From PF Cosmology, some deities

Bootlebat

Explorer
With @Bootlebat's request, here you go.
Desna

CG medium fey (native)

Init +115 (always first); Senses darkvision 600 ft., divine senses (x10), low-light vision, see in darkness; Perception +129

Aura divine (DC 95, 1.100 ft.)

DEFENSE

AC 174, touch 149, flat-footed 120 (+71 deflection, +44 Dex, +14 divine, +10 dodge, +25 natural)

hp 3.900 (100d20+1.900)

Fort +300, Ref +301, Will +298; -2 vs illusion

Defensive Abilities azata traits, danger sense (+1), divine luck 71/day (+10), evasion, swarm form 10/day (DC 53), uncanny dodge; DR 40/epic; Immune A greater deity is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by magical cold, magical disease, magical fire etc.; cold, electricity, light effects, illusions, mind-affecting effects, petrification, sleep, spells and effects which impede movement, outer space environment, Terrestrial Hazards; Resistance cold 10, fire 10, Stellar Hazards; PR/SR 124

OFFENSE

Speed 360 ft., fly 1.080 ft. (perfect); Greater Starflight (2d6 hours/days)

Melee falling stars +380/+380/+380/+380/+380 (66/17-20x9), falling stars +380/+380/+380/+380 (66/17-20x9) and 4 wings slap +131 (1d10+9) or 4 wings slap +136 (1d10+19)

Special Attacks debilitating injury, improved counterport (DC 105, 10d6), greater counterport (DC 105, 57d6), mythic power (14/day, surge +3d6), planar channel 74/day (DC 152, 57d6), sneak attack +3d6, starsong 20 rounds/day (DC 105; butterfly, fortune’s favor, guide my steps, sweet dreams, wanderer’s hymn)

Oracle Spells Known (CL 114th; concentration +199)

11th (1/day)

10th (2/day)

9th (21/day)—gate, mass heal, miracle, overwhelming presence (DC 105), true resurrection

8th (21/day)—discern location, divine vessel, greater spell immunity, nine lives, sacrament seal (DC 103)

7th (22/day)—bestow grace of the champion, bestow planar infusion III, control weather, greater scrying (DC 102), holy word (DC 102)

6th (22/day)—banishment (DC 102), blade barrier (DC 101), find the path, heal, mass planar adaption

5th (22/day)—atonement, break enchantment, breath of life, dispel evil, greater forbid action (101), overland flight*, plane shift (DC 100)

4th (23/day)—absolution, blessing of fervor, bountiful banquet, cure critical wounds, death ward, greater celestial healing, wandering star motes*

3rd (23/day)—borrow fortune, bestow curse (DC 98), disrupt silence, find fault, guiding star*, magic circle against evil, remove curse

2nd (23/day)—augury, burst of radiance (DC 97), communal protection from evil, conditional favor, consecrate, glitterdust (DC 98)*, lay of the lands, zone of truth (DC 98)

1st (23/day)—air bubble, celestial healing, clarion call, command (DC 97), cultural adaption, cure light wounds, detect evil, faerie fire*

0 (at will)—bleed (DC 95), create water, detect magic, detect poison, ghost sound (DC 95), guidance, light, mage hand, mending, read magic, resistance, stabilize, virtue

Mystery heavens

Spell-Like Abilities (CL 114th, concentration +199)

At will—astral projection, blink, commune, dream, dream council, dream travel, dream voyage, etherealness, expeditious retreat, fly, form of the alien dragon I/II/III, freedom of movement, geas/quest, greater dispel magic, greater teleport, hypnotic pattern (DC 97), interplanetary teleport, levitate, magic jar (DC 100), magic missile, major image (DC 98), meteor swarm (DC 103), microcosm (DC 104), phantasmal killer (DC 99), plane shift (DC 100), sending, shadow walk, sleep (DC 97), spider climb, tongues, wandering star motes

22/day—fly

14/day—wish

1/day—longstrider

STATISTICS

Str 48, Dex 54, Con 48, Int 50, Wis 48, Cha 152 (+71)

