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<blockquote data-quote="E-1000" data-source="post: 9276809" data-attributes="member: 7037639"><p>This is going to be a long one.</p><p></p><p><strong>Novatarr, Alpha of the Omega</strong></p><p></p><p>History: The true history of Novatarr is the history of the First World. Long before the original gods shaped even the original world, there was nothing but the violence of the Primordial Void. Chaos does not describe it, because chaos is merely one force chosen from this endless sea deemed a useful concept for existence. Yet in this seemingly impossible-to-survive environment, life existed still: the leviathans. And among these monsters there was one who was the undisputed master of anything it wished to claim: the one who would come to be known as Novatarr. When the primal gods appeared, and chose to create something from the insanity they were surrounded by, it was only a matter of time before they came into conflict with it. Fearing it was a fight they may not win, they tread carefully, working to build their world from the forces they pulled out of the randomness and forced into shape while avoiding conflict whenever possible. Eventually, however, it came time to create the centerpiece, the world that would be at the center of everything, and that is when the trouble began. Whenever the gods tried to create a world, the monster they feared most would appear to annihilate it. Despite this, they were not upset, for they knew those worlds, beautiful as they were, were still missing something. Once the beast had left, they would pick up the pieces and try again. But no matter how much they tried, they were unable to prevent the destruction of each new world. Some of the gods tried to defeat the monster, but none who tried returned. Eventually, one of the gods, Tharizdun, had an idea. They approached the beast, not with hostility, but friendship, and they granted it the gift of intelligence. Now aware for the first time, it took a liking to the gods and their world, and chose to join them, taking on the name Novatarr. The unique perspective the leviathan-god had turned out to be what allowed the creation of the world the gods wanted, too. It realized that what the world lacked was destruction, to make way for new things, for without it the world would grow stagnant and bloated, unable to change and grow as it should. For a time, all was well. Much happened after that: the corruption of Tharizdun, who had grown to be Novatarr's best friend, by the incarnate force of evil in a bid to gain access to the world, the subsequent shattering of the First World and the creation of the multiverse, and eons of history since. Currently, Novatarr is practically a recluse, with a (relatively, for their stature) small following they care for generously, only interacting with others for one of three purposes. To hunt the followers of Tharizdun, their heartbreak long since having turned to hatred for the thing their friend became, to aid the forces of cosmic Good against Evil, or, when divine consensus authorizes it, to consume a concept that should not exist and erase it from the multiverse. (As they did to the fate 10% of mortals faced at the end of life instead of death, which was so horrific that authorization was given by unanimous vote, or to the Herald Stars. They devoured the Herald Stars without permission, frustrated by the pointless havoc they wreaked on mortals for the self-aggrandizement of Taiia, embodiment of stars. She never forgave them.) They invented the tarrasque, among many other monsters, and are very proud of that.</p><p></p><p>Personality: Friendly. They find powerful monsters and means of destruction to be by far the most interesting thing there is, a fact which they feel guilty about. They despise worshippers of Tharizdun, seeing their devotion to their friend's corrupted state as an insult to their memory. They genuinely wish to be a positive and helpful force on the multiverse, but they don't have much instinct for it. They dote on their creations like a loving parent with a child.</p><p></p><p>Appearance: Similar to the tarrasque, but vastly larger and black in coloration. Lean relative to their height, covered in spikes, and has a long tail. They have seven red eyes, three in a triangle on both sides of their head and on centered in the middle. Glows with a strange energy which resembles multicolor flames. In the same way a nuclear explosion resembles a mushroom, or an attacking tiger resembles a kitten. Technically true, but fails to do justice to the power and violence of it.