprehension of lower minds. As a standard action, it can select a specific concept (such as "fire," "script," "time," or even a specific spell such as "fireball") and erase it from the knowledge of all creatures within 10 miles per divine rank. Creatures in the area completely forget the concept, unable to use it in any way until it is “discovered” again. For example: if "fire" is erased, creatures cannot light it, recognize it, or defend themselves against it; if "script" is erased, all written forms become unintelligible, even to their creators; items, spells, or abilities tied to the concept cease to function in the area for 1 hour per DR of Nyarlathotep. Creatures with a status of Lesser, Intermediate, or Greater Deity can make a DC 1,146 Will save for negate this effect. Sidereals and creatures with above status are immune to it. The oblivion is permanent and can only be removed by a wish cast by a First One or higher rank creatures that make a caster level check against a DC of 1,056, but with help of other creatures or time the concept can be discovered again by the affects creatures. This is a mind-affecting effect and the save DC is Charisma-based.

Omnific Might (Ex)
Nyarlathotep deals d1,000's for base damage dice of all melee, ranged weapon, 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 its HD.

Starflight (Su)
Nyarlathotep flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes 2d4 rounds, and a trip beyond normally takes 1d6 hours (or more, at the GM’s discretion).

Sweet Words (Su)
All men and deities are puppets, dancing at the whims of the Crawling Chaos. Nyarlathotep may warp and twist a creature’s mind by talking to them for one minute. Nyarlathotep make a Bluff or Diplomacy check with a DC equal to the creature HD + the creature higher mental modifier + the creature DR (or equivalent). By taking a –200 penalty on the check, Nyarlathotep may instead use this ability as a full round action. If Nyarlathotep succeed, the creature must make a Will save DC 1,146 or the Outer God has free reign over his mind. If Nyarlathotep fail the check or the creature succeed the save, the creature cannot be targeted for 24 hours by this ability. If the creature fail the save, Nyarlathotep may then alter or delete any of his memories, and may insert false ones as it please. It may reshape his personality, altering his emotions, opinions, and even alignment. In addition, if it wish, it may render them permanently insane, as the spell. Only First One or higher rank creatures can undo its effects with the use of a wish that make a caster level check against a DC of 1,056. The most famous victim of this ability is Zon-Kuthon. This is a mind-affecting effect. Demiurges (or equivalent powerful creatures) and highest tier creatures are immune to this ability. The save DC is Charisma-based.

Vampirism (Su)
Whenever Nyarlathotep hits a creature with any of its natural attacks or inflicts constrict damage, it inflicts an additional 80d100 points of negative energy damage. This negative energy cannot heal creatures (like undead or creatures with negative energy affinity). Each time it inflicts this negative energy damage, Nyarlathotep heals an equal number of hit points.

Unsuspected (Su)
A creature that attempts a save against or is targeted by any of Nyarlathotep’s abilities (like Abrogate) is unaware that it has done so unless obvious visual evidence is present.
This is awesome, what a badass entity. 👏🏼 great to see you producing such great works still Obly. Hope all is well with you buddy. 🙏🏼
 

This is awesome, what a badass entity. 👏🏼 great to see you producing such great works still Obly. Hope all is well with you buddy. 🙏🏼
With study+work I have a lot of less free time and so I have settled on sub-Epic archetypes/classes/templates or epic up to demi-deity because they require much less resources but if I can and I have the inspiration (Nyarla was already 99% ready, numbers included, only 3 features were missing from the final sheet) I try to do cosmic and transcendental things too. Before Christmas (I'm leaving for the holidays on the 23rd) I will publish an archetype on Santa Claus while when I return I will publish a new Anomaly.
 

That's a crazy stat-block Obly amigo...though I suppose anything to do with Nyarlathotep SHOULD be crazy. :cool:

I was thinking the Uvuudaum might be Fragments of Nyarlathotep or beings that entered the Far Realm who met the Crawling Chaos.
 