Base Atk +100; CMB +346; CMD 246

Feats Butterfly StingB, Charming Initiative, Combat Reflexes, Cosmic GateB, Clustered Shot, Deadly Aim, Dodge, Double Slice, Double Strike, Endurance, Eschew Materials, Far Shot, Greater Fortitude, Greater Two-Weapon Fighting, Guided StarB, Improved Far Shot, Improved Initiative, Improved Mastery of Throwing, Improved Precise Shot, Improved Stellar WandererB, Improved Two-Weapon Fighting, Improved Unarmored Specialist, Lady’s Luck GuidanceB, Lucid DreamerB, Mastery of Throwing, Mobility, Oracle Gift, Pinpoint Targeting, Point Blank Master (starknife), Point-Blank Shot, Precise Shot, Quick Draw, Run, Selective Channel, Shot on the Run, Spell Focus (abjuration), Spell Focus (enchantment)B, Spell Penetration, Starry GraceB, Stellar WandererB, Total (Planar Purge), Two-Weapon Fighting, Unarmored Specialist, Weapon FinesseB, Weapon Focus (starknife), Weapon Specialization (starknife)

Metamagic Feats Consecrate Spell, Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Reach Spell, Widen Spell

Epic Metamagic Feats Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom

Epic Feats Improved Dodge, Good Fortitude, Perfect Two-Weapon Fighting, Superior Initiative, Sure Shot

Skills All skills 117 + ability modifier

Languages Abyssal, Aboleth, Aklo, Celestial, Common, Draconic, Giant, Infernal, Sylvan, other 111; truespeech

SQ counterport, counter summon, dream link, efficient sleeper, eradication (+3), favored terrain (Abyss +10, Astral Plane +8, Dimension of Dreams +14, Ethereal Plane +6, Maelstrom +4, Outer Space +12), finesse training (starknife), integrated class feature (oracle (stargazer)) 10 (Stargazer – d20PFSRD), unchained rogue 5 (Unchained Rogue – d20PFSRD), horizon walker 10 (Horizon Walker – d20PFSRD), planes walker 10 (Planes Walker – d20PFSRD), sphere singer 10 (Sphere Singer - Prestige Classes - Archives of Nethys: Pathfinder RPG Database), spherewalker 5 (Spherewalker - Prestige Classes - Archives of Nethys: Pathfinder RPG Database)), landmark, longstrider, master of all lands, maven, might, no breath, oracle’s curse (waking dreamer), planar guide (favored enemy daemon +2, demon +2, devil +2, mythos +2), planar purge (200 HD), planar scourge, portfolio (dream, outer space, travel), revelation (heavens: awesome display, guiding star, star chart), rogue’s edge (survival), rogue talent (fast gateway, ninja trick [fast stealth]), star slinger, starknife mastery, tapestry traveler, terrain dominance (Abyss [cold iron], Astral Plane, Plane of Air), terrain mastery (Astral Plane, Ethereal Plane, Plane of Air, Plane [Abyss]), trapfinding, versatile performance (dance [acrobatics, fly], sing [bluff, sense motive]), virtual size category +2, wandering dream

Gears clothing of the galaxies (give the Lurking and Shadow Self Divine Ability and increase Starflight to Greater Starflight [as Cthulhu (B4)]), crow of dreams and stars (give the Legendary Charisma Cosmic Ability), 2 falling stars (+32 aberration dread, distant shot, evil outsider dread, nullifying, phase locking, speed, triple-throw, silver starknife of unerring accuracy; +72 total bonus)

Divine Abilities

• Abnormality (Extra Wings) (Ex): Grow extra two wings and two wing slaps attacks

• Adjuration (Su): Summon up to 200 hit die of creatures per day (no single creature can have CR higher than 64)

• Beautiful Mind (Ex): Cha as circumstance to attack rolls

• Beautiful Soul (Ex): Chas as circumstance to saving throw

• Celerity (Ex): Your speed is tripled for all movement types

• Chaotic Mind (Ex): Cha as anarchic to attack rolls

• Chaotic Soul (Ex): Chas as anarchic to saving throw

• Dimensional Ancestry (Azata) (Ex): You gain Azata traits

• Heavenly Mind (Ex): Cha as luck to attack rolls

• Heavenly Soul (Ex): Chas as luck to saving throw

• Lurking (Ex)B: You are difficult to detect

• Omnicompetent (Ex): All skills are class skills

• Perfect Initiative (Ex): Always First

• Polymorph (Su): You can polymorph at will

• Shadow Self (Su)B: Gain a permanent shadow duplicate

• Shapechange (Su): You can shapechange at will


Dream Portfolio Traits (Greater Deity)

Granted Power: Choose either Spell Focus (enchantment) or Spell Focus (illusion) as a bonus feat.