</p><p></p><p>Mountainous Monstrosity, Neutral Good</p><p></p><p>Armor Class: 81 (Natural Armor)</p><p>Hit Points: 16800 (240d20+12000)</p><p>Speed: 2400 ft, 240000 miles earthglide, ∞ flight</p><p></p><p>Str: 110 (+50)</p><p>Dex: 92 (+41)</p><p>Con: 110 (+50)</p><p>Int: 100 (+45)</p><p>Wis: 68 (+29)</p><p>Cha: 40 (+15)</p><p></p><p>Immunities: Damage from sub-deific sources and sub-artifact weapons, fire, cold, acid, radiation, poison, electric</p><p>Resistances: Force</p><p>Condition Immunities: All (harmful ones)</p><p>Proficiencies: Animal handling, arcana, history, nature, perception, religion, survival, technology, metakinesis (special skill that allows for strength to be applied at a distance), expertise athletics and intimidation, triple proficiency medicine and bioshaping (special relating to the modification of living things), Initiative (Yes, they add their proficiency bonus to their initiative bonus)</p><p>Proficiency Bonus: +26</p><p>Saving Throws: Proficiency all</p><p>Senses: Truesight 50 miles, blindsight 10 AU, all normal senses have flawless detail at any range, lifeforce sense and power sense at the same range and quality</p><p>Languages: All, Telepathy 1000 ft, Can communicate with all monsters</p><p></p><p>Alpha of the Omega: All effects Novatarr produces ignore any resistance, immunity, or any other effect which would decrease its effectiveness. Novatarr can hit creatures on adjacent planes of existence. Novatarr crits for triple damage on a roll of 17-20 (86-100 if you use my houserule of deities/deity level beings roll d100)</p><p></p><p>Divinity: Novatarr is the god of Destruction, Monsters, and Rebirth. They have 44,125 worshippers, 11 held planes, 100,000 primal base, and 23,125 primal flux per day. As a result of their portfolios, Novatarr does double damage on all non-primal attacks (included in attacks), all monstrous beings default to friendly and can be communicated with, and all non-primal healing, resurrection, and other restorative effects Novatarr does have doubled effectiveness. Divine abilities can be found at the bottom of this post.</p><p></p><p>Primordial Might: Novatarr may spend 100 hit points to automatically succeed on a roll that they could succeed on. If they can't succeed a roll this way they may spend an additional 100 hp per point by which they would fail to succeed, up to their current hp.</p><p></p><p>Regeneration: Novatarr regains 100 hp per round. This cannot be prevented.</p><p></p><p>Primal Sharpness: Novatarr's teeth and claws are sharpened by primal, and cut through anything that is not primally reinforced. On a crit they cut through even things which are.</p><p></p><p><strong><em><u>V I O L E N C E</u></em></strong>: Novatarr possesses a unique energy, VIOLENCE. It appears as something roughly resembling a multicolored flame, with a close look revealing it to be a chaotic superposition of every method of harm in existence. This isn't its true appearance; it's merely the way reality attempts to process an energy it wasn't designed to contain. Novatarr has 40 VIOLENCE dice, which are d6s. They may expend any number of them on a hit to add that much damage, which reoccurs every turn indefinitely. This damage will take the form of whatever is most effective against the target. Not just the best damage type, but taking whatever form most effectively counters the target, with the end goal of destroying them. It will always, at a minimum, do full damage. Novatarr can regain one VIOLENCE die by expending an attack to do so, and regains two VIOLENCE dice whenever anyone in the combat scores a critical hit or falls to 0 hit points. This can increase the number of VIOLENCE dice above the max. After a short or long rest Novatarr resets to 40 VIOLENCE dice.</p><p></p><p>Spellcasting: Intelligence is Novatarr's spellcasting ability score. Spell save DC 79, +71 to hit. Novatarr knows every damaging or destructive spell, and a few others.</p><p>Cantrips (At will)</p><p>1 (18)</p><p>2 (16)</p><p>3 (14)</p><p>4 (12)</p><p>5 (12)</p><p>6 (12)</p><p>7 (10)</p><p>8 (8)</p><p>9 (8)</p><p>10 (6)</p><p>11 (4)</p><p>12 (2)</p><p>13 (2)</p><p></p><p>Innate Spellcasting: These are considered innate abilities of Novatarr, rather than magic</p><p>At Will: Gate (with the modifications that it can be up to twice Novatarr's size in ft radius, it has a range of touch, all things can move freely between both sides of it, it can be used as part of an unarmed strike to send a creature to the plane on the other end, and it works by Novatarr literally smashing a hole in the universe), Dividing Driver (Unlimited area), Atmospheric Press (Range touch, it isn't the atmosphere but Novatarr pressing down on them with a limb)</p><p>[URL unfurl="true"]https://dnd-wiki.org/wiki/Dividing_Driver_(3.5e_Spell)[/URL]</p><p>[URL unfurl="true"]https://dnd-wiki.org/wiki/Atmospheric_Press_(3.5e_Spell)[/URL]</p><p></p><p>Behemoth: Novatarr may instantly destroy any sub-artifact item or structure they can hit.</p><p></p><p>Devourer: Anything swallowed by Novatarr ceases to have ever existed.</p><p></p><p>Actions:</p><p></p><p>Multiattack: 1 Bite, 2 Claws, 1 Tail, 1 Spines. Novatarr may sacrifice any number of attacks to instead regain one VIOLENCE die. They may make a throw attack in place of a claw attack.