From PF Cosmology, some deities

A conversion and tribute to the Oni daimyo Ushitora that was the BBEG in the first campaing that I even play.

Ushitora

Female Demi-Deity Void-Yai

CE Huge outsider (giant, native, oni, shapechanger)

Init +20; Senses darkvision 600 ft., divine senses (x10), low-light vision, true seeing; Perception +68

Aura divine (DC 33, 500 ft.)

DEFENSE

AC 133, touch 42, flat-footed 122 (+34 armor, +17 deflection, +5 Dex, +6 divine, +6 dodge, +57 natural, –2 size)

hp 3,720 (40d20+2,120) regeneration 30 (fire or good spells)

Fort +116, Ref +91, Will +99

Defensive Abilities dimensional fortification, lady of the earthquake, rock catching, sixth sense; DR 15/epic; Immune acid, charm, cold, compulsion, death effects, electricity, energy drain, fire, mind-affecting, Terrestrial Hazards; Resistance Stellar Hazards; PR/SR 56

OFFENSE

Speed 180 ft., fly 60 ft. (good)

Melee Fuyuri and Ikari +160/+160/+160/+155/+155/+150/+150/+145/+145 (32d10+90/17-20x13), or Hakai +168/+168/+162/+157/+152 (48d10+152/17-20x13), or Hakai with devasting strike +168 (48d10+152/17-20x13 x4 plus dimensional crush), or 4 slam +156 (16d10+56)

Ranged rock +106/+101/+96/+91 (16d10+84), void missile +105 touch (10d8 negative energy plus energy drain)

Space 15 ft.; Reach 15 ft.

Special Attacks commanding voice, dimensional crush, energy drain (4 levels, DC 53), mythic power (6/day, surge +1d8), multihanded weapon, portal mastery, rock throwing (500 ft.), shake the earth, tectonic command, tremor, void trap

Spell-Like Abilities (CL 46th, concentration +69)

Constantfire shield (chill shield), fly, true seeing

At willapport object, commune, deeper darkness, dimension door, dream, etherealness, gaseous form (self only), gate (planar travel only), geas/quest, greater dispel magic, greater teleport, guardian armor, interplanetary teleport, invisibility (self only), magic jar (DC 38), maze, minor creation, plane shift (DC 39), sending, summon giants and oni, teleport, tongues, urban step, vision

6/daygate of the oni lord, wish

3/daycone of cold (DC 38), demand (DC 41), dominate monster (DC 42), earthquake, major creation, mass charm monster (DC 41), polar ray, teleport object (DC 40)

1/dayimplosion (DC 42), plane shift (DC 40)

STATISTICS

Str 124, Dex 20, Con 74, Int 36, Wis 40, Cha 44

Base Atk +40; CMB +160; CMD 142

Feats Alertness, Combat Reflexes, Cornugon Smash, Dodge, Double SliceB, Greater Two-Weapon FightingB, Greater Vital Strike, Improved Initiative, Improved Natural Attack (slam), Improved Two-Weapon FightingB, Improved Vital Strike, Intimidating Prowess, Lightning Reflexes, Power Attack, Signature Skill (intimidate), Toughness, Two-Weapon FightingB, Vital Strike

Epic Feats Epic Toughness, Good Reflexes, Improved Combat Reflexes, Improved Dodge, Perfect Two-Weapon FightingB, Sixth Sense, Spell Stowaway (time stop), Superior Initiative

Skills Acrobatics +51, Appraise +59, Bluff +66, Climb +102, Craft (alchemy) +62, Diplomacy +63, Fly +68, Heal +61, Intimidate +122, Knowledge (arcana, local, planes) +62, Knowledge (dungeoneering, engineering, geography, history, nature, nobility, psionic, religion) +59, Linguistics +59, Perception +68, Sense Motive +68, Sleight of Hand +51, Spellcraft +62, Stealth +46, Survival +61, Swim +102, Use Magic Device +63

Languages Abyssal, Aklo, Aquan, Auran, Ignan, Celestial, Common, Draconic, Giant, Infernal, Necril, Sylvan, Tengu, Terran, other 40; telepathy 300 ft.