Dream-bound (Ex): Competence penalty (equal to your divine rank) on all die rolls if you have not slept, dreaming, for at least 1 hour in the past 24 hours

Fear the Dreamless (Ex): Suffer 50% extra damage from attacks by creatures that possess the mindless quality

• Shield of Dream (Su): You are immune to illusions and mind-affecting effects

• Scion of Dreams (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank against any foe that has dreamed in the last 24 hours

• Children of Dream (Ex): Creatures you summon gain Luck bonus equal to your divine rank to all rolls

• Instrument of Dreams (Su): Immunities against your illusions and mind-affecting effects are only 50% effective

• Uncanny Withering (Wis.) Mastery (Su): Assault your enemies with wisdom draining attacks

• Heart of Dream (Ex): You gain regeneration equal to half your HD if there is a sleeping creature with an Intelligence score within your divine aura


Outer Space Portfolio Traits (Greater Deity)

Granted Power: You gain the No Breath and Starflight abilities (3d20 months/years) and immunity to the environment of the outer space

Hostile Environment (subterranean) (Ex): Competence penalty (equal to your divine rank) on all die rolls when underground

Negative Energy Vulnerability (Ex): Suffer 50% extra damage from Negative Energy attacks and spell

Darkest Vision (Ex): You gain the See in Darkness special ability

• Light Immunity (Su): You become immune to light based damage and attacks

• Scion of Stars (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when in starlight

• Improved Summoning (aliens) (Ex): Natural space creatures (like anunnaki, elder thing, shantak) summoned have 50% more HD

• Starflight (Su): Gains the Starflight ability of a Shantak (3d20 hours/day)

• Uncanny Black Hole Mastery (Su): Assault your enemies with gravity attacks

• Star Soul (Ex): You gain regeneration equal to ½ your HD when bathed in starlight or in outer space


Travel Portfolio Traits (Greater Deity)

Granted Power: Increase movement speed by 10 ft. Add survival to your list of cleric class skills.

Cold Vulnerability (Ex): Cold based spells and effects are 50% more effective on you

Hyperactive (Ex): Competence penalty (equal to your divine rank) on all die rolls if you stay in the same location for more than one day

• Temporal Resistance (Su): You are immune to spells and effects which impede movement

• Scion of Travel (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when you take your full movement that round

• Fleet of Foot (Ex): Creatures you summon have double their normal movement rate

• Embodiment of Travel (Su): Immunities only 50% effective against your temporal effects

• Uncanny Withering (Con.) Mastery (Su): Assault your enemies with constituion draining attacks

• Traveller’s Soul (Ex): You gain regeneration equal to half your HD when you take your full movement


Uncanny Black Hole Mastery

Creature that take damage must make a Reflex save, with the same DC of the version of the Effect or be moved to any square that is included in the area of effect. For effect form that are not area (Beam, Blood, Hand, and Strike) a failed Reflex allows the immortal to move the creature anywhere in its Divine Aura. The Reflex save is DC 105 for the form without DC (Beam, Hand, and Strike).

Beam (Ray) 100d8; 4.400 ft.

Blast 50d8; 4.400 ft./275 ft. Standard action Ref 105/half

Blood 25d8; Melee automatic ability Ref DC 53/negate

Breath* 100d8; 275 ft. (cone) 1.100 ft. (line) Standard Ref 53/half

Hand 150d8; Melee Touch

Immolation 150d8; 1.100 ft. radius Free/Standard Ref 53/half

Storm 25d8; 1.100 ft. radius Standard/Free – Special Ref 105/half

Strike 25d8; Melee (bonus) Free -

Wrath (Gaze) 50d8; all creature in 275 ft. Will 105/negate


Uncanny Withering (Con.) Mastery

Beam (Ray) 10; 4.400 ft.

Blast 5; 4.400 ft./275 ft. Standard action Ref 105/half

Blood 2; Melee automatic ability Ref DC 53/negate

Breath* 10; 275 ft. (cone) 1.100 ft. (line) Standard Ref 53/half

Hand 15; Melee Touch

Immolation 15; 1.100 ft. radius Free/Standard Ref 53/half

Storm 2; 1.100 ft. radius Standard/Free – Special Ref 105/half

Strike 2; Melee (bonus) Free -

Wrath (Gaze) 5; all creature in 275 ft. Will 105/negate


Uncanny Withering (Wis.) Mastery

Beam (Ray) 10; 4.400 ft.

