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 will—
animate 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.