Eadric et. al. (The Paladin and his Friends).


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ceratitis

First Post
gods just imagine the griffin who eats this kind of horse....

sep, as all others i'm in awe of your wonderful story hour and would love to buy the books when you publish. got a tiny question for you- what every happened to nufrut the magic jared merilith shomei had on her when she died? or to her rod and braclet for that matter...
 

Re: Gihaahia

Quartz said:
And why is her caster level 41? Shouldn't it be 50? Or even 59 (adding her Divine Rank)?
Her CL was originally 32. Add +9 from divine ranks.

ceratitis said:
got a tiny question for you- what every happened to nufrut the magic jared merilith shomei had on her when she died? or to her rod and braclet for that matter...
Shomei's gear was dragged her off to Hell with her.


Next: Eadric's crony. Tahl's original 3.0 stats were high – the equivalent of maybe 50-point buy. He's also got a +5 inherent bonus to his Wis and Cha.

Tahl is formidable in defense – high AC, sweeping immunities etc. Multiple templates again.



Tahl the Incorruptible

Male human cleric 5/church inquisitor 10 (saint, half-celestial, quasi-deity); ECL 25; Medium outsider (augmented humanoid; native); HD 15d8+75; hp 195; Init +3; Spd 40 ft.; AC 46 (+12 armour, +10 deflection, +1 Dex, +10 insight, +1 natural); touch 33, flat-footed 45; Base Atk +10; Grp +15; Atk +18 melee (2d6+10/19-20, +3 holy flaming greatsword) or +19 melee (1d8+11, +4 holy fiendbane banishing scourge); Full Atk +18/+12 melee (2d6+10/19-20, +3 holy flaming greatsword) or +19/+14 melee (1d8+11, +4 holy fiendbane banishing scourge); SA Daylight, holy power, holy touch, smite evil, spells, spell-like abilities; SQ DR 10/epic and evil, discern lies, fast healing 7, immortal, immunities (acid, charms, cold, compulsions, electricity, disease, polymorph, possession, energy drain, ability damage, ability drain, mind-affecting spells and petrification); fire resistance 10, learn the truth, low-light vision, darkvision 60 ft., +4 racial bonus on Fort saves against poison, protective aura, resistances, tongues, spells, spell-like abilities, SR 32; AL LG; SV Fort +12 Ref +7 Will +23; Str 20, Dex 17, Con 20, Int 16, Wis 30, Cha 30.

Skills and Feats: Concentration +23, Diplomacy +20, Knowledge (arcana) +17, Knowledge (religion) +19, Ride +13, Spellcraft +23, Spot +24; Exotic Weapon Proficiency (scourge), Spell Penetration, Greater Spell Penetration, Iron Will, Power Attack, Divine Might, Divine Spell Power

Spell-Like Abilities: At will – bless, guidance, detect evil, resistance, virtue; 3/day – discern lies (DC26), protection from evil, holy aura (DC 30); 1/day – aid, cure serious wounds, dispel evil (DC 27), hallow, holy word (DC 29), holy smite (DC 26), mass charm monster (DC 30), neutralize poison, remove disease.

Attacks: Any weapon which Tahl wields or natural attack that he makes are considered good aligned and epic for the purposes of overcoming damage reduction. He deals +1d6 points of holy damage to evil creatures and +1d8 points of holy damage to undead or evil outsiders.

Daylight (Su): Tahl can use a daylight effect (as the spell) at will.

Pierce Illusion (Su): Whenever Tahl sees an illusion or disguise spell of any sort, he immediately makes a Will saving throw to see through it. Tahl need not interact with or touch the illusion: visual contact is enough to give the Will save.

Pierce Disguise (Ex): Tahl gains a +4 competence bonus on all Spot checks made to see through a disgiuse.

Force Shapechange (Su): Tahl can make a melee touch attack to force a creature into its natural form. He makes a caster level check in order to achieve this, and gains a +4 to the check from the inquisition domain.