Lloigor CR 9

CE Huge outsider (mythos, native)

Init +5; Senses analyze aura (emotion aura only), darkvision 60 ft.; Perception +21

Aura despair (DC 18, 60 ft.)

DEFENSE

AC 23, touch 9, flat-footed 22 (+1 Dex, +14 natural, -2 size)

hp 115 (11d10+55)

Fort +9, Ref +8, Will +12

Defensive Abilities nondetection; DR 10/magic; Immune emotion effects; Resist acid 10; SR 20

Weakness vulnerability to hope

OFFENSE

Speed 30 ft., swim 20 ft.

Melee bite +14 (2d6+3), 2 claws +16 (1d8+7/19-20)

Space 15 ft.; Reach 10 ft.

Special Attacks implosion (incorporeal form only), slay the desperate +3d6, sleep siphon, striking despair

Spell-like Abilities (CL 11th, concentration +15)

Constantanalyze aura (emotion aura only), nondetection

At-willsuggestion (DC 16)

3/daycharm person (DC 14), forced mutation (DC 16)

1/daycrime wave (DC 20), dimension door (self only), dominate person (DC 17), fair is foul (DC 17)

1/monthcommune (Ghatanothoa only)

STATISTICS

Str 24, Dex 13, Con 23, Int 17, Wis 16, Cha 17

Base Atk +11; CMB +20; CMD 31 (cannot be tripped)

Feats Alertness, Improved Critical (claws), Improved Initiative, Persuasive, Power Attack, Vital Strike

Skills Bluff +17, Diplomacy +21, Fly +8 (+19 in insubstantial form), Intimidate +21, Perception +21, Sense Motive +21, Spellcraft +17, Stealth +7 (+17 in insubstantial form), Survival +17; Racial Bonus +10 Stealth in insubstantial form

Languages Aklo; telepathy 60 ft.

SQ insubstantial form, unusual metabolism

SPECIAL ABILITIES

Despair Aura (Su)
A lloigor is a creature of pure nihilism and negative emotions. All creatures within 60 ft. of one of them must make a DC 18 Will save or suffer the effect of crushing despair as long they remain in that aura and for 1d4 rounds thereafter. A creature that fail the save, leave the aura, and reenter it must save once again against it. Once a creature succeed his save, he become immune to the crushing despair aura of that lloigor for 24 hours. This is a compulsion, emotion, mind-affecting effect and the save DC is Charisma-based.

Implosion (Su)
A lloigor in insubstantial form can evacuates a 20-foot-radius area within 30 ft. of itself of every molecule of air in a microsecond as a standard action, creating a terrific implosion. The implosion causes 8d6 magical bludgeoning damage (a number of d6 equal to ¾ the racial HD of the lloigor, rounded down) to all creatures, structures and unattended objects in the area, knocking them prone and makes the ground of the area difficult terrain if the ground is composed of any substance with a hardness of 8 or less. A successful Reflex save DC 18 half the damage and negate the prone condition. Objects in the blast are generally torn to pieces and the ground is ruptured and discolored. After using this ability, the lloigor must wait 1d4+2 rounds before using it again. The save DC is Charisma-based.

Insubstantial Form (Ex)
A lloigor possess two forms: a material and one incorporeal (the sheet above consider the lloigor in material form), it can change between them as a standard action. In incorporeal form, a lloigor lose its natural armor and natural weapons but gains the air, elemental, and incorporeal subtypes, the natural invisibility monster ability as an extraordinary ability, a fly speed of 100 ft. (perfect), the implosion special attack and telekinesis as an at-will spell-like ability.

When in incorporeal form, the lloigor’s statistics are:

CE Huge outsider (air, elemental, incorporeal, mythos, native)

AC 12, touch 12, flat-footed 11 (+3 deflection, +1 Dex, -2 size)

Defensive Abilities incorporeal, natural invisibility;

Speed fly 100 ft. (perfect)

Spell-like Abilities (CL 11th, concentration +15)

At-willtelekinesis (+11 to hit, 275 lb., DC 18)

Str –; CMB +14; CMD 27 (cannot be tripped)

Skills Fly +19, Stealth +17

Slay the Desperate (Ex)
A lloigor gains sneak attack +3d6 against all creatures under a negative emotion effect (like crushing despair).