SQ call tetsubo, change shape (Small to Colossal humanoid; giant form II), maven, might, oni daimyo, planar acclimation, portfolio (double space), tetsubo mastery, two-weapon mastery, virtual size category +6, void form

Artifacts

Bracers of epic armor +34

Fuyuri and Ikari: +6 ghost touch, impact, speed tetsubo and +6 ghost touch, impact, nullifying tetsubo made of gold with 1/262,144th of orichalcum (x1,5 damage)

Hakai (fusion of Fuyuri and Ikari, see call tetsubo): +12 advancing, ghost touch, impact, phase locking, speed, wounding tetsubo made of gold with 1/32,768th of orichalcum (x2 damage)

Fuyuri, Ikari, and Hakai do not suffer the usual penalty to damage rolls for being constructed entirely of gold.

Ushitora renounce to the integrate class feature for double her Divine Abilities slot

Divine Abilities
• Devasting Strike (Ex): Your attack is particularly devastating

• Invincibility (Ex): Fortitude save for negate damage

• Rapid Rejuvenation (Ex): If destroyed, you manifestation rejuvenates as if it were two divine status higher (1 hour/HD)

• Self Mastery (Ex): You can separate your individual appendages

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

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

Cosmic Abilities (esoteric)
• Legendary Strength (Ex): Your Strength score is doubled

Double Space Portfolio Traits (Demi-Deity)

Domain Power: Spacetime Shifting (Ex): Reality constantly reconfigures in your vicinity. This causes all attacks against you to suffer a 20% miss chance (50% if double portfolio). True seeing if hightened to a spell level equal to your divine rank negate this effect (or reduce to 20% for double porfolio). You can take actions normally after using dimension door effects. While under an effect that block teleport effects (like of a dimensional anchor or dimensional lock spell) you can ignore the effect for 1 round by making a Knowledge (planes) check (DC 10 + caster level/HD of the effect + divine rank of the generator of the effect) as a free action.

Hostile Environment (lock) (Ex): Competence penalty (equal to double your divine rank) on all die rolls while in an area that block dimensional travel.

Cold Vulnerability (Ex): Suffer 100% extra damage from cold based attacks and spells.

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

• Distant Gaze (Su): Your gaze can expel targets from the plane (DC 53).

• Dimensional Life (Ex): +12 competence bonus on attack rolls, damage rolls and armor class against living.

• Dimensional Summon (Ex): A summoned creature can summon or otherwise conjure another creature, and can it use any teleportation or planar travel abilities.

• Perfect Summoning (conjuration) (Ex): Creatures that have planar travel abilities (spell-like, etc.) summoned have 200% more HD.

• Hyperdimensional Body (Su): Gains the Hyperdimensional Body ability of a Great Old One.

• Reality Shift (Su): Gains the Reality Shift ability of a Great Old One with the difference that you can shift between every Plane, not only the Material plane, the Dark Tapestry, the Dreamlands or Leng and the senses and attack extend to the Transitive Planes/Material Plane instead of the usual.

Call Tetsubo (Su)
Ushitora fight with two tetsubo two-handed Fuyuri and Ikari, or with a unique tetsubo with all four arms called Hakai. As a move action Ushitora can combine Fuyuri and Ikari into Hakai or back. Ushitora can call her tetsubo to her hands at will as a free action from any distance (even across planar boundaries). If the weapons are destroyed, Ushitora can remake they and cause the rebuilt weapon to appear in her hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Commanding Voice (Su)
Ushitora gains a +20 racial bonus on the save DC of any charm or compulsion effects she uses against humanoids or creatures with the oni subtype.

Dimensional Crush (Su)
When Ushitora strikes a creature with her Hakai while using the Devasting Strike ability, the overwhelming blow tears at the underlying structure of reality. The creature must make a DC 92 Reflex save or suffer the effect of plane shift in a Plane chosen by Ushitora. The save DC is Strength-based.

Dimensional Fortification (Ex)
Ushitora cannot be forced to travel via teleportation effects unless she so chooses.

Divine Traits (Demi-Deity) (Ex)
As a demi-deity, Ushitora gains a +6 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. Ushitora’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. A demi-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Gate of the Oni Lord (Sp)
This spell-like ability work like a gate spell except it can only be used for calling creatures with the Giant or Oni subtype, even if they lack the extraplanar subtype.

