A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)


First Post
Specifying that creatures with no strength score can't gain VSCs is pointless, since VSCs are determined by Str.

I'd be wary about special rules for low-density creatures, one you start saying things like "because of physics, people with Subtle Body don't have mass", there are a lot of mechanics which would be changed by that. You don't want them blowing away to a minimum-caster level use of Gust of Wind. It's actually simpler to say that it negates your gravitational mass while leaving your inertial mass the same. D&D doesn't have relativity (Superluminal wouldn't work if it did), and gravity manipulation is possible without fantastic quantities of energy, so we already know that our concept of mass isn't the same as theirs.

The Grey Gloom (as opposed to merely a grey gloom) is seemingly contradictory being. Dedicated to destroying evil, it has no permanent base of operations and chooses to wander the Planes in search of wrongs to right. Its methods are very far from what one would consider typical for a warrior of good, but its results are unquestionable. For some reason it is also a champion of love, a strange concept for a horrifying monstrosity that appears out of nowhere and stabs people in the face, but its influence has prevented many heroes from sliding into the path of evil as a result of heartbreak or the death of a lover, usually common causes of a change of alignment. The two emotions it embodies, love and fear are possibly the two most intense most humanoids ever experience, yet the Grey Gloom itself is as cold and unflinching as its title and faceless appearance would suggest. Lacking any language (it is reluctant to even communicate in sign language), it prefers to let its actions do the talking, mainly by executing any evil beings it believes are getting too powerful for other forces to keep them in check, or or to deal with those who have manipulated others with love or lust for evil ends, or have become twisted due to such manipulations. Alabaster is unsurprisingly a prime target, given his history and current unstable nature.