</p><p></p><p>Bite: +76 to hit, reach 1000 ft, 600 ft sphere, 96d20+100 piercing damage. A target reduced to 0 hp by this may be consumed as per Devourer, at Novatarr's discretion.</p><p></p><p>Claw: +76 to hit, reach 1500 ft, 600 ft sphere, 72d20+100 slashing damage.</p><p></p><p>Throw: +76 to hit, unlimited range, 60d12+100 bludgeoning damage to the projectile and target. Grappled creatures can be used as a projectile.</p><p></p><p>Tail: +76 to hit, 1500 ft cone, 72d12+100 bludgeoning damage and a DC 84 Str save or fall prone and be pushed to the edge of the area.</p><p></p><p>Spines: +76 to hit, 200/300000 miles, 6 300*900 ft cylinders, 60d12+100 piercing damage.</p><p></p><p></p><p><strong>Novatarr, the Original Monster</strong></p><p></p><p>The true form of Novatarr. This form possesses the full power of the monster that even the oldest and mightiest gods fear. They don't like to use this power, because doing so causes them to regress to the personality they had back when they were just a monster. As far as anyone can tell, they're undefeatable in a direct conflict; even beings of similarly absolute abilities can't compete with their raw power.</p><p></p><p>Personality: Violent. They like to fight, and love to win. They see themselves as the supreme being of existence, and expect everyone else to treat them as such. What they want they take, and they will accept no challenge to their authority or power.</p><p></p><p>Appearance: Similar to their suppressed form, but now they seem to distort in size and shape from moment to moment to be best suited for the environment and opponent, and the aura of VIOLENCE around them is now a blazing inferno. If you look close, you can almost see spots where reality breaks down and the true form of the energy can be seen.</p><p></p><p>Infinite Leviathan, Chaotic Neutral</p><p></p><p>Armor Class ∞ (Natural Armor)</p><p>Hit Points: ∞ (∞ HD)</p><p>Speed: ∞ all</p><p></p><p>Str: ∞ (+∞)</p><p>Dex: 110 (+50)</p><p>Con: ∞ (+∞)</p><p>Int: 150 (+70)</p><p>Wis: 90 (+40)</p><p>Cha: 90 (+40)</p><p></p><p>Damage Immunities: All</p><p>Condition Immunities: All (harmful ones)</p><p>Proficiencies: Animal handling, arcana, history, nature, perception, religion, survival, technology, expertise medicine and intimidation, triple proficiency athletics, metakinesis and bioshaping, Initiative</p><p>Proficiency Bonus: +26</p><p>Saving Throws: Proficiency all</p><p>Senses: Truesight 50 miles, blindsight 10 AU, all normal senses have flawless detail at any range, lifeforce sense and power sense at the same range and quality</p><p>Languages: All, Telepathy 1000 ft, Can communicate with all monsters</p><p></p><p>Alpha of the Omega: All effects Novatarr produces ignore any resistance, immunity, or any other effect which would decrease its effectiveness. Novatarr can hit creatures on adjacent planes of existence. Novatarr crits for triple damage on a roll of 17-20 (86-100 if you use my houserule of deities/deity level beings roll d100)</p><p></p><p>Divinity: Novatarr is the god of Destruction and Monsters. They have 44,125 worshippers, 11 held planes, 6,600,000 primal base, and 672,125 primal flux per day. As a result of their portfolios, Novatarr does double damage on all non-primal attacks (included in attacks) and all monstrous beings revere them as god-monarch and can be communicated with. Divine abilities can be found at the bottom of this post.</p><p></p><p>Primordial Might: Novatarr may spend 100 hit points to automatically succeed on a roll that they could succeed on. If they can't succeed a roll this way they may spend an additional 100 hp per point by which they would fail to succeed, up to the maximum hp of their weaker form.</p><p></p><p>Regeneration: Novatarr regains 1000 hp per round. This cannot be prevented. Not that it'd help you anyway.</p><p></p><p>Primal Sharpness: Novatarr's teeth and claws are sharpened by primal, and cut through anything that is not primally reinforced. On a crit they cut through even things which are.</p><p></p><p><strong><em><u>V I O L E N C E</u></em></strong>: Novatarr has 120 VIOLENCE dice, which are d6s. They may expend any number of them on a hit to add that much damage, which reoccurs every turn indefinitely. This damage will take the form of whatever is most effective against the target. Not just the best damage type, but taking whatever form most effectively counters the target, with the end goal of destroying them. It will always, at a minimum, do full damage. Novatarr can regain three VIOLENCE dice by expending an attack to do so, and regains six VIOLENCE dice whenever anyone in the combat scores a critical hit or falls to 0 hit points. This can increase the number of VIOLENCE dice above the max. After a short or long rest Novatarr resets to 120 VIOLENCE dice.