Lady of the Earthquake (Ex)
Ushitora is not affected by an earthquake, natural or magical is irrelevant, nor can be harmed by its indirect effects (like being pinned beneath rubble or a landslide).

Mythic (Ex)
Ushitora has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. Ushitora 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. In her godly realm, she count as a 10th-rank Mythic creature and her Mythic Power increase to (10/day, surge +1d12).

Might (Ex)
Ushitora 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.

Multihanded Weapon (Ex)
Ushitora is quite versatile in her use of multiple arms to wield weapons. Ushitora can wield a two-handed weapon with up to all four hands. Each hand beyond the second adds an additional ½ her Strength bonus to the damage roll. The weapon is still only considered two-handed for Power Attack and similar effects. Additionally, provided she have sufficient arms to do so, she can wield multi-handed weapons as “off-hand” weapons: this usually result in Ushitora using her 2 Tetsubo two-handed each with Two-Weapon Fighting or her Hakai with all four arms.

Oni Daimyo (Ex)
Ushitora is one of the Oni Daimyo, the supreme ruler of the Oni race. Ushitora charm, compulsion, or mind-affecting effects ignore any immunity of a creature with the oni subtype. She gains telepathy 300 ft., immunity to charm, compulsion, death effects, energy drain, mind-affecting, and two energy types (acid and electricity for Ushitora). Ushitora natural weapons, as well as any weapons she wields, are treated as epic and evil for the purposes of overcoming damage reduction.

Planar Acclimation (Ex)
Ushitora is always considered to be on her home plane, regardless of what plane she finds itself upon. Ushitora never gains the extraplanar subtype.

Portal Mastery (Su)
Ushitora senses when a creature is about to teleport into her vicinity (within range of her divine aura), or when a portal is about to open in that same area.
If she wishes, Ushitora can block the teleportation or portal effect from occurring as an immediate action. The creator of the effect must succeed at a caster level check against Ushitora’s spell resistance or the effect is countered. If the target of this ability fail the caster level check, Ushitora may chose to not block the teleportation effect and instead voluntarily go along for the ride and teleport with the target to the same location. Ushitora does not count against any limit the teleportation effect might have, such as number of creatures or total weight teleported.

Reality Shift (Su)
Ushitora, as a move action, can shift between any Plane. Ushitora senses extends into the Transitive Planes at a distance of 60 ft. from the plane where she currently is, as long as she is in one of these four or the Material Plane. Ushitora can attack and target with effects creatures on either of these planes normally, although such creatures are treated as having cover, as long as she is in one of these four. This ability does not function if Ushitora is subject to a dimensional anchor or similar effect.

Shake the Earth (Ex)
As a full-round action that provoke attack of opportunity, Ushitora can slam one of her tersubo to the ground. Doing so functions as an extraordinary mythic earthquake spell with an area of 360-ft.-radius spread centered on the daimyo, except that all the DC of Reflex are 92 instead of 15 or 20 (the Constitution check for pinned beneath rubble remain 15) and the effect lasts for 2 rounds. The save DC is Strength-based.

Summon Giants and Oni (Sp)
Ushitora can summon as a standard action any combinations of creatures with the Giant or Oni subtype (including their mythic version if she chose so) with a total encounter CR of 25 or less (like 1 Water Yai, 2 Mountain Giant, 1 Mythic Jotun Troll, 3 Tomb Giant, 1 Void Yai, 2 Ice Yai, and 2 Eclipse Giant) within 120 ft. The creatures summoned remain for 1 hour. This spell-like ability can be used at-will with 10 minutes cooldown, and if used again, the previous summoned monsters disappear. This is equivalent of a 16th-level spell.

Tectonic Command (Su)
Ushitora can reshape nearby terrain as a standard action once per round. Ushitora can reshape up to four 30 ft. x 30 ft. squares of terrain at any point she can see within her divine aura. These 30 ft. squares can be contiguous or spread across the area. Ushitora can do any or all of the following to a 30 ft. square:
  • raise or lower the square’s elevation by up to 100 ft.
  • create or destroy difficult terrain
  • transform ordinary ground into a 30 ft. deep pool of lava, or vice versa
  • transform ordinary ground into a 30 ft. deep pool of water, or vice versa
A character who is imperiled by a hazard can attempt a DC 53 Reflex save to mitigate or negate the danger, similar to other effects that create pits, landslides or similar hazards. The save DC is Charisma-based.