[SBLOCK]Half-Celestial Advanced Grey Gloom Greater Deity of Love and Fear
Size/Type: Medium Outsider (3 VSCs, Augmented Monstrous Humanoid)
Hit Dice: 120d100+4,200 x4 greater deity (64,800 hp, 66,240 buffed)
Initiative: +71 (+47 Dex, +8 Superior Initiative, +16 divine), Sixth Sense, Perfect
Speed: 280 ft. (310 ft. buffed), Fly 560 ft. (good, 590 ft. buffed)
Armor Class: 350 (+47 Dex, +36 insight, +62 armour, +31 natural, +16 divine, +100 deflection, +47 Dodge, +16 luck), 272 touch, 293 flat-footed, epic dodge, +16 competence vs frightened
Base Attack/Grapple: +120/+164
Attack: Shadow of Infinite Pain +319 melee (3d4+85/19-20/x4) (3d4+285 buffed) +16 competence to attack and damage vs frightened
Full Attack: Shadow of Infinite Pain +319/+314/+309/+304 melee (3d4+85/19-20/x4) (3d4+285 buffed) and Headsman's Sword +319/+314/+309/+304 melee (6d8+85/13-20/x4) (6d8+285 buffed)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear gaze, divine sneak attack +46d12, maximised plus Cozen, drain colour, smite non-chaotic good (19/day, +100 attack, +240 damage, +8 on turning checks), smite non-chaotic good (1/day, +80 damage), turn undead (as 74th level cleric, 103/day, Divine Might (+Cha to damage for 1 round) Epic Divine Might (+2*Cha to damage for Cha rounds), Epic Divine Vigour (+6 sacred to Con and +30 ft. speed for Cha minutes)), Chaos Devotion (+1d10 to attack or AC each round for 1 minute, 1/day, spend 3 turn attempts for extra use), Travel Devotion (move as a swift action 1/day, spend 2 turn attempts for extra use), spells
Special Qualities: Blindsight 600 ft., darkvision 630 ft., opportunist, spell-like abilities, SR 146, DR 40/epic, 3/-, Improbable Equipment, Greylight, trapfinding, improved evasion, trap sense +20, improved uncanny dodge, defensive roll, slippery mind, Integrated class features, aura of resolve, aura of good, lay on hands (12,000 healing), divine health, Camouflage, Earth Glide, Divine Grace, Immortality, Divine Immunities, Godly Realm, Grant Spells, Divine Senses, Shaky Morale, Immune to Fear, disease, Cha Damage, Cha Drain and Morale Bonuses, Superior Summoning (Fear), Wise Brethren, Instrument of Terror and Love, Charismatic Soul, Terrifying Soul (Regeneration 160), Acid, Cold, Electricity Resistance 10
Saves: Fort +313 (+316 buffed, +4 racial vs poison), Ref +325, Will +303 (+376 vs mind-affecting effects) (-16 vs enchantment)
Abilities: Str 66, Dex 104, Con 80 (86 buffed), Int 74, Wis 60, Cha 210
Skills: Maven, Rogue/Paladin Class Skills at 139+Synergy+Ability Score, all other skills at 77+Synergy+Ability Score, Hide +328, Move Silently +208, +2 Circumstance to Balance, Climb, Jump, +2 Spot, Listen
Feats: Dodge, Improved Initiative, Improved Critical (kukri), Weapon Finesse, Weapon Focus (kukri), Oversized Two-Weapon Fighting, Two Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Uncanny Two-Weapon Fighting, Ability Focus (Fear Gaze, Greylight), Irresistible Gaze, Skill Focus (Hide), Power Attack, Divine Might, Divine Vigour, Chaos Devotion, Travel Devotion, Neraph Charge, Staggering Strike, Alertness, Combat Expertise, Dark Stalker, Awesome Smite
Epic Feats: Sneak Attack of Opportunity, Superior Initiative, Heavy Armour Mastery, Perfect Two-Weapon Fighting, Two Weapon Mastery, Epic Skill Focus(hide), Two-Weapon Rend, Spectral Strike, Dire Charge, Epic Dodge, Improved Dodge, Supreme Dodge, Weapon Abatement, Epic Divine Might, Epic Divine Vigour, Light Eradication, Telling Blow, Force of Personality, Sixth Sense, Blinding Speed, Combat Mastery, Improved Combat Expertise, Greater Critical (Kukri), Improved Critical Multiplier (Kukri), Improved Finesse, Great Smiting, Extra Smite x3, Improved Sneak Attack x16
Divine Abilities: Uncanny Withering (Str.) Mastery, Uncanny Withering (Cha.) Mastery, Cozen, Celerity, Divine Sneak Attack, Heavenly Spirit, Heavenly Mind, Learned Spell Immunity, Perfect Initiative, Spell Abatement, Uncanny Dodge, Anyfeat, Moderate Eradication, Superior Critical, Threatening Critical, Greater Critical Multiplier, Seventh Sense, Sacred Lord, Heavenly Body, Heavenly Soul, Superior Smiting, Superior Sneak Attack x3, Sure Handed, Perfect Sneak Attack
Cosmic Abilities: Legendary Charisma, Daunting Soul, Uncanny Smiting, Cosmic Toughness
Challenge Rating: 133
Treasure: Nonstandard (just its dagger, sword and armour)
Alignment:Chaotic good.
Advancement: 121-225 HD (Medium)
In the hand of any other creature but a gloom, the grey gloom's weapons are only +5 ghost touch weapons. A grey gloom will never threaten to stab you, and in fact cannot speak.

A gloom’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Grey Plate: A Grey Gloom wears a suit of +20 ghost touch battle plate of heavy fortification constructed from 0.024% Orichalcum. It causes the wearer to blend into the background and blurs their outline, granting a +105 competence bonus on Hide checks The helmet lacks eyeholes, and so blinds any creature with eyes that wears it, and imposes a -4 penalty to listen to creatures that wear it, however viewing the faceplate is equivalent to viewing a grey gloom's face for the purposes of its Fear Gaze ability. It also grants the Cosmic Toughness cosmic ability.
Countenance of Horrific Beauty: The faceplate of this particular suit of Grey Plate always takes the appearance of the face of the onlooker's ideal of beauty, yet subtly twisted to appear wrong in ways that are impossible to describe (this is a mind-affecting fear effect). It grants the wearer the Legendary Charisma and Daunting Soul cosmic ability, allows the enhancement bonus of the attached suit of armour apply to the DCs of the wearer's Fear abilities, grants the Heavenly Body and Heavenly Soul Divine Abilities, provides a +6 enhancement bonus to all ability scores, and doubles the radius of the wearer's Greylight
Shadow of Infinite Pain: The Shadow of Infinite Pain is a +35 0.024% Orichalcum Ghost Touch Kukri. Legend has it that it is an incomplete version of an artefact called the Dagger of Infinite Pain, which converts any creature to an Atata with the merest touch. Fortunately, that frightening ability seems to not be currently possessed by the dagger. It grants the abilities Superior Sneak Attack x3, Sure Handed, Perfect Sneak Attack and Improved Sneak Attack x16
Headsman's Sword: The Headsman's Sword is a Large +35 0.024% Orichalcum Ghost Touch Bastard Sword, which can nonetheless be wielded by a Medium creature without penalty. Its has a square profile, and crackles with grey lightning. It grants the Great Smiting, Awesome Smite, Extra Smite x3, Superior Smiting and Uncanny Smiting abilities.

