Beefermatic
Hero
Hey everyone, been a while. I hope you're all doing well, I've been meaning to post for a while. It's great to see you all still at it. 
I made a Corgi, a Pseudonatural, Paragon, Legendary, Mythic, Advanced, Half Fiend Corgi Worm That Walks of Legend. I hope you enjoy.
I'll post the base Corgi for reference at the end. Miss you guys.
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Corgi of the Apocalypse
This squat, fluffy dog’s stubby legs blur with impossible speed, its beady eyes alight with alien fire. As it barks, the air itself ruptures like glass struck by a hammer. Tentacles writhe from beneath its fur, each tipped with gnashing worm-maws.
Corgi of the Apocalypse CR 47
NE Small outsider (evil, extraplanar, ooze traits)
Init +15; Senses blindsight 300 ft., darkvision 60 ft., low-light vision; Perception +71
Aura frightful presence (DC 44), reflective hide (spell turning)
DEFENSE
AC 410, touch 88, flat-footed 377 (+1 size, +33 Dex, +322 natural, +32 insight, +12 luck)
hp 665 (12d10+396+144; max per die; +12/HD; +5 worm-body bonus); fast healing 25
Fort +49
Ref +48
Will +50
DR 40/epic and magic; Immune mind-affecting, polymorph, fear, poison, crits, sneak attack, flanking, sleep, paralysis, stunning; Resist acid 40, electricity 40, cold 20, fire 20
SR 60
OFFENSE
Speed 370 ft., fly 760 ft. (good)
Melee 2 Bites +63 Melee (1d12+58) or 6 tentacle rakes +63 (6d6+58 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
SPECIAL ATTACKS
Bark of Doom (Su): 1/1d4 rounds, 30-ft. cone, 12d6 sonic damage, Reflex DC 44 half.
Engulf (Ex): Melee touch; target is engulfed and takes 100 damage immediately and 100 damage/round until freed (full-round action to escape).
Rotting Constriction (Ex): On grapple check, drains 2d4 Con and heals the corgi 10 hp.
Constant Insight (Su): +15 insight bonus to all attack rolls; ignores concealment miss chance.
Smite Good (Su): 12/day, as paladin smite evil (Paladin Level as HD)
Frightful Presence (Su): Witnessing an engulf or bark requires DC 44 Will save or be shaken (up to cowering).
Adorable Distraction (Ex): Once per day as a move action, the corgi may perform a wiggle or bark so disarming that one creature within 60 ft. must succeed at a DC 44 Will save or be rendered flat-footed for 1 round. This is a mind-affecting effect.
Spell-Like Abilities
At will (CL 35)—blur, dimension door, shield, unhallow
3/day (CL 35)—greater dispel magic, haste, see invisibility
By HD (CL 35)—darkness 3/day, desecrate, unholy blight, poison 3/day, contagion, blasphemy
1/day (CL 35)—animal friendship, animal growth, animal messenger, animal shapes, animal trance, colossal vermin, creeping doom, giant vermin, summon swarm/vermin, vermin plague
STATISTICS
Str 86 +38
Dex 66 +28
Con 66 +28
Int 32 +11
Wis 55 +22
Cha 43 +16
Base Atk +12
CMB +50
CMD 88
Feats: Skill Focus (Perception), Improved Initiative (B), Multiattack (B), Endurance (B), Iron Will (B), +2 paragon bonus feats, Improved Trip, Improved Natural Attack x4, Improved Critical
Skills: Acrobatics +61, Perception +71, Stealth +61, Survival +65 (+69 scent); racial +4 Perception; +10 competence all skills
Languages understands Common, Abyssal, Infernal; cannot speak (only barks and shrieks of worms)
SPECIAL ABILITIES
Alternate Form (Su): At will, the corgi may shed its fluffy guise and transform into a writhing pseudonatural mass of tentacles. In this form, enemies take a –1 morale penalty to attack rolls against it.
Discorporate (Ex): If threatened with destruction, the corgi collapses into a mass of worms that scatter as a Free Action. If even one worm survives, the corgi can reform in 1d4 days.
Reflective Hide (Su): The corgi is permanently under spell turning.
Ooze Traits: Cannot be flanked, immune to critical hits, sneak attacks, and precision damage.