Tetsubo Mastery (Ex)
Ushitora treat a Tetsubo as a light weapon for calculating the penalty of Two-Weapon Fighting and gains the benefit of the Superior Critical and Superior Critical Multiplier Divine Abilities with the weapon.

Tremor (Su)
As a swift action when touching the ground, Ushitora may cause a tremor in a 60-ft.-radius spread centered upon herself. Upon doing so, she makes a free trip attempt against each other creature within the area that is touching the ground. These trip attempts don’t provoke attacks of opportunity and don’t cause Ushitora to fall prone if she fails her combat maneuver check by 10 or more.

Two-Weapon Mastery (Ex)
Ushitora gains Double Slice, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Two-Weapon Fighting, and Two-Weapon Fighting as a bonus feats.

Void Form (Su)
Ushitora may become incorporeal or return corporeal as a swift action. In this form, she appears as a solid black shadow of her true form. She gains the incorporeal subtype and incorporeal defensive ability while in void form. In this form Ushitora retain her Strength score and any gear or armor Ushitora carries becomes incorporeal as well—she retain her AC bonus from armor and natural armor, but her tetsubo still retain some semblance of corporeality: they continue to deal full damage to corporeal creatures and objects but need to hit normal AC instead of touch like a normal incorporeal. Ushitora may still speak while incorporeal and can still use her spell-like and special abilities.

Void Missile (Su)
As a swift action, Ushitora can launch a bolt of darkness from her third eye. Damage caused by this missile is negative energy damage. This attack has a range of 360 feet with no range increment.

Void Trap (Su)
When Ushitora uses any teleportation effect on herself (including her dimension door, greater teleport and plane shift spell-like abilities, but not her gate or teleport object spell-like ability), she can choose to arrive at her destination in void form as a free action. When Ushitora does so, she leaves behind a temporary lesser sphere of annihilation in a square of her choice that was part of her space before she teleported. This sphere of annihilation cannot be caused to move by other creatures, but the sphere itself moves at a fly speed of 30 feet (perfect) toward the closest Tiny or larger creature on the oni’s next turn. If no appropriate creature is within 30 feet, the sphere does not move that round. If the sphere enters a square occupied by a creature (or if a creature touches the sphere), that creature is affected as if by a mythic disintegrate spell (CL 46th, DC 53, no spell resistance). Once the sphere damages a creature with this effect, the sphere vanishes—it also vanishes on its own after 24 hours in the unlikely event that it never discharges on a creature. The save DC is Charisma-based.
 

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Conversion of the cuckoo hag from PF2e

Cuckoo Hag CR 9

XP 6,400

NE Medium monstrous humanoid

Init +8; Senses darkvision 60 ft.; Perception +20

DEFENSE

AC 23, touch 14, flat-footed 19 (+4 Dex, +9 natural)

hp 115 (11d10+55)

Fort +8, Ref +11, Will +13

DR 10/cold iron and magic; Immune sleep; SR 20

OFFENSE

Speed 30 ft.

Melee 2 claws +17 (2d8+5/19-20)

Spell-Like Abilities (CL 9th; concentration +15)

Constantgreater false vision (self only)

At-willalter self (Medium female humanoid only), daze (DC 16), detect magic, invisibility (self only), message, open/close, prestidigitation, read magic, sleep (DC 17), soul bind (special, see soul covenant)

3/daycharnel house (DC 21), clairaudience/clairvoyance, deep slumber (DC 19), dream, fly, impossible angles (DC 21), persistent image, scripted hallucination (DC 21)

1/dayanimate objects, dreadscape (DC 20), mirage arcana, modify memory (DC 20), nightmare (DC 21), phantasmal web (DC 21)

STATISTICS

Str 20, Dex 19, Con 21, Int 18, Wis 22, Cha 23

Base Atk +11; CMB +16; CMD 30

Feats Improved Critical (claws), Improved Initiative, Persuasive, Power Attack, Psychic Sensitivity, Weapon Focus (claws)