Fear Gaze (Su)
Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 226) or suffer the effects of a fear spell as cast by a 136th-level caster. The DC is Charisma-based.

Caster level 136th, Save DC 67+Spell Level, Spells Per Day: 11/10/10/10

Integrated Class Features (Ex)
A grey gloom has the class features (other than Epic bonus feats) of a Rogue and a Paladin of Freedom (Underdark Knight Variant) of half its HD (60, in this case). Its rogue abilities are opportunist, defensive roll, slippery mind and improved evasion. The caster level for its Paladin spells is equal to half its HD, and it automatically receives the benefit of the Silent Spell metamagic feat when casting Paladin spells without any adjustment to the spell's level.

Drain Colour (Su)
A creature that takes damage from a grey gloom's sneak attack ability while illuminated by greylight has its colour permanently drained away. The penalties inflicted to drained creatures by greylight are doubled, and it is always considered illuminated by greylight. A limited wish spell (or better) reverses this effect. A Grey Gloom recovers 5 hitpoints every time it successfully drains colour.

Camouflage (Ex)
A Grey Gloom is skilled at hiding in the lighting conditions imposed by its Greylight ability. While illuminated in Greylight, or in otherwise grey surroundings, a Grey Gloom receives a +8 Racial bonus on Hide checks, and may attempt to make Hide checks even while being observed (as the Hide in Plain Sight ability).

Improbable Equipment (Ex)
A grey gloom is not hindered by its oversized off-hand weapon or heavy armour, and receives Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon Mastery, Uncanny Two-Weapon Fighting, Oversized Two-Weapon Fighting and Heavy Armour Mastery as bonus feats, may treat a Bastard Sword as a light weapon whenever it would be advantageous, and treats Battle Plate as light armour whenever it would be advantageous. In addition, a Grey Gloom may treat a kukri as a bastard sword or vice-versa for the purpose of qualifying for abilities, and may apply any abilities which apply to one to both.

Greylight (Su)
A grey gloom emanates a strange grey radiance from its body, which extends to Close range (650 feet), and seems to turn everything it touches monochrome. Anything illuminated by greylight is affected as though within the area of a silence spell, however any effect which blocks light (including magical darkness) blocks grey light. Unlike a Gloom's Quiescence ability, a Grey Gloom may not lower this ability. Even if all the illumination is blocked (such as when the Grey Gloom is in the area of a Darkness spell, it still gains a +20 bonus to Move Silently checks, as it is always considered to illuminate itself)
In addition to the effects of silence, areas illuminated with greylight are always considered in shadowy illumination, (magical light overrides the illumination changes, but not any other effects of greylight), and the area is filled with a grainy haze which imposes a -2 penalty on all spot checks upon all creatures with eyes, and all distance penalties to Spot checks are doubled within this area. A Grey Gloom can see anything illuminated by greylight as if it were within the radius of its Blindsight ability, regardless of the actual distance involved.

Everything illuminated by greylight appears to be completely monochrome, and low-contrast, prismatic effects and other effects which function using colour (including, but not limited to colour spray, hypnotic pattern and scintillating pattern) have no effect while illuminated by greylight. The effects come into being and can be identified as normal, but simply do not do anything. Should the illumination be blocked, their normal effects resume. Text becomes difficult to read, and all Decipher Script have their DCs increased by +4 within the area of illumination, and casting a spell from a scroll requires a Use Magic Device check with a DC equal to 15 + spell level, and all other Use Magic Device checks involving scrolls have their DCs increased by +5.