Learn the Truth (Su): Three times per day, Tahl can touch a creature who has lied to him and force it to tell the truth. The creature must make a Will saving throw (DC 32) or speak the true version of a lie that it had uttered to him.

Protective Aura (Su): As a free action, Tahl can surround himself with a nimbus of light with a radius of 20 feet. This acts as a double-strength magic circle against evil and a lesser globe of invulnerability as cast by a 15th-level cleric.

Smite Evil (Su): Once per day, Tahl can make a normal melee attack to deal +15 points of damage against an evil foe.

Tongues (Su): Tahl can speak with any creature that has a language, as though using a tongues spell as cast by a 14th-level cleric. This ability is always active.

Turn Undead: (13/day) As Cleric 5.

Spells Prepared (6/8+1/8+1/7+1/6+1/6+1/5+1/4+1/1+1 per day; caster level 15th, Save DC 22+ spell level): 5th – disrupting weapon, inquisition, plane shift, righteous might, righteous wrath of the faithful, scrying, dispel evil*; 6th – banishment, dispel greater magic, forbiddance, heal, wind walk, quest*; 7th – fortunate fate, heaven's trumpet, phoenix fire, mass restoration, dictum*; 8th – last judgement, holy aura*

Equipment: The Right Eye of Palamabron, +4 full plate armor, +3 flaming holy greatsword, +4 holy fiendbane banishing scourge
 
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Greybar

No Trouble at All
Excellent - so nice to see NPCs on the good side at high power levels as well.

Somehow I keep expecting a manifestation of the Green to pop up, with some being of like CR50+ and just say "That's it, you're all OUTTA HERE."
 

Wow Sep awsome stuff, great to see all this. That mount is just crazy cool ;o. Would make a great piece of artwork to depict that with its rider :D.

Just great to see more of this comming, stays the best story I've ever read.
 

Cheiromancer

Adventurer
The Forsaken One said:
Wow Sep awsome stuff, great to see all this. That mount is just crazy cool ;o. Would make a great piece of artwork to depict that with its rider :D.

I've been known to commission artwork occasionally, but artists need a description, not just a stat-block.
 

Ghom (CR 60 to 65)

Ghom, Mostin's "tutor," for want of a better word. Ghom is just Ghom, but mechanically, it's based upon an illithid elder brain with 20 additional sorcerer levels + pseudonatural template + spellwarped + DvR0. Naughtily constructed with the divine array, with racial and inherent bonuses added. Ghom was made for fun, as an exercise in absurdity.

Ghom doesn't have gear, per se, but I've assumed it has permanent 'accretions' (which take up no space) which convey abilities similar to those offered by the predicted gear value of a 60th-level PC (70.6 million gp).

Ghom's 'accretions' don't function in an antimagic field, and are subject to being dispelled or disjoined like magic items: treat their effective caster level as 60 for this purpose. They grant the following bonuses, which are figured into Ghom's stat-block:

• A +20 enhancement bonus to each ability score (48Mgp).
• A +100 competence bonus to Spellcraft and Knowledge (arcana) checks (20Mgp)
• A +10 resistance bonus to all saving throws (2Mgp)

Ghom also has 'veils' – long-duration epic buff spells – of which, one or more will likely be running in the unlucky event of encountering the entity as a wandering monster. Otherwise, its epic spell suite is focused mainly around dealing with other powerful pseudonatural elder horrors: Ghom's 1st through 9th-level spells are essentially irrelevant in this regard, as only custom epic spells – loaded with spell penetration factors – can hope to pierce the SR of pseudonaturals.

Ghom doesn't have an alignment, and alignment-based effects do not affect it. It is enigmatic. According to Mostin, Ghom 'dwells beyond the Middle Region.' What the Middle Region is, is not clear.

Ghom's appearance is so horrific and insane, that I can't even begin to describe it.