Skills Bluff +17, Diplomacy +21, Intimidate +25, Knowledge (arcane, religion) +15, Perception +20, Sense Motive +17, Spellcraft +15

Languages Abyssal, Aklo, Common, Giant, Infernal, Sylvan, Undercommon

SQ cockoo’s lair, craft soulbound guardian, soul covenant, sound mimicry

ECOLOGY

Environment any urban

Organization solitary or coven (3 hags of any kind)

Treasure standard

Cuckoo's Lair (Su)
A cuckoo hag is intrinsically connected to a pocket dimension that serves as her home domain. The lair is an extradimensional space that is 40 feet wide, 40 feet long, 30 feet tall, and has the same planar traits of the Material Plane. It contains whatever mundane food, buildings, landscapes, and objects that the cuckoo hag desires, though anything removed from the cuckoo's lair dissolves into nothingness instantly.
In order to enter or leave the lair, the cuckoo hag must create a Large door in the Material Plane as a standard action that is connected to the door inside the lair (that is Large). The door in the physical world can be placed in any place that the cuckoo hag has saw it in person and must be placed on a fixed vertical surface that can hold the door (like a wall or a big tree). The door in the Material Plane is invisible by default, though the cuckoo hag can choose one or more creatures that can perceive the door normally. The cuckoo hag can dismiss this door from reality, but only if she is inside of her lair and alone with no creature other than herself and soulbound constructs under her control.
If a cuckoo hag is slay, her lair start to collapse into the Astral Plane: creatures inside have 10 rounds for reach the door and escape. At the 11 round the lair collapse and all creatures inside are expelled in the Astral Plane and must find they own way back to their world.

Craft Soulbound Guardian
A cuckoo hag can craft any construct of CR 6 or less that is not a clockwork, golem, or robot as if she possess the Craft Construct feat, a caster level equal to her racial HD, she cast all the necessary spells, and use her Spellcraft in place of any skill used for craft it (like Craft [carpentry] for a poppet).
The crafted construct does not cost any gp for the cuckoo hag (it still use its base cost for calculate the time for create it) but it is not automatically active: the cuckoo hag must first bind one soul that she has captured using soul bind (see soul covenant), into the construct, transforming it into a soulbound construct. An inactive construct created in this way in useless for any creature other that for the cuckoo hag that crafted it (it cannot be used or modified by another creature, usually to cut costs).
The binding of a soul into a construct require an 8 hours occult ritual in which she place the gem that contain the soul in the construct, at the end of which the construct gains the soulbound template, using the trapped soul as the soul focus. The cuckoo hag does not need to pay any gp for apply the soulbound template.
The soulbound construct does not gains any of the spell-like ability of the template but even if unwilling the soul soul does not gain any save for negate the ritual. A soulbound construct obey any order of the cuckoo hag that create it, but if unwilling it can interpret any unclear or poorly formulated order in its own way. A soulbound construct is obliged to protect its soul focus at the best of its abilities, even if it want to be destroyed, unless ordered differently but its cuckoo hag.
If a cuckoo hag is slay, all her soulbound constructs are instantly destroyed and their soul released in the appropriate afterlife.

Soul Covenant (Su)
The cuckoo hag can cast soul bind as a spell-like ability at will even on a living creature, but only to target a creature who has agreed to stay with her forever. She typically do so as soon as the agreement is made but might hold off to gain leverage over a situation. A creature that agree to stay with the cuckoo hag forever automatically fail the saving throw against her soul bind, and if living it is instantly slay. The gem that hold the soul is automatically generated while the spell is cast.
If a cuckoo hag is slay, all her gems that contain a soul are instantly destroyed and their soul released in the appropriate afterlife.



Cuckoo hags seek out youths who are unhappy with their lives, disguising themselves as a trusted figure such as a friend or family member. These hags then weave magical, idealized worlds out of illusions and dream stuff to trap their victims. Once they convince a mortal to stay in their magical world forever, the cuckoo hag drains their prey of life force and imprisons their soul.
A cuckoo hag's true form is a creature with the cracked pale skin of a broken porcelain doll and an almost impossibly thin neck and limbs.

Cuckoo Hag Coven
A coven in which it is present at least a cuckoo hag adds the following spell to their coven spell-like abilities: dreadscape, impossible angles, and scripted hallucination.
 

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