</p><p></p><p>Spellcasting: Intelligence is Novatarr's spellcasting ability score. Spell save DC 104, +96 to hit. Novatarr knows every damaging or destructive spell, and a few others.</p><p>Cantrips (At will)</p><p>1 (18)</p><p>2 (16)</p><p>3 (14)</p><p>4 (12)</p><p>5 (12)</p><p>6 (12)</p><p>7 (10)</p><p>8 (8)</p><p>9 (8)</p><p>10 (6)</p><p>11 (4)</p><p>12 (2)</p><p>13 (2)</p><p></p><p>Innate Spellcasting: These are considered innate abilities of Novatarr, rather than magic</p><p>At Will: Gate, Dividing Driver, Atmospheric Press (all have the same modifications as in weaker form. Can add strength bonus to damage dealt.)</p><p>[URL unfurl="true"]https://dnd-wiki.org/wiki/Dividing_Driver_(3.5e_Spell)[/URL]</p><p>[URL unfurl="true"]https://dnd-wiki.org/wiki/Atmospheric_Press_(3.5e_Spell)[/URL]</p><p></p><p>Alpha Behemoth: Novatarr may instantly destroy anything that exists that they can hit.</p><p></p><p>Devourer: Anything swallowed by Novatarr ceases to have ever existed.</p><p></p><p>Supernal: Novatarr knows the words Sin Ku Ry Ep Su, Sharn, Kith, Rrraagh, Temeros, Reheeri, Helidarx, and Vortheon (Apologies for stealing most of these. They might have more, but I can't come up with anything I find satisfactory)</p><p></p><p>Godkiller Poison: Novatarr's saliva is a venom of transcendent power. Anything exposed to it must make death saving throws as if it were at 0 hit points, except it keeps rolling until it fails enough to kill it instead of stopping if it succeeds.</p><p></p><p>Actions:</p><p></p><p>Multiattack: 1 Bite, 2 Claws, 1 Tail, 1 Spines. Novatarr may sacrifice any number of attacks to instead regain three VIOLENCE dice. They may make a throw attack in place of a claw attack.</p><p></p><p>Bite: +∞ to hit, reach 1000 ft, 600 ft sphere, 192d20+∞ piercing damage and the target is affected by Godkiller Poison. A target reduced to 0 hp by this may be consumed as per Devourer, at Novatarr's discretion.</p><p></p><p>Claw: +∞ to hit, reach 1500 ft, 600 ft sphere, 144d20+∞ slashing damage</p><p></p><p>Throw: +∞ to hit, unlimited range, 120d12+∞ bludgeoning damage to the projectile and target. Grappled creatures can be used as a projectile.</p><p></p><p>Tail: +∞ to hit, 1500 ft cone, 144d12+∞ bludgeoning damage and a DC ∞ Str save or fall prone and be pushed to the edge of the area.</p><p></p><p>Spines: +∞ to hit, ∞ miles, 6 300*900 ft cylinders, 120d12+∞ piercing damage.</p><p></p><p>Breath Weapon: Automatic hit, unlimited line or cone extending from Novatarr's mouth, ∞d12 VIOLENCE damage (This does not have the recurring effect of the VIOLENCE dice)</p><p></p><p></p><p>Divine Abilities: Powers which a deity can learn based on their portfolios. The main benefit they have over just using the primal to cast a spell is that they are absolute, so the only way to cancel the effect is what, if any, is outlined in the description or entering a contest of primal with the user. Novatarr has these:</p><p></p><p>Destroy Soul: 50 flux, targets one mortal who must make a charisma save (Calculate save dc the same way as spell save dc, using a thematically appropriate ability score. Novatarr uses strength, so their saves are DC 84/∞) to resist or have their soul destroyed completely (No coming back, ever).</p><p></p><p>Weather Shift: 50/100/500/1000/5000/etc flux, Alters the weather on a local/continental/planetary/interplanetary/interstellar/etc scale.</p><p></p><p>Monstrify: 150 flux, transforms the target into a monstrous version of self. Cha save to resist if unwilling.</p><p></p><p>Great Hand of Strength: 200 flux, summons a spectral hand 1000 times the size and strength of the users which is under their control.</p><p></p><p>Mass Death: 200 flux, everyone in a 100 mile^2 radius must save or die.</p><p></p><p>Mass Life: 400 flux, restores all creatures of Novatarr's choice within a 100 mi^2 radius. They cannot use this in their true form.</p><p></p><p>Natural Disaster: 500 flux, creates a natural disaster of Novatarr's choosing.</p><p></p><p>Unnatural Disaster: 1,000 flux, creates a magical disaster on the scale of a natural disaster.</p><p></p><p>Cosmic Disaster: 2,500 flux, creates an interstellar scale disaster (black hole, gamma ray burst, cosmic string collision, that sort of thing).</p><p></p><p>Versal Disaster: 7,500 flux, creates a disaster of interdimensional scale (probability crack, anti-maxim, every living being in the universe has a rock of precisely the correct size, weight, and special properties to kill them spontaneously manifest above them and fall on them, etc)</p><p></p><p>Red Eyes of the Predator: 9,000 flux, Novatarr awakens a secret sense for one minute, and for that period of time everything done for their benefit is an absurd success, and everything done to oppose them is an equally absurd failure. No matter what, everything will conspire to assure Novatarr's utter victory, even when it should be impossible. This cannot be leveraged into vastly greater power on a permanent basis, barring an outside method, which this would be able to help with. (Inspiration for this comes from Obly99's Xochipactli, if you couldn't tell from the fact I practically copied the name of the ability in question.)</p><p></p><p>Jaws Around Creation: 10,000 flux + 10,000 base, Novatarr may cause anything, up to and including multiversal constants, to be affected by their Devourer trait (and thus erased utterly from ever having been). Remember, it is possible for a being with primal to spend it and resist this, though given how much more primal Novatarr has than almost anything else, only the very strongest will win.</p></blockquote><p></p>