Haste (Su): The corgi is permanently under haste, granting +30 movement speed, +2 Dodge Bonus to AC, Attack Rolls, and Reflex Saves, and an additional attack per round on a full attack.
Herding Instinct (Ex): The corgi gains a +20 racial bonus on Handle Animal checks to direct herd animals, as its mere presence terrifies livestock into obedience.
Low Center of Gravity (Ex): The corgi gains a +20 racial bonus to CMD against bull rush and trip attempts, its short legs and compact build making it nearly impossible to topple.
Death Throes (Su): The dying wails of the Corgi melt flesh and cause the brains of all those who hear it to hemmorhage. When slain, the corgi erupts in a storm of sonic cries and writhing worms. All creatures within 300 feet take 200 damage (half sonic, half untyped damage). Reflex DC 44 halves. Survivors must succeed at a DC 44 Will save or be panicked for 1d6 rounds. This also counts as the Discorporate ability allowing the Corgi to potentially survive it's own demise should the worms that comprise it not be fully eradicated.
TACTICS
Before Combat: The corgi disguises itself as a harmless pet, relying on its small size to appear non-threatening. It waits until enemies drop their guard before unleashing its tentacles.
During Combat: The corgi opens with Bark of Doom, then closes with impossible speed, seeking to engulf and constrict priority targets. It uses Adorable Distraction to leave enemies open to grapples, while spell-like abilities disrupt divine and arcane casters. It floods the battlefield with vermin if surrounded or pressed.
Morale: Fights until slain, then triggers its death throes to obliterate survivors. If somehow reduced below 50 hp but not killed, it uses Discorporate to scatter into worms, ensuring its eventual return.
ECOLOGY
Environment any (often cities, disguised as a noble’s pet)
Organization solitary (mercifully)
Treasure none
Once a humble herding dog, the Corgi of the Apocalypse was chosen by gods and warped by the Far Realm into a paradox: the world’s most adorable beast fused with ultimate destruction. Its bark shatters mountains, its wiggle flattens armies, and its loyalty is more terrifying than betrayal. Entire planes whisper its name in fear — for when the Corgi barks, the end is near.

I made a Corgi, a Pseudonatural, Paragon, Legendary, Mythic, Advanced, Half Fiend Corgi Worm That Walks of Legend. I hope you enjoy.
I'll post the base Corgi for reference at the end. Miss you guys.
----------------------------
Corgi of the Apocalypse
This squat, fluffy dog’s stubby legs blur with impossible speed, its beady eyes alight with alien fire. As it barks, the air itself ruptures like glass struck by a hammer. Tentacles writhe from beneath its fur, each tipped with gnashing worm-maws.
Corgi of the Apocalypse CR 47
NE Small outsider (evil, extraplanar, ooze traits)
Init +15; Senses blindsight 300 ft., darkvision 60 ft., low-light vision; Perception +71
Aura frightful presence (DC 44), reflective hide (spell turning)
DEFENSE
AC 410, touch 88, flat-footed 377 (+1 size, +33 Dex, +322 natural, +32 insight, +12 luck)
hp 665 (12d10+396+144; max per die; +12/HD; +5 worm-body bonus); fast healing 25
Fort +49
Ref +48
Will +50
DR 40/epic and magic; Immune mind-affecting, polymorph, fear, poison, crits, sneak attack, flanking, sleep, paralysis, stunning; Resist acid 40, electricity 40, cold 20, fire 20
SR 60
OFFENSE
Speed 370 ft., fly 760 ft. (good)
Melee 2 Bites +63 Melee (1d12+58) or 6 tentacle rakes +63 (6d6+58 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
SPECIAL ATTACKS
Bark of Doom (Su): 1/1d4 rounds, 30-ft. cone, 12d6 sonic damage, Reflex DC 44 half.
Engulf (Ex): Melee touch; target is engulfed and takes 100 damage immediately and 100 damage/round until freed (full-round action to escape).
Rotting Constriction (Ex): On grapple check, drains 2d4 Con and heals the corgi 10 hp.
Constant Insight (Su): +15 insight bonus to all attack rolls; ignores concealment miss chance.