Blast 5; 4.400 ft./275 ft. Standard action Ref 105/half

Blood 2; Melee automatic ability Ref DC 53/negate

Breath* 10; 275 ft. (cone) 1.100 ft. (line) Standard Ref 53/half

Hand 15; Melee Touch

Immolation 15; 1.100 ft. radius Free/Standard Ref 53/half

Storm 2; 1.100 ft. radius Standard/Free – Special Ref 105/half

Strike 2; Melee (bonus) Free -

Wrath (Gaze) 5; all creature in 275 ft. Will 105/negate

Divine Traits (Greater Deity) (Ex)
As a greater deity, Desna gains a +12 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Desna’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. A greater deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Desna has Mythic Power (14/day, surge +3d6) and counts as a 14th-rank Mythic creature. Desna can use any of her spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Might (Ex)
Desna deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.

Starknife Mastery (Ex)
Desna mastery of the starknife is legendary. This give her Perfect Weapon Focus, Perfect Weapon Specialization, Superior Critical, and Superior Critical Multiplier Divine Abilities with the starknife.
Two things I am a bit confused about: How come she only has +14 divine bonus instead of +16? Also, How is her attack and saves so high?
 

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Obly99

Adventurer
Today I'm bringing a reworked version of one of the most powerful creatures in the official Pathfinder setting, The Oliphaunt of Jandelay (Oliphaunt of Jandelay - PathfinderWiki) (Oliphaunt of Jandelay - Monsters - Archives of Nethys: Pathfinder RPG Database). when surely it's a more than a terrifying challenge for a 20th party with even some mythic grades, for an Epic party.... no. This versions yes though.

Oliphaunt of Jandelay

Jandelay, proof against the Maelstrom,

Jandelay, of green fields and faultless spires;

No sane soul born dares trespass fair Jandelay

For the Oliphaunt guards you always.”

CN Macro-Fine outsider (abomination, chaotic, extraplanar)

Init +45; Senses blindsight 500 ft., darkvision 60 ft., true seeing; Perception +69

Aura divine (DC 25, 125 ft.), dimensional lock (10 miles), weather sphere (10 miles)

AC 86, touch 38, flat-footed 78 (+40 deflection, +8 Dex, +48 natural, –20 size)

hp 2.320 (40d10+760)x2 fast healing 20; regeneration 35 (acid from an artifact or epic spell)

Fort +78, Ref +69, Will +67

Defensive Abilities ferocity, guardian of Jandelay, ward against command, recovery, wards of Jandelay; DR 20/cold iron and epic; Immune ability damage or drain, disease, energy drain, fire, paralysis, poison, polymorphing, petrification, or any form-altering attack, enchantment, illusionist and transmutation magic, death from massive damage; Resistance cold 20, Terrestrial Hazards; PR/SR 54

Offense

Speed 750 ft., air walk

Melee bite +90 (6d10+41/19–20 plus grab), 4 gores +91 (24d10+41/19–20), 2 slams +90 (6d10+41/19–20), trunk +88 (4d10+24 plus grab)

Space 500 ft., Reach 333 ft. (500 ft. for trunk)

Special Attacks constrict (4d10+57), devastation, fast swallow, hurl foe, mythic power (4/day, surge +1d8), ruinous tusks, swallow whole (8d10+41 damage, AC 34, 116 hp), trample (12d10+57, DC 67), trumpet (DC 53, 40d20 divine/sonic plus deaf and stun)

Spell-Like Abilities (CL 44th; concentration +59)

Constant—air walk, freedom, true seeing

3/day—limited wish, transmute rock to mud

1/day—wish

Str 77, Dex 27, Con 49, Int 24, Wis 27, Cha 32

Base Atk +40; CMB +130 (+134 grapple or sunder); CMD 151 (153 vs. sunder, 155 vs. grapple or trip)

Feats Alertness, Cleave, Combat Expertise, Cornugon SmashB, Critical Focus, Great Cleave, Greater Sunder, Improved Critical (bite), Improved Critical (gore), Improved Critical (slam), Improved Sunder, Intimidating ProwessB, Lightning Reflexes, Muscle Reaction, Power Attack, Run, Signature Skill (intimidate), Staggering Critical, Stunning Critical, Weapon Focus (gore), Whirlwind AttackB

Epic Feats Epic Skill Focus (intimidate)B, Epic Skill Focus (perception), Good Reflexes, Sixth Sense

Skills Bluff +58, Climb +77, Diplomacy +55, Intimidate +101, Knowledge (arcana, religion, planes) +54, Knowledge (history) +51, Perception +69, Sense Motive +59, Spellcraft +54, Swim +77, Survival +56

Languages Celestial, Jandelayan; telepathy 1.000 ft.