Ghom, Pseudonatural Spellwarped Elder Brain Sorcerer 20; Large Outsider (Augmented, Extraplanar, Quasi-Deity); HD 26d8+1040 plus 20d4+800; hp 2128; Init +35; Speed 160ft.; AC 102 (-1 Size, +29 deflection, +27 Dex, +37 natural; touch 65, flat-footed 75); Base Atk +29; Grp +81; Atk tentacle +77 melee (2d8+33) or tendril +77 melee (1d6+33); Full Atk 11 tentacles +77 melee (2d8+33) and 4 tendrils (1d6+33); SA Extraction, improved grab, mind blast, psionics, rotting constriction, spell-like abilities, spells; SQ Blindsight 240ft., constant insight, DR 15/adamantine and epic, immunities (ability drain, ability damage, energy drain, mind-affecting effects, transmutations), regeneration 10, resistances (electricity and acid 60; fire, cold and sonic 10), spell absorption, SR 230, telepathic awareness; SV Fort +71 Ref +55 Will +69; Str 77 Dex 64 Con 91 Int 92 Wis 75 Cha 69

Feats: Alertness, Combat Reflexes, Epic Reflexes, Epic Skill Focus (Knowledge: arcana), Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Penetration, Eschew Components, Greater Spell Penetration, Ignore Material Components, Improved Initiative, Magical Aptitude, Skill Focus (Knowledge: arcana), Skill Focus (Spellcraft), Spell Penetration, Superior Initiative

Skills: Bluff +78, Concentration +89, Diplomacy +90, Disguise +84, Intimidate +78 +84 acting), Knowledge (arcana) +205, Knowledge (history) +90, Knowledge (the planes) +90, Listen +83, Sense Motive +81, Spellcraft +211, Spot +83, Survival +81 (+83 tracking, +87 on other planes). Ghom may have ranks in Craft or Profession, but the focus of that work would hold no meaning for a sane mind. Most other skills 24 ranks + relevant modifiers.

Ghom's natural attacks are considered epic weapons for the purposes of overcoming damage reduction.

Improved Grab (Tentacle): If Ghom hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rotting Constriction (Ex): Once Ghom has hold of an opponent, each successful grapple check it makes with its tentacle attacks during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, Ghom regains 10 lost hit points.

Improved Grab (Tendril): To use this ability, Ghom must hit a creature of size small to Gargantuan. If it gets a hold, it sinks its tendril into the opponent's head and can try to extract in the next round. The opponent can escape with a single grapple or Escape Artist check, but Ghom receives a +2 circumstance bonus due to deep attachment.

Extract (Ex): If Ghom begins its turn with a tendril attached to an opponent and makes a successful grapple check, it automatically extracts its opponent's brain, instantly killing that creature. This power is ineffective against constructs, oozes, elementals, plants and undead.

Mind Blast (Sp): Every 1d4 rounds, Ghom can use a mind blast in a 60-ft. cone. Anyone caught in the blast must make a Will save (DC 62) or be stunned for 3d4 rounds. This ability is the equivalent of a 4th-level spell.

Alternate Form (Su): As a standard action, Ghom can assume a form which is even more hideous to behold. His abilities are unchanged, but opponents receive a –1 morale penalty to their attack rolls against him.

Regeneration: Ghom takes normal damage from sonic and acid-based attacks.

Spell Absorption (Su): Spells which target Ghom and fail to overcome its spell resistance either grant Ghom 5 temporary hit points per level of the failed spell, or an increase in speed equal to 5x the failed spell level, at Ghom's discretion. The effects last 1 minute.

Telepathic Awareness: Ghom detects all minds within 350 ft. which are not shielded by a mind blank or similar effect. Within this range, Ghom can communicate with any creature which has a language.

Spell-Like Abilities: At will – astral projection, blur, charm monster (DC 43), detect thoughts (DC 41), dimension door, dominate monster (DC 48), mass suggestion (DC 45), plane shift (DC 46), shield, unhallow

Spells (6/13/12/12/12/12/11/11/11/11 per day; caster level 40th; Save DC 39+ spell level): 7th – banishment, sequester, vision; 8th – discern location, mind blank, moment of prescience; 9th – implosion, mage's disjunction, wish


Epic Spells:

Many. Ghom has a 30,000XP reservoir. Outside of the Far Realm, where time is a relevant concept, Ghom's reservoir can be assumed to be replenished every week and he can use 4 epic spells per day.