Smite Good (Su): 12/day, as paladin smite evil (Paladin Level as HD)
Frightful Presence (Su): Witnessing an engulf or bark requires DC 44 Will save or be shaken (up to cowering).
Adorable Distraction (Ex): Once per day as a move action, the corgi may perform a wiggle or bark so disarming that one creature within 60 ft. must succeed at a DC 44 Will save or be rendered flat-footed for 1 round. This is a mind-affecting effect.
Spell-Like Abilities
At will (CL 35)—blur, dimension door, shield, unhallow
3/day (CL 35)—greater dispel magic, haste, see invisibility
By HD (CL 35)—darkness 3/day, desecrate, unholy blight, poison 3/day, contagion, blasphemy
1/day (CL 35)—animal friendship, animal growth, animal messenger, animal shapes, animal trance, colossal vermin, creeping doom, giant vermin, summon swarm/vermin, vermin plague
STATISTICS
Str 86 +38
Dex 66 +28
Con 66 +28
Int 32 +11
Wis 55 +22
Cha 43 +16
Base Atk +12
CMB +50
CMD 88
Feats: Skill Focus (Perception), Improved Initiative (B), Multiattack (B), Endurance (B), Iron Will (B), +2 paragon bonus feats, Improved Trip, Improved Natural Attack x4, Improved Critical
Skills: Acrobatics +61, Perception +71, Stealth +61, Survival +65 (+69 scent); racial +4 Perception; +10 competence all skills
Languages understands Common, Abyssal, Infernal; cannot speak (only barks and shrieks of worms)
SPECIAL ABILITIES
Alternate Form (Su): At will, the corgi may shed its fluffy guise and transform into a writhing pseudonatural mass of tentacles. In this form, enemies take a –1 morale penalty to attack rolls against it.
Discorporate (Ex): If threatened with destruction, the corgi collapses into a mass of worms that scatter as a Free Action. If even one worm survives, the corgi can reform in 1d4 days.
Reflective Hide (Su): The corgi is permanently under spell turning.
Ooze Traits: Cannot be flanked, immune to critical hits, sneak attacks, and precision damage.
Haste (Su): The corgi is permanently under haste, granting +30 movement speed, +2 Dodge Bonus to AC, Attack Rolls, and Reflex Saves, and an additional attack per round on a full attack.
Herding Instinct (Ex): The corgi gains a +20 racial bonus on Handle Animal checks to direct herd animals, as its mere presence terrifies livestock into obedience.
Low Center of Gravity (Ex): The corgi gains a +20 racial bonus to CMD against bull rush and trip attempts, its short legs and compact build making it nearly impossible to topple.
Death Throes (Su): The dying wails of the Corgi melt flesh and cause the brains of all those who hear it to hemmorhage. When slain, the corgi erupts in a storm of sonic cries and writhing worms. All creatures within 300 feet take 200 damage (half sonic, half untyped damage). Reflex DC 44 halves. Survivors must succeed at a DC 44 Will save or be panicked for 1d6 rounds. This also counts as the Discorporate ability allowing the Corgi to potentially survive it's own demise should the worms that comprise it not be fully eradicated.
TACTICS
Before Combat: The corgi disguises itself as a harmless pet, relying on its small size to appear non-threatening. It waits until enemies drop their guard before unleashing its tentacles.
During Combat: The corgi opens with Bark of Doom, then closes with impossible speed, seeking to engulf and constrict priority targets. It uses Adorable Distraction to leave enemies open to grapples, while spell-like abilities disrupt divine and arcane casters. It floods the battlefield with vermin if surrounded or pressed.
Morale: Fights until slain, then triggers its death throes to obliterate survivors. If somehow reduced below 50 hp but not killed, it uses Discorporate to scatter into worms, ensuring its eventual return.
ECOLOGY
Environment any (often cities, disguised as a noble’s pet)
Organization solitary (mercifully)
Treasure none
Once a humble herding dog, the Corgi of the Apocalypse was chosen by gods and warped by the Far Realm into a paradox: the world’s most adorable beast fused with ultimate destruction. Its bark shatters mountains, its wiggle flattens armies, and its loyalty is more terrifying than betrayal. Entire planes whisper its name in fear — for when the Corgi barks, the end is near.
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