Sleep Siphon (Su)
A lloigor can draw nourishment from living creatures in the form of psychic energy once per day. As a full-round action that does not provoke attack of opportunity, the lloigor may attempt to siphon energy from four sleeping targets within 5 miles of it and no more than 20 ft. apart of each other. All targets must make a DC 17 Will save or take 1d4 points of Charisma damage and do not gain any benefit of a night rest (characters with access to the occult skill unlock gains a +4 to this save). A creature reduced to Charisma 0 by this effect die instantly, leaving no physical wounds. The lloigor can uses sleep siphon once each day to sustain itself; however, if it is wounded, it can use this ability additional times, healing 1 point of ability score damage and 2d8 hit points each time. Only sleeping creatures may be affected by sleep siphon, and only if they are sleeping exactly where the lloigor expects them to be. The next morning the victim wake complaining of headaches and bad sleep. The save DC is Charisma-based.

Striking Despair (Su)
A critical hit from the lloigor’s claw forces any target that has successfully saved against the creature’s despair aura to make another Will save against its effects, even if 24 hours have not yet passed. This is an emotion effect.

Vulnerability to Hope (Ex)
As a creature composed of pure negative emotions, if a lloigor is a target of a good hope spell, if it fail its saving throw, it become sickened for the duration of the spell instead of gaining its usual bonus. This overcome the usual immunity of emotion effects of the lloigor.

Unusual Metabolism (Ex)
A lloigor does not need to eat, breath, or sleep.

The Lloigor take the form of invisible vortices of psychic energy, though they may sometimes make themselves manifest as great reptilian beasts, akin to a dragon. In the distant past, the Lloigor came from the Andromeda Galaxy to the continent of Mu and used human slaves as their labor force. When their power dwindled, the Lloigor retreated below ground and left their former slaves to their own devices. Eventually, these early humans migrated from Mu and populated the earth. They have the power to transform people physically. They are sometimes called “the invisible ones from the stars”. They were ruled by Ghatanothoa possibly through mating with the god Lloigor.
 

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Insect of Shaggai (Shan) CR 2

At last a shape appeared, flapping above the ground on leathery wings. The thing which flew whirring toward me was followed by a train of others, wings slapping the air at incredible speed... I could ... make out many more details... Those huge lidless eyes which stared in hate at me, the jointed tendrils which seemed to twist from the head in cosmic rhythms, the ten legs, covered with black shining tentacles and folded into the pallid underbody, and the semi-circular ridged wings covered with triangular scales... I saw the three mouths of the thing move moistly, and then it was upon me."

CE Tiny aberration (incorporeal, mythos)

Init +6; Senses darkvision 60 ft.; Perception +8

DEFENSE

AC 17, touch 17, flat-footed 17 (+3 deflection, +2 Dex, +2 size)

hp 13 (3d8)

Fort +1, Ref +3, Will +5

Immune mind-affecting effects; Resist cold 10; SR 13

OFFENSE

Speed 5 ft., fly 30 ft. (perfect)

Melee bite +6 touch (pain)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks meld, pain

STATISTICS

Str –, Dex 15, Con 10, Int 17, Wis 15, Cha 17

Base Atk +2; CMB +2; CMD 15 (cannot be tripped)

Feats Ability Focus (meld), Improved Initiative

Skills Bluff +6, Diplomacy +6, Fly +20, Intimidate +9, Perception +8, Sense Motive +5, Stealth +16

Languages Aklo; telepathy 60 ft.