Slay Pseudonatural (Spellcraft DC 217): [Slay (+25), quickened (+28), still (+2), silent (+2), +200 spell penetration (+400); +20 Save DC (+40), 80d6 backlash (-80), burn 20000XP (-200)].
• A target creature of Ghom's choice with up to 80HD within 300 ft. dies. Ghom makes the caster level check to penetrate SR at +246. Fort negates (DC 69). Generally effective against pseudonaturals of 50HD or less, any death ward needs to be dispelled or disjoined before this spell can be used.

Obscene Ego (Spellcraft DC 220): [Fortify (+17), quickened (+28), still (+2), silent (+2), +99 Cha (+198); Burn 2700XP.
• Ghom's enhancement bonus to Charisma rises to +100, increasing its Charisma score to 149. Add +40 to the listed save DCs of all of its spells, and +40 to all of its listed Charisma-based skill checks. Obscene Ego lasts for 20 hours. Ghom has analogues for each of its other ability scores.

Oceanic Mind (Spellcraft DC 221): Contact (+23). Ward (+14), emulate detect thoughts (+17), 20-ft. radius (+2), +1900% (+76), effective against mind blank (+14), +40 Save DC (+80), quickened (+28), silent (+2), still (+2); Burn 5700XP.
• As a swift action, Ghom is instantly aware of all of the thoughts and motivations of all creatures within a 400-ft. radius: each is entitled to a Will save (DC 89) to deny Ghom access to their thoughts, but spell resistance is ineffective. Oceanic Mind ignores mind blank effects; epic protections incorporating the conceal or delude seed are entitled to an opposed caster level check. The Oceanic Mind persists for 20 minutes.

Boundary Reaffirmation (Spellcraft DC 221): Banish (+27); 1 action (+20), +36HD (+18), +200 spell penetration (+400), +8 Save DC (+16); 80d6 backlash (-80), -20,000XP
• Groaning incomprehensibly and motioning with his tentacles, Ghom can banish any creature with 50 or fewer hit dice to another plane, or to another of the shifting layers of the Far Realm. Creatures are entitled to a Will saving throw to negate (DC 57); Ghom makes a spell penetration check at +246.


Ghom hints at the idea of a set of immensely powerful pseudonatural spellcasters, who must necessarily vie through intermediaries. The cost of assaulting one another directly with magic would be too high: spell penetration factors would require huge investments of XP and backlash to offset.
 
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Horrid Servitor of Ghom

N Gargantuan Outsider (Augmented, Extraplanar)

Hit Dice: 36d8+792 (1080hp)
Initiative: +27
Speed: 220ft. in any medium
Armor Class: 64 (-8 size, +19 Dex, +1 Dodge, +42 natural; touch 21, flat-footed 44)
Base Attack/Grapple: +24/+100
Attack: Tentacle +73 melee (4d8+40/19-20x2)
Full Attack: 19 tentacles +73 melee (4d8+40/19-20x2)
Space/Reach: 20ft./15ft. (30ft. with tentacle)
Special Attacks: Constrict, improved grab, rotting constriction, spell-like abilities
Special Qualities: Constant insight, DR 15/epic, haste, immunities (transmutations and mind-affecting effects), jet, resistances (acid and electricity 50, sonic 10), spell absorption, SR 180.
Saves: Fort +47 Ref +42 Will +27
Abilities: Str 91 Dex 48 Con 55 Int 7 Wis 23 Cha 6
Skills: Concentration +51, Listen +45, Jump +151, Sense Motive +45, Spot +45, Survival +45
Feats: Cleave, Combat Reflexes, Devastating Critical (tentacle), Dire Charge, Epic Will, Great Cleave, Improved Critical (tentacle), Improved Initiative, Iron Will, Quicken Spell-Like Ability (dimension door), Overwhelming Critical (tentacle), Power Attack, Superior Initiative, Weapon Focus (tentacle)
Challenge Rating: 38

This enormous writhing alien mass moves with unearthly speed and strength. It dominates the battlefield through judicious use of quickened dimension door, bursts of speed, and its Dire Charge feat.