SQ hold breath, magnitude, massive

Divine Abilities

• Adjuration (Su): Summon up to 80 hit die of creatures per day (no single creature can have CR higher than 24)

• Eternal Freedom (Su)B: You are immune to spells and effects which impede movement

• Invincibility (Ex): Fortitude save for negate damage

• Strong Mind (Ex): Str as insight to attack rolls

• Strong Soul (Ex): Str as insight to saving throw

• Uncanny Force Mastery x2 HD (Su)B: Assault your enemies with force based attacks

Double Destruction Portfolio Traits (Quasi-Deity)

Healing Resistance: You only gain 25% effect from healing effects and spells (already calculated)

Lemming’s Wisdom: You take a competence penalty to Wisdom (equal to double your divine rank) (already calculated)

• Disintegration Immunity (Su): You are immune to disintegration based spells and effects

• Moderate Eradication (Ex): 50% chance of scoring critical hit on targets immune to them

• Greater Scion of Destruction (Su): Competence bonus (equal to double your divine rank) on damage rolls (already calculated)

• Enraged Summoning: Creatures summoned by you gain damage bonus equal to double your divine rank

Uncanny Force Mastery (x2 HD)

Beam (Ray) 80d4; 3.600 ft.

Blast 40d4; 3.600 ft./225 ft. Standard action Ref 35/half

Blood 20d4; Melee automatic ability Ref DC 43/negate

Breath* 80d4; 225 ft. (cone) 900 ft. (line) Standard Ref 43/half

Hand 120d4; Melee Touch

Immolation 120d4; 125 ft. radius Free/Standard Ref 43/half

Storm 20d4; 125 ft. radius Standard/Free – Special Ref 35/half

Strike 20d4; Melee (bonus) Free -

Wrath (Gaze) 40d4; all creature in 225 ft. Will 35/negate

Devastation (Ex)
As a full-round action, the Oliphaunt can assault a structure, dealing 160d10+264 points of damage to the structure in that round.

Divine Traits (Abomination) (Ex)
As an abomination, the Oliphaunt gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Oliphaunt’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. The Oliphaunt does not age and requires no food or drink to sustain itself.

Guardian of Jandelay (Su)
The Oliphaunt was created to live in Jandelay, and attempting to remove it from the place is almost impossible. The Oliphaunt can prevent a gate or similar effect from opening inside Jandelay’s borders unless the effect was created by an artifact or cast by a mythic character with a Divine Rank of at least of 4th. If brought outside Jandelay, the Oliphaunt attempts a Will saving throw each day to return. The DC is equal to the DC of the spell that transported it, or the DC that spell would have if it allowed a saving throw. The return of the Oliphaunt triggers a magical punishment on those that stole it, laying waste to people and land. Centered on the point from which the Oliphaunt just departed, the ward triggers a mass hold monster (DC 45) spell targeting all creatures in a 100-mile radius. Then, that area is affected by an earthquake and storm of vengeance (DC 45, the 10 rounds repeat themselves in a loop until the end of the duration) in that area that last 1 year. A wish or miracle spell that make a caster level check with a DC equal to the SR of the Oliphaunt can stop this magical punishment in advance, before the year is fully passed. While in Jandelay, the Oliphaunt’s dimensional lock aura extends to protect the entire realm. The save DC is Charisma-based.

Hurl Foe (Ex)
When the Oliphaunt damages a Colossal or smaller foe with one of its natural attacks, it can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 100 feet in a direction of the Oliphaunt choice and falls prone. The distance the foe is hurled increases by 5 feet for every 5 points by which the Oliphaunt check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Magnitude (Ex)
Because the Oliphaunt is so massive, it causes the ground to quake beneath its very feet with every step. Every time the Oliphaunt move on a solid terrain, it trigger an extraordinary earthquake effect. Unlike the normal spell, this effect has a range of 1 mile centered on the Oliphaunt (including underground) and the save DC for all the effects is 53 (instead of 15 or 20, but not for the Constitution check, it remain 15). The Oliphaunt is immune to its own earthquake effect. The save DC is Constitution-based.