SPECIAL ABILITIES

Meld (Su)
A shan can fly through tissue into a living target’s brain, wherein it crawls about and reads its host’s memories, affects its target thought process, and injects specific memories of its own. The shan must use a standard action while inside the target brain for try to meld. A DC 16 Will save negate this meld. A creature that succeed his save is immune to that shan meld for 24 hours. Once interfaced, the insect is not active within the brain during the day, leaving the victim do more or less as he please. But at night the shan wakes, and begins to implant memories. It can convey sanity-shattering sights that the insect has witnessed, or riddle memory-fragments to entice the victim into performing certain actions. Each day that passes in this fashion, the victim suffer 1d2+1 Wisdom damage. A DC 16 Will save negate this damage and allow the victim a new Will save (with the same DC) for expel the parasite. When the Wisdom score is reduced to 0, the damage to Wisdom caused by the insect is all cured and the host ends under a permanent effect of dominate monster by the shan (DC 16 for break free when the shan force the victim to take actions against his nature). A protection from evil spell allow a creature a Will save (with the same DC) for expel the parasite (or break free from the dominate monster effect if already controlled) instead of the usual effect (this is an instantaneous effect). The meld or dominate monster effect is automatically terminated if the shan leave the brain of the victim for any reason. This is a madness, mind-affecting effects. If using the sanity rules, instead of Wisdom damage this ability deal 1d4 sanity damage and the dominate monster is activated when the sanity score is reduced to 0 (this does not heal the sanity damage unlike the Wisdom). A Heal (or Profession [Yog-Sothothery Philosopher]) check against DC 20 can determine that the subject’s is being influenced by an outsider source while a DC 25 determines the cause as an infestation of a shan. The save DC is Charisma-based.

Pain (Ex)
A creature bite by a shan has his nervous system inflamed. The creature is sickened from the pain for 1d4 rounds. This is a pain effect.


The Shans, also known as the Insects from Shaggai, are an insectoid alien race.

They are described as having semi-circular ridged wings covered with triangular scales, huge lidless eyes, jointed tendrils covered with black shining tentacles, ten legs, and three mouth. The most notable aspect of the Shans' biology is that, like the Spawn of Cthulhu and the Flying Polyps, their bodies are not made out of ordinary matter, and they are capable of achieving some level of intangibility which allows them to fly straight into the face of a living victim and enter the victim's head, lodging themselves inside the brain. When this happens, the host starts to experience visions of the Shan's own memories, and finding them normal, as the host is experiencing them through the Shan's own point of view. They are made of alien matter that allows their atoms to exist conterminously with those of their host. Despite having three mouths, the Shans don't actually eat, as they evolved to live by photosynthesis, basking themselves in the rays of the sun.

The Shans' brains have six lobes, containing three separate pairs of right and left hemispheres. An individual Shan can therefore entertain three separate trains of thought, three separate actions, or even three separate conversations. With highly developed mental powers, their primary means of communication between members of their own species is telepathy. They can also communicate telepathically with or even feel emotions of species other than their own, but only through direct physical contact with the central nervous system. They also developed an ability to slide their atoms through the electron shell of any organic substance (Kirlian phasing).

The Shans are extremely-long lived organisms. An average Shan can be expected to live for as long as fifteen to eighteen centuries. The Shans are hermaphroditic and can fertilize themselves if need be, but usually two Shans will exchange reproductive materials. Both Shans will develop an "egg sac" containing hundreds of Shan embryos. When the egg sac ruptures, the Shan embryos consume their parent as their first meal, and then turn on each other; this ensures that only the strongest and most aggressive larva will survive. Because of the fatal nature of reproduction, Shans breed only when it is in the group's interests to increase its numbers.

Without having to work for food, the Shans had sunk to an abysmal state of decadence. While on Shaggai, they would torture slave-races from other worlds for pleasure; and when on other planets, they sought the most terribly haunted localities to view their horrors. They also have an insatiable desire for new experience and its narcotic effect on their mind, not curiosity.

They worship Azathoth and practice various horrible rituals.

A Shan can be summoned via the Improved Familiar feat by a spellcaster of 7th level or higher that has an alignment within one step of Chaotic Evil and worship the Elder Mythos entity.
 

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