Many horrid servitors are in constant attendance upon Ghom; others are deployed for unknown purposes.

Devastating Critical: A creature who suffers a critical hit from a horrid servitor of Ghom's tentacle attack must make a Fortitude saving throw (DC 68) or die.

Frightful Presence: (Ex) As a free action, a horrid servitor of Ghom can inspire fear in creatures of fewer than 36 hit dice or levels. Creatures within 20 ft. must make a Will saving throw (DC 34) or become shaken for as long as they remain within range. The saving throw is Wisdom-based.

Haste (Su): A horrid servitor of Ghom is under a constant haste effect.

Improved Grab: If a horrid servitor of Ghom hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Constrict/Rotting Constriction (Ex): Once a horrid servitor of Ghom has hold of an opponent, each successful grapple check it makes with its tentacle attacks during subsequent rounds deals an additional 4d8+40 points of damage and permanently drains 2d4 points of Constitution. At the same time, the mighty servitor of Ghom regains 10 lost hit points.

Jet (Ex): As a full-round action, a horrid servitor of Ghom can jet backwards at a speed of 700 ft. It must move in a straight line, but does not provoke attacks of opportunity when jetting.

Spell-Like Abilities: At will: blur, dimension door, shield, unhallow



Ghom's meat shields. Based on giant squid advanced to 36HD + monster of legend + spellwarped + pseudonatural templates. Elite array w/ inherent bonuses to Str, Dex and Con. Extra tweaks: given the ability to move in any medium; frightful presence ability is adjusted by Wisdom, not Charisma; expanded skill list. CR nudged upwards.
 


Twenty-Limbed Attendant

N Large Outsider (Augmented, Extraplanar)

Hit Dice: 21d8+252 (420hp)
Initiative: +15
Speed: 10ft.; fly 60 ft. (perfect)
Armor Class: 56 (-1 size, +7 Dex, +40 natural; touch 16, flat-footed 49)
Base Attack/Grapple: +15/+69
Attack: Tentacle +44 melee (2d8+15)
Full Attack: 20 tentacles +44 melee (2d8+15)
Space/Reach: 10ft./10ft. (15ft. with tentacle)
Special Attacks: Improved grab, paralysis, rotting constriction, spell-like abilities
Special Qualities: Blindsight 60 ft., constant insight, darkvision 90 ft., DR 15/epic, immunities (electricity and paralysis), resistance to acid 40, SR 105.
Saves: Fort +19 Ref +16 Will +24
Abilities: Str 40 Dex 24 Con 34 Int 19 Wis 34 Cha 18
Skills: Hide +31, Listen +44, Knowledge (any 1) +17, Move Silently +35, Sense Motive +24, Spot +44
Feats: Ability Focus (paralysis), Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (blur), Quicken Spell-Like Ability (dimension door), Stealthy, Superior Initiative
Challenge Rating: 23

Twenty-limbed attendants are roughly spherical masses of tentacles which silently float near Ghom. They perform sundry minor tasks, as their Intelligence permits.

Improved Grab: If a twenty-limbed attendant hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Paralysis: Creatures struck by a twenty-limbed attendant must make a Fortitude save (DC 34) or be paralyzed for 4 rounds.

Rotting Constriction (Ex): Once a twenty-limbed attendant has hold of an opponent, each successful grapple check it makes with its tentacle attacks during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the twenty-limbed attendant regains 10 lost hit points.

Tentacle Regeneration (Ex): Foes can attack a twenty-limbed attendant's tentacles as if they were weapons using a sunder attempt. Each tentacle has 10 hit points. Lost tentacles regrow in a day.

Spell-Like Abilities: At will: blur, dimension door, shield, unhallow


Notes: 15HD Grell + pseudonatural + multiheaded. Elite array, with +5 inherent bonuses to Int, Wis and Cha. CR feels on the light side – maybe 25 would be closer.
 

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