Finally, creatures illuminated by greylight become lethargic and apathetic, and must make a Will save (DC 204) every round or take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for the remainder of the round, this is a mind-affecting effect.

Spell-Like Abilities
At will— shadow walk, true strike, crushing despair, silence, tongues, sending, magic jar, greater teleport, commune, dream, etherealness, geas/quest, cause fear, scare, fear, nightmare, symbol of fear, eyebite, trap the soul, weird, charm animal, eagle's splendour, blindness/deafness, charm monster, symbol of sleep, symbol of persuasion, power word blind, sympathy, dominate monster, detect evil, daylight Caster level 136th; save DC 142 + spell level. The DC is Charisma-based.
16/day— Wish
12/day dimension door
3/day bless, hallow
1/day spike stones, protection from evil, aid, cure serious wounds, neutralise poison, holy smite, remove disease, dispel evil, holy word, holy aura, mass charm monster, summon monster IX, resurrection
19/week remove disease

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Specifying that creatures with no strength score can't gain VSCs is pointless, since VSCs are determined by Str.

I'd be wary about special rules for low-density creatures, one you start saying things like "because of physics, people with Subtle Body don't have mass", there are a lot of mechanics which would be changed by that. You don't want them blowing away to a minimum-caster level use of Gust of Wind. It's actually simpler to say that it negates your gravitational mass while leaving your inertial mass the same. D&D doesn't have relativity (Superluminal wouldn't work if it did), and gravity manipulation is possible without fantastic quantities of energy, so we already know that our concept of mass isn't the same as theirs.

You are absolutely correct my friend. Thank you for clarifying that. You are truly a brilliant man. Well done.

Regarding my brain and physics... my thoughts are strongly Newtonian when it comes to non-quantum physics. When I said you cannot influence mass without affecting density or volume I was thinking of the law D = M/V (Density equals mass divided by volume) I had forgotten the difference between gravitational and inertial mass.

Also- In my universe General relativity does still apply. Ordinary creatures cannot accelerate to the speed of light (C) without an infinite amount of energy under normal physics. The only reason why the superluminal ability exists is because Sidereals can move through higher dimensions where C = Infinity, therefore the only true limit to speed in those dimensions is infinity itself.
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First Post
I may not actually make a build that utilizes these, but can you guys let me know what you think of the following epic feats for the Factotum?

Cunning Sage: You can use Cunning Knowledge one more time per skill, per day.

Special: This feat can be taken multiple times, each time adding one more per day use of Cunning Knowledge.

Arcane Expert: You can cast each of your Spell-Like Abilities 2/day.

Arcane Master: You can cast each your Spell-Like Abilities 3/day.

Mind over Body: You add you Int bonus, as well as your Con bonus, when determining new Hit Points for all future levels. You also add you Int Bonus to you Con checks and skill checks based on Con.

Greater Cunning Strike: By spending 2 Inspiration Points, you gain 2d6 Sneak Attack damage.

Special: You can take this feat multiple times, each time adding 1d6 Sneak Attack, and raising the Inspiration Point cost by 1.

Greater Cunning Breach: By Spending 4 Inspiration Points, you can overcome a single target’s immunities for 1 round.

Extra Cunning Dodge: You can use Cunning Dodge more time per day.

Special: This feat can be taken multiple times, each time adding one more use per day.

Greater Cunning Brilliance: You may pick an Extraordinary ability of another class to duplicate of any level.

Normal: You can only pick an Extraordinary class ability of 15th level or lower.


First Post
I assume you're going to add prerequisites and full write-ups, so I won't bother with that. Wording needs tightening up in general (Arcane Master seems exploitable with things like 1/year Wish, since it doesn't specify Factotum SLAs, for instance.)

Mind over Body sounds Divine. Given that Int to Saves as a typed bonus is Divine, Int to HP and Con-based Skill Checks as an untyped bonus really shouldn't be an Epic Feat. Two base stats to HP at once isn't something any other class gets, so I'd be wary about it. If you really want to make it a feat, it'd need to replace Con, not stack with it.