[QUOTE="E-1000, post: 9276809, member: 7037639"] This is going to be a long one. [B]Novatarr, Alpha of the Omega[/B] History: The true history of Novatarr is the history of the First World. Long before the original gods shaped even the original world, there was nothing but the violence of the Primordial Void. Chaos does not describe it, because chaos is merely one force chosen from this endless sea deemed a useful concept for existence. Yet in this seemingly impossible-to-survive environment, life existed still: the leviathans. And among these monsters there was one who was the undisputed master of anything it wished to claim: the one who would come to be known as Novatarr. When the primal gods appeared, and chose to create something from the insanity they were surrounded by, it was only a matter of time before they came into conflict with it. Fearing it was a fight they may not win, they tread carefully, working to build their world from the forces they pulled out of the randomness and forced into shape while avoiding conflict whenever possible. Eventually, however, it came time to create the centerpiece, the world that would be at the center of everything, and that is when the trouble began. Whenever the gods tried to create a world, the monster they feared most would appear to annihilate it. Despite this, they were not upset, for they knew those worlds, beautiful as they were, were still missing something. Once the beast had left, they would pick up the pieces and try again. But no matter how much they tried, they were unable to prevent the destruction of each new world. Some of the gods tried to defeat the monster, but none who tried returned. Eventually, one of the gods, Tharizdun, had an idea. They approached the beast, not with hostility, but friendship, and they granted it the gift of intelligence. Now aware for the first time, it took a liking to the gods and their world, and chose to join them, taking on the name Novatarr. The unique perspective the leviathan-god had turned out to be what allowed the creation of the world the gods wanted, too. It realized that what the world lacked was destruction, to make way for new things, for without it the world would grow stagnant and bloated, unable to change and grow as it should. For a time, all was well. Much happened after that: the corruption of Tharizdun, who had grown to be Novatarr's best friend, by the incarnate force of evil in a bid to gain access to the world, the subsequent shattering of the First World and the creation of the multiverse, and eons of history since. Currently, Novatarr is practically a recluse, with a (relatively, for their stature) small following they care for generously, only interacting with others for one of three purposes. To hunt the followers of Tharizdun, their heartbreak long since having turned to hatred for the thing their friend became, to aid the forces of cosmic Good against Evil, or, when divine consensus authorizes it, to consume a concept that should not exist and erase it from the multiverse. (As they did to the fate 10% of mortals faced at the end of life instead of death, which was so horrific that authorization was given by unanimous vote, or to the Herald Stars. They devoured the Herald Stars without permission, frustrated by the pointless havoc they wreaked on mortals for the self-aggrandizement of Taiia, embodiment of stars. She never forgave them.) They invented the tarrasque, among many other monsters, and are very proud of that. Personality: Friendly. They find powerful monsters and means of destruction to be by far the most interesting thing there is, a fact which they feel guilty about. They despise worshippers of Tharizdun, seeing their devotion to their friend's corrupted state as an insult to their memory. They genuinely wish to be a positive and helpful force on the multiverse, but they don't have much instinct for it. They dote on their creations like a loving parent with a child. Appearance: Similar to the tarrasque, but vastly larger and black in coloration. Lean relative to their height, covered in spikes, and has a long tail. They have seven red eyes, three in a triangle on both sides of their head and on centered in the middle. Glows with a strange energy