Massive (Ex)
Because the Oliphaunt is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or massive settlements are considered difficult terrain to the Oliphaunt (GM’s discretion). A Colossal or smaller creature can move through any square occupied by the Oliphaunt, or vice-versa. The Oliphaunt can be flanked only by Colossal or larger foes. The OoJ gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Colossal or smaller creature to climb the Oliphaunt—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on the Oliphaunt body provokes an attack of opportunity from it.

Might (Ex)
The Oliphaunt deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.

Mythic (Ex)
The Oliphaunt has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. The Oliphaunt can use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Recovery (Ex)
Once per day, if the Oliphaunt takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score or less while its regeneration is deactivated, the damage instead heals the Oliphaunt of twice the amount of damage (if instead, the regeneration is deactivated while already at a negative amount equal to its Constitution score or less this report the Oliphaunt to 1 hp) and give him the benefit of an extraordinary deathless spell for 1 round. At this point, when the deathless effect is activated, the Oliphaunt automatically is plane shift back to Jandelay (this effect ignore the aura of dimensional lock of the Oliphaunt or non-mythic effects that block dimensional travel) and trigger the magical punishment under the guardian of Jandelay ability and the Immolation version of the [Effect]. If the Oliphaunt is under a mythic effect the barren dimensional travel, when this ability is triggered, it automatically make a caster level check to which add its Strength and Charisma modifier (1d20 + 88 in normal conditions) against a DC of 11 + caster level of the effect that barren dimensional travel. If the check fail, the plane shift effect does not activate and if the Oliphaunt die within 1 day, it does not activating the magical punishment.

Ruinous Tusks (Ex)
The Oliphaunt’s gore attacks are treated as made of 1/512th of orichalcum (already calculated the x4 to damage dice), overcome damage reduction and hardness less of 60 and any creature hit by one is affected by a targeted greater dispel magic spell (CL 44th).

Trumpet (Ex)
The Oliphaunt can issue a blast of sound through its trunk as a standard action, devastating the area. In a 500-ft. cone, all creatures and unattended objects (included structures) suffer 40d20 (1d20 per HD of the Oliphaunt) damage, half of which is sonic but the other half is divine, this damage ignore hardness less than 21 and inflict full damage to objects. A creature that suffer the damage is also permanently deafened and stunned for 1 minute. A Fortitude save DC 53 half the damage and reduce the stun to 1 round and the deafened to 1 minute. Once the Oliphaunt use trumpet, it can't trumpet again until 1d4 rounds later. Trumpet count as a breath weapon. The save DC is Constitution-based.

Ward against Command (Su)
Unlike a normal abomination, the Oliphaunt is not always immune to mind-affecting effects. The Oliphaunt is immune to any mind-affecting spell or effect unless the Oliphaunt has line of sight to the caster. Even then, all mind-affecting spells and effects gain the language-dependent descriptor. Magical means of translation such as tongues do not bypass this restriction.

Wards of Jandelay (Ex)
Ancient protective magic was bound into the essence of the Oliphaunt. The wards give it a +40 deflection bonus to AC, a x2 hp multiplier, a constant freedom effect and the Eternal Freedom Divine Ability as a bonus ability.

Weather Sphere (Su)
The Oliphaunt can continuously change the environment around it, as control weather with a 10-mile radius. The Oliphaunt can change the weather to that of any season, and the effects manifest 1 round thereafter. If the Oliphaunt creates stormy weather, it can call down one lightning bolt per round as a free action in this area against a target of him chosing, as if using an empowered maximized mythic call lightning storm (DC 45, 120 damage) but unlike the normal spell, half the damage is electricity while the other half is divine (instead of sonic). The save DC is Charisma-based.

Mythic Call Lightning Storm
Each lightning bolt’s damage increases to 5d10 points of damage (10d8 points outdoors in stormy weather). Half of this damage is electricity and half is sonic damage. Those that fail their saves are stunned and blinded for 1 round and dazzled and deafened for 1 minute thereafter. Those that succeed at their saving throws are dazzled and deafened for a number of rounds equal to half your mythic tier.
 

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