Greater Cunning Breach should be Divine at least, and would probably still need toning down. It can replicated Heavy Eradication a limited number of times per encounter, so on that alone it should be Divine. And cross-portfolio immunity penetration is very powerful on its own. There are some no-save abilities out there that are only acceptable because it's so easy to be immune to them. Irresistible Dance, for instance. You need to take a double portfolio to get 100% penetration, so anything that lets you penetrate any immunity will need to be expensive (since I presume any Deity-level Factotum has so many inspiration points that he'll basically never run out if he spends them wisely).

Greater Cunning Brilliance could be renamed "Loyal Beyond Death", since, well, it makes you invincible. And you don't even get the Knight's code of conduct or have to take 20 levels in a sub-par class. The level restriction was intended to prevent people from getting hold of capstones, I guess. If you want a Greater Cunning Brilliance feat, it should probably allow PrCs, rather than any-level abilities. But restricted to any feature gained at levels other than the final level of said PrC. And is less exploitable, because at least Frenzy and Deathless Frenzy are different named abilities, and Deathless Frenzy does nothing on its own.


@ EMG - Those feats seem fairly balanced. I don't mind allowing them for this tournament.

Some time today or tomorrow I'm gonna re-work Gruumsh and the Orc portfolio and post up the results.


First Post
Decided to fill out the Aberration slot. Holashner is from Lords of Madness, and is some kind of horrible centipede squid that burrows through the ground leaving explosive mucus behind, sort-of worshipped by the Aboleths. It takes the form of a Titanic eyeless centipede with tentacles ringing its mandibles, and its appearance has been linked with earthquakes.

I decided that if Abominations were DvR 4 effectively, Elder Evils should be a step above that. It might be too weak, but it depends on how well the opponent is equipped to fight a burrowing foe.

Holashner, The Hunger Below (Elder Evil Paragon Phrenic Awakened Devastation Centipede/Squid)
Size/Type: Titanic Aberration (3 VSCs, Earth)
Hit Dice: 256d20+6,144 plus 3,072 plus 3 (14,339 hp)
Initiative: +48 (+34 dex, +6 divine, +8 feat), Sixth Sense
Speed: 720 ft., Burrow 720 ft.
Armour Class: 155 (-16 size, +34 Dex, +76 natural, +12 luck, +12 insight, +6 divine, +15 deflection, +6 dodge), 79 touch, 115 flat-footed
Base Attack/Grapple: +192/+337
Attack: Bite +305 melee (120d10+88 plus 64d6 acid plus poison, 18-20/x3)
Full Attack: Bite +305 melee (120d10+88 plus 64d6 acid plus poison, 18-20/x3) and 10 tentacles +305 melee (8d6+43, 18-20/x3)
Space/Reach: 50 ft./40 ft. (85 ft. with tentacle)
Special Attacks: Poison, Acid, spell-like abilities, psi-like abilities, Summon, Peristaltic Blast, Swallow Whole, Constrict, Rotting Constriction, Improved Grab
Special Qualities: Darkvision 300 ft., blindsight 500 feet, telepathy 1,000 feet, tremorsense 500 feet, SR 143, PR 282, DR 80/epic and piercing, 40/-, Immune to Fire and Acid, Elder Evil Traits, Black Bile of the World, Resist Cold and fire 20, Fast Healing 20, continuous true seeing, nondetection, naturally psionic, the Hunger Below
Saves: Fort +173, Ref +183, Will +160
Abilities: Str 102, Dex 80, Con 60, Int 38, Wis 40, Cha 40
Skills: Omnicompetent, all skills +275 +ability score +synergy +2 listen/spot
Feats: Multiattack, Improved Multiattack, Improved Initiative, Ability Focus (Poison), Weapon Focus (Bite, Tentacle), Improved Natural Attack (Bite, Tentacle), Run, Improved Critical (Bite, Tentacle), Psionic Fist, Unavoidable Strike, Psionic Meditation, Combat Reflexes, Blind Fight, Great Fortitude, Lightning Reflexes, Power Attack, Virulent Poison, Toughness, Pain Mastery, Extended Reach, Deadly Poison, Dodge, Alertness, Combat Expertise, Heighten Breath
Epic Feats: Superior Initiative, Blinding Speed, Weapon Abatement, Greater Critical (Bite, Tentacle), Improved Critical Multiplier (Bite, Tentacle), Light Eradication, Good Fortitude, Good Reflexes, Improved Dodge, Supreme Dodge, Sixth Sense, Etheric Vision, Power Attack Mastery, Uncanny Power Attack, Greater Power Attack, Epic Prowess x36
Divine Abilities: Divine Toughness, Maven, Omnicompetent, Unknowing Mind, Spell Abatement, Celerity
Environment: Underground
Organization: Solitary (Unique)
Challenge Rating: 109
Treasure: None
Alignment: True Neutral
Advancement: None