which resembles multicolor flames. In the same way a nuclear explosion resembles a mushroom, or an attacking tiger resembles a kitten. Technically true, but fails to do justice to the power and violence of it. Mountainous Monstrosity, Neutral Good Armor Class: 81 (Natural Armor) Hit Points: 16800 (240d20+12000) Speed: 2400 ft, 240000 miles earthglide, ∞ flight Str: 110 (+50) Dex: 92 (+41) Con: 110 (+50) Int: 100 (+45) Wis: 68 (+29) Cha: 40 (+15) Immunities: Damage from sub-deific sources and sub-artifact weapons, fire, cold, acid, radiation, poison, electric Resistances: Force Condition Immunities: All (harmful ones) Proficiencies: Animal handling, arcana, history, nature, perception, religion, survival, technology, metakinesis (special skill that allows for strength to be applied at a distance), expertise athletics and intimidation, triple proficiency medicine and bioshaping (special relating to the modification of living things), Initiative (Yes, they add their proficiency bonus to their initiative bonus) Proficiency Bonus: +26 Saving Throws: Proficiency all Senses: Truesight 50 miles, blindsight 10 AU, all normal senses have flawless detail at any range, lifeforce sense and power sense at the same range and quality Languages: All, Telepathy 1000 ft, Can communicate with all monsters Alpha of the Omega: All effects Novatarr produces ignore any resistance, immunity, or any other effect which would decrease its effectiveness. Novatarr can hit creatures on adjacent planes of existence. Novatarr crits for triple damage on a roll of 17-20 (86-100 if you use my houserule of deities/deity level beings roll d100) Divinity: Novatarr is the god of Destruction, Monsters, and Rebirth. They have 44,125 worshippers, 11 held planes, 100,000 primal base, and 23,125 primal flux per day. As a result of their portfolios, Novatarr does double damage on all non-primal attacks (included in attacks), all monstrous beings default to friendly and can be communicated with, and all non-primal healing, resurrection, and other restorative effects Novatarr does have doubled effectiveness. Divine abilities can be found at the bottom of this post. Primordial Might: Novatarr may spend 100 hit points to automatically succeed on a roll that they could succeed on. If they can't succeed a roll this way they may spend an additional 100 hp per point by which they would fail to succeed, up to their current hp. Regeneration: Novatarr regains 100 hp per round. This cannot be prevented. Primal Sharpness: Novatarr's teeth and claws are sharpened by primal, and cut through anything that is not primally reinforced. On a crit they cut through even things which are. [B][I][U]V I O L E N C E[/U][/I][/B]: Novatarr possesses a unique energy, VIOLENCE. It appears as something roughly resembling a multicolored flame, with a close look revealing it to be a chaotic superposition of every method of harm in existence. This isn't its true appearance; it's merely the way reality attempts to process an energy it wasn't designed to contain. Novatarr has 40 VIOLENCE dice, which are d6s. They may expend any number of them on a hit to add that much damage, which reoccurs every turn indefinitely. This damage will take the form of whatever is most effective against the target. Not just the best damage type, but taking whatever form most effectively counters the target, with the end goal of destroying them. It will always, at a minimum, do full damage. Novatarr can regain one VIOLENCE die by expending an attack to do so, and regains two VIOLENCE dice whenever anyone in the combat scores a critical hit or falls to 0 hit points. This can increase the number of VIOLENCE dice above the max. After a short or long rest Novatarr resets to 40 VIOLENCE dice. Spellcasting: Intelligence is Novatarr's spellcasting ability score. Spell save DC 79, +71 to hit. Novatarr knows every damaging or destructive spell, and a few others. Cantrips (At will) 1 (18) 2 (16) 3 (14) 4 (12) 5 (12) 6 (12) 7 (10) 8 (8) 9 (8) 10 (6) 11 (4) 12 (2) 13 (2) Innate Spellcasting: These are considered innate abilities of Novatarr, rather than magic At Will: Gate (with the modifications that it can be up to twice Novatarr's size in ft radius, it has a range of touch, all things can move freely between both sides of it, it can be used as part of an unarmed strike to send a creature to the plane on the other end, and it works by Novatarr literally smashing a hole in the universe), Dividing Driver (Unlimited area), Atmospheric Press (Range touch, it isn't the atmosphere but Novatarr pressing down on them with a limb) [URL unfurl="true"]https://dnd-wiki.org/wiki/Dividing_Driver_(3.5e_Spell)[/URL] [URL unfurl="true"]https://dnd-wiki.org/wiki/Atmospheric_Press_(3.5e_Spell)[/URL] Behemoth: Novatarr may instantly destroy any sub-artifact item or structure they can hit. Devourer: Anything swallowed by Novatarr ceases to have ever existed. Actions: Multiattack: 1 Bite, 2 Claws, 1 Tail, 1 Spines. Novatarr may sacrifice any number of attacks to instead regain one VIOLENCE die. They may make a throw attack in place of a claw attack. Bite: +76 to hit, reach 1000 ft, 600 ft sphere, 96d20+100 piercing damage. A target reduced to 0 hp by this may be consumed as per Devourer, at Novatarr's discretion. Claw: +76 to hit, reach 1500 ft, 600 ft sphere, 72d20+100 slashing damage. Throw: +76 to hit, unlimited range, 60d12+100 bludgeoning damage to the projectile and target. Grappled creatures can be used as a projectile. Tail: +76 to hit, 1500 ft cone, 72d12+100 bludgeoning damage and a DC 84 Str save or fall prone and be pushed to the edge of the area. Spines: +76 to hit, 200/300000 miles, 6 300*900 ft cylinders, 60d12+100 piercing damage. [B]Novatarr, the Original Monster[/B] The true form of Novatarr. This form possesses the full power of the monster that even the oldest and mightiest gods fear. They don't like to use this power, because doing so causes them to regress to the personality they had back when they were just a monster. As far as anyone can tell, they're undefeatable in a direct conflict; even beings of similarly absolute abilities can't compete with their raw power. Personality: Violent. They like to fight, and love to win. They see themselves as the supreme being of existence, and expect everyone else to treat them as such. What they want they take, and they will accept no challenge to their authority or power. Appearance: Similar to their suppressed form, but now they seem to distort in size and shape from moment to moment to be best suited for the environment and opponent, and the aura of VIOLENCE around them is now a blazing inferno. If you look close, you can almost see spots where reality breaks down and the true form of the energy can be seen. Infinite Leviathan, Chaotic Neutral Armor Class ∞ (Natural Armor) Hit Points: ∞ (∞ HD) Speed: ∞ all Str: ∞ (+∞) Dex: 110 (+50) Con: ∞ (+∞) Int: 150 (+70) Wis: 90 (+40) Cha: 90 (+40) Damage Immunities: All Condition Immunities: All (harmful ones) Proficiencies: Animal handling, arcana, history, nature, perception, religion, survival, technology, expertise medicine and intimidation, triple proficiency athletics, metakinesis and bioshaping, Initiative Proficiency Bonus: +26 Saving Throws: Proficiency all Senses: Truesight 50 miles, blindsight 10 AU, all normal senses have flawless detail at any range, lifeforce sense and power sense at the same range and quality Languages: All, Telepathy 1000 ft, Can communicate with all monsters Alpha of the Omega: All effects Novatarr produces ignore any resistance, immunity, or any other effect which would decrease its effectiveness. Novatarr can hit creatures on adjacent planes of existence. Novatarr crits for triple damage on a roll of 17-20 (86-100 if you use my houserule of deities/deity level beings roll d100) Divinity: Novatarr is the god of Destruction and Monsters. They have 44,125 worshippers, 11 held planes, 6,600,000 primal base, and 672,125 primal flux per day. As a result of their portfolios, Novatarr does double damage on all non-primal attacks (included in attacks) and all monstrous beings revere them as god-monarch and can be communicated with. Divine abilities can be found at the bottom of this post. Primordial Might: Novatarr may spend 100 hit points to automatically succeed on a roll that they could succeed on. If they can't succeed a roll this way they may spend an additional 100 hp per point by which they would fail to succeed, up to the maximum hp of their weaker form. Regeneration: Novatarr regains 1000 hp per round. This cannot be prevented. Not that it'd help you anyway. Primal Sharpness: Novatarr's teeth and claws are sharpened by primal, and cut through anything that is not primally reinforced. On a crit they cut through even things which are. [B][I][U]V I O L E N C E[/U][/I][/B]: Novatarr has 120 VIOLENCE dice, which are d6s. They may expend any number of them on a hit to add that much damage, which reoccurs every turn indefinitely. This damage will take the form of whatever is most effective against the target. Not just the best damage type, but taking whatever form most effectively counters the target, with the end goal of destroying them. It will always, at a minimum, do full damage. Novatarr can regain three VIOLENCE dice by expending an attack to do so, and regains six VIOLENCE dice whenever anyone in the combat scores a critical hit or falls to 0 hit points. This can increase the number of VIOLENCE dice above the max. After a short or long rest Novatarr resets to 120 VIOLENCE dice. Spellcasting: Intelligence is Novatarr's spellcasting ability score. Spell save DC 104, +96 to hit. Novatarr knows every damaging or destructive spell, and a few others. Cantrips (At will) 1 (18) 2 (16) 3 (14) 4 (12) 5 (12) 6 (12) 7 (10) 8 (8) 9 (8) 10 (6) 11 (4) 12 (2) 13 (2) Innate