Holashner's natural weapons count as epic magic weapons for the purpose of overcoming damage reduction

Poison (Ex)
Bite, Fort save (DC 189); initial and secondary damage 3d12 temporary Dex.

Immunities (Ex): Holashner is immune to polymorphing, petrification, any spell or ability that alters its form, energy drain, ability drain, ability damage, death from massive damage, mind-affecting effects, and fire. Holasher does not need to eat, sleep or breathe.

Summon (Sp)
Once per day, Holashner can summon 1d4+1 Phrenic Primal Earth Elementals, with an effective caster level of 277th. These elementals are not harmed by the effects of Black Bile of the World.

Spell-Like Abilities (Sp)
at will: earthquake, caster level 277th
3/day: greater dispel magic, haste, see invisibility, caster level 21st

Psi-Like Abilities (Sp)
3/day: defensive precognition, empty mind, mind thrust, intellect fortress, psionic teleport, psionic lion's charge manifester level 277th, save DC 44 + Power Level, charisma based
1/day: force screen, body adjustment, mind thrust, aversion, psionic blast, psychic crush, psionic dominate, energy current, tower of iron will, fission, ultrablast

Acid (Ex)
Holashner's bite is capable of reducing rock to a liquid state by mere contact. Any creature hit but its bite attack suffers an additional 64d6 acid damage.

Peristaltic Blast (Su)
Holashner is capable of expelling the content of its gullet with great force, as the muscles it uses to power through rock are also the ones that move its food through whatever impossible organs make up its digestive system. Once every 1d4 rounds (this attack is effectively a breath weapon), Holashner may breathe a 2,660 foot line of rock shards, magma, acid, and other less-identifiable detritus, dealing 64d6 fire damage, 64d6 acid damage, and 8d6+158 (8d6+3xStr +20 Luck) bludgeoning damage to all creatures caught within its area. Affected creatures and squares are coated with bile, and creatures may attempt a reflex save (DC 182; Holashner usually increases the delay on its breath weapon by the maximum 25 rounds to Heighten this DC to 207) for half damage. Any creatures swallowed by Holashner are expelled and fall prone in a random square affected by the blast, and receive no save against the damage.

Constrict (Ex)
Holashner deals 8d6+88 points of damage with a successful grapple check.

Rotting Constriction (Ex)
Once Holashner has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, Holashner regains 10 lost hitpoints.

Divine Traits (Ex)
Elder Evils are effectively Demi-Deities, and as such add a +6 divine bonus to: armor class; attack rolls; checks; difficulty class; initiative; saving throws and spell resistance.

Improved Grab (Ex)
To use this ability, Holashner must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Holashner has a +4 racial bonus on grapple checks.

Swallow Whole (Ex)
Holashner can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. When it successfully swallows an opponent, it deals automatic bite damage to it. Once inside, the opponent takes 8d6+101 points of crushing damage plus 10d10+58 points of acid damage, 10d10+58 points of fire damage, 2d4 points of Constitution drain and 1d12 points of Wisdom drain per round and is coated in Black Bile of the World. Holashner recovers 5 hitpoints every time it drains Wisdom as normal, and 10 hitpoints each time it drains Constitution. A swallowed creature must contend with the crushing pressure and sticky bile filling Holashner's gullet. They take a -8 circumstance penalty on all Strength and Dexterity-based checks. A swallowed creature can cut its way out by dealing 356 points of damage (280 size +64 con +12 paragon) to the Holashner's digestive tract (AC 43). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Holashner’s gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium, or 512 Small or smaller creatures. A creature reduced to 0 or fewer hitpoints by damage sustained while being swallowed whole is disintegrated, its body converted entirely to Black Bile of the World

Black Bile of the World (Su)
Holashner leave behind a runny, tar like substance known as the Black Bile of the World when it moves. Any non-aberration creature passing within 30 feet of a square covered in this substance takes a -4 penalty on saving throws against mind-affecting spells and abilities and on all Wisdom checks and Wisdom-based skill checks. In addition, squares so coated are sticky, and count as difficult terrain for all creatures other than Holashner. This also affects any creature trying to burrow through a layer of the bile. If exposed to air, it burns violently, dealing 8d6+13 acidfire damage per round to creatures in coated squares, who must also risk catching on fire. A reflex save, (DC 15) halves the fire damage and negates the On Fire status. A creature that is coated in bile (such as by falling prone in a coated square) suffers double the normal penalty on saving throws and is not allowed a save to avoid the damage from the burning, and takes a -2 circumstance penalty on strength and dexterity based checks. A creature coated in bile may spend a full-round action scraping it off.

Holashner is permanently coated in this bile, and any creature grappling with it takes damage as if it were standing in a coated square, and must make a reflex save (DC 184, constitution-based) or become coated with the substance. Due to the sticky quality of the bile, Holashner receives a +8 circumstance bonus on grapple checks, and the DC of Escape Artist checks required to escape a grapple increases by +8.

The Hunger Below (Su)
While Holashner does not need to eat, it feels the desire to consume continuously, and is somehow capable of metabolising nearly any matter (other than substances its acid is incapable of dissolving, and Black Bile of the World). For every 5 foot cubes of earth, or equivalent amount of other matter consumed by Holashner, it recovers 5 hitpoints, gaining any extra as temporary hp. Its temporary hp cannot exceed its normal maximum hp, and these temporary hp fade after one hour. While burrowing, Holashner typically consumes 16 5 foot cubes of whatever it is burrowing through for every five feet it moves, usually recovering 80 hitpoints. Any creature reduced to zero hitpoints after being swallowed whole causes Holashner to regain hitpoints dependant on their effective size after Virtual Size is taken into account. Small and smaller creatures provide no sustenance. Medium creatures cause it to regain one hitpoint. Large creatures cause it to regain five hitpoints, and larger creatures multiply the regained hitpoints by 8 for every size and virtual size category they possess beyond Large.[/SBLOCK]


Decided to fill out the Aberration slot. Holashner is from Lords of Madness, and is some kind of horrible centipede squid that burrows through the ground leaving explosive mucus behind, sort-of worshipped by the Aboleths. It takes the form of a Titanic eyeless centipede with tentacles ringing its mandibles, and its appearance has been linked with earthquakes.

I decided that if Abominations were DvR 4 effectively, Elder Evils should be a step above that. It might be too weak, but it depends on how well the opponent is equipped to fight a burrowing foe.

Holashner, The Hunger Below (Elder Evil Paragon Phrenic Awakened Devastation Centipede/Squid)

Normal centipedes don't have eyes... do they?

Anywho... so you know there already is an aberration in the tournament, his name is Xor'Chylic. He is an Ulatharid champion chosen of Ilsensine. He will be intering the tournament on her behalf... if one can even rightly refer to Ilsensine as a "her" and not simply an "it."

Buugi, could I ask you a favor please kind sir? Well, two favors actually. Would you be so kind as to compile a list of all the contenders you have suggested thus far? I have honestly lost track of how many you've suggested.

The second favor is in regards to Xor'Chylic. Would you be so kind as to check through his stat-block for any errors Kapi may have made while designing him?


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First Post
But squid do have eyes, so I thought it worth mentioning.

Do you just want a list of entrants, or a repost of stat blocks?

Things I noticed immediately: It doesn't seem very Ulitharid-like. Ulitharids are ECL 21, and it seems the breakdown only has them at 9. They have six tentacles and a -1 Size penalty to AC, which aren't the case with the posted example. You'll probably want to check the Ulitharid's stats to see if there are any more errors before adding more levels.

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