Spellcasting: These are considered innate abilities of Novatarr, rather than magic At Will: Gate, Dividing Driver, Atmospheric Press (all have the same modifications as in weaker form. Can add strength bonus to damage dealt.) [URL unfurl="true"]https://dnd-wiki.org/wiki/Dividing_Driver_(3.5e_Spell)[/URL] [URL unfurl="true"]https://dnd-wiki.org/wiki/Atmospheric_Press_(3.5e_Spell)[/URL] Alpha Behemoth: Novatarr may instantly destroy anything that exists that they can hit. Devourer: Anything swallowed by Novatarr ceases to have ever existed. Supernal: Novatarr knows the words Sin Ku Ry Ep Su, Sharn, Kith, Rrraagh, Temeros, Reheeri, Helidarx, and Vortheon (Apologies for stealing most of these. They might have more, but I can't come up with anything I find satisfactory) Godkiller Poison: Novatarr's saliva is a venom of transcendent power. Anything exposed to it must make death saving throws as if it were at 0 hit points, except it keeps rolling until it fails enough to kill it instead of stopping if it succeeds. Actions: Multiattack: 1 Bite, 2 Claws, 1 Tail, 1 Spines. Novatarr may sacrifice any number of attacks to instead regain three VIOLENCE dice. They may make a throw attack in place of a claw attack. Bite: +∞ to hit, reach 1000 ft, 600 ft sphere, 192d20+∞ piercing damage and the target is affected by Godkiller Poison. A target reduced to 0 hp by this may be consumed as per Devourer, at Novatarr's discretion. Claw: +∞ to hit, reach 1500 ft, 600 ft sphere, 144d20+∞ slashing damage Throw: +∞ to hit, unlimited range, 120d12+∞ bludgeoning damage to the projectile and target. Grappled creatures can be used as a projectile. Tail: +∞ to hit, 1500 ft cone, 144d12+∞ bludgeoning damage and a DC ∞ Str save or fall prone and be pushed to the edge of the area. Spines: +∞ to hit, ∞ miles, 6 300*900 ft cylinders, 120d12+∞ piercing damage. Breath Weapon: Automatic hit, unlimited line or cone extending from Novatarr's mouth, ∞d12 VIOLENCE damage (This does not have the recurring effect of the VIOLENCE dice) Divine Abilities: Powers which a deity can learn based on their portfolios. The main benefit they have over just using the primal to cast a spell is that they are absolute, so the only way to cancel the effect is what, if any, is outlined in the description or entering a contest of primal with the user. Novatarr has these: Destroy Soul: 50 flux, targets one mortal who must make a charisma save (Calculate save dc the same way as spell save dc, using a thematically appropriate ability score. Novatarr uses strength, so their saves are DC 84/∞) to resist or have their soul destroyed completely (No coming back, ever). Weather Shift: 50/100/500/1000/5000/etc flux, Alters the weather on a local/continental/planetary/interplanetary/interstellar/etc scale. Monstrify: 150 flux, transforms the target into a monstrous version of self. Cha save to resist if unwilling. Great Hand of Strength: 200 flux, summons a spectral hand 1000 times the size and strength of the users which is under their control. Mass Death: 200 flux, everyone in a 100 mile^2 radius must save or die. Mass Life: 400 flux, restores all creatures of Novatarr's choice within a 100 mi^2 radius. They cannot use this in their true form. Natural Disaster: 500 flux, creates a natural disaster of Novatarr's choosing. Unnatural Disaster: 1,000 flux, creates a magical disaster on the scale of a natural disaster. Cosmic Disaster: 2,500 flux, creates an interstellar scale disaster (black hole, gamma ray burst, cosmic string collision, that sort of thing). Versal Disaster: 7,500 flux, creates a disaster of interdimensional scale (probability crack, anti-maxim, every living being in the universe has a rock of precisely the correct size, weight, and special properties to kill them spontaneously manifest above them and fall on them, etc) Red Eyes of the Predator: 9,000 flux, Novatarr awakens a secret sense for one minute, and for that period of time everything done for their benefit is an absurd success, and everything done to oppose them is an equally absurd failure. No matter what, everything will conspire to assure Novatarr's utter victory, even when it should be impossible. This cannot be leveraged into vastly greater power on a permanent basis, barring an outside method, which this would be able to help with. (Inspiration for this comes from Obly99's Xochipactli, if you couldn't tell from the fact I practically copied the name of the ability in question.) Jaws Around Creation: 10,000 flux + 10,000 base, Novatarr may cause anything, up to and including multiversal constants, to be affected by their Devourer trait (and thus erased utterly from ever having been). Remember, it is possible for a being with primal to spend it and resist this, though given how much more primal Novatarr has than almost anything else, only the very strongest will win. [/QUOTE]
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