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From PF Cosmology, some deities
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<blockquote data-quote="Obly99" data-source="post: 8850805" data-attributes="member: 7035194"><p>Today I'm bringing a reworked version of one of the most powerful creatures in the official Pathfinder setting, The Oliphaunt of Jandelay (<a href="https://pathfinderwiki.com/wiki/Oliphaunt_of_Jandelay" target="_blank">Oliphaunt of Jandelay - PathfinderWiki</a>) (<a href="https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Oliphaunt%20of%20Jandelay" target="_blank">Oliphaunt of Jandelay - Monsters - Archives of Nethys: Pathfinder RPG Database</a>). 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.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Oliphaunt of Jandelay</span></strong></p> <p style="text-align: center"></p> <p style="text-align: center">“<em>Jandelay, proof against the Maelstrom,</em></p> <p style="text-align: center"><em></em></p> <p style="text-align: center"><em>Jandelay, of green fields and faultless spires;</em></p> <p style="text-align: center"><em></em></p> <p style="text-align: center"><em>No sane soul born dares trespass fair Jandelay</em></p> <p style="text-align: center"><em></em></p> <p style="text-align: center"><em>For the Oliphaunt guards you always.”</em></p><p></p><p>CN Macro-Fine outsider (abomination, chaotic, extraplanar)</p><p></p><p><strong>Init</strong> +45; <strong>Senses</strong> blindsight 500 ft., darkvision 60 ft., true seeing; Perception +69</p><p></p><p><strong>Aura </strong>divine (DC 25, 125 ft.), dimensional lock (10 miles), weather sphere (10 miles)</p><p></p><p><strong>AC</strong> 86, touch 38, flat-footed 78 (+40 deflection, +8 Dex, +48 natural, –20 size)</p><p></p><p><strong>hp</strong> 2.320 (40d10+760)x2 fast healing 20; regeneration 35 (acid from an artifact or epic spell)</p><p></p><p><strong>Fort</strong> +78, <strong>Ref</strong> +69, <strong>Will</strong> +67</p><p></p><p><strong>Defensive Abilities</strong> ferocity, guardian of Jandelay, ward against command, recovery, wards of Jandelay; <strong>DR</strong> 20/cold iron and epic; <strong>Immune</strong> 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; <strong>Resistance</strong> cold 20, Terrestrial Hazards; <strong>PR/SR</strong> 54</p><p></p><p>Offense</p><p></p><p><strong>Speed</strong> 750 ft., air walk</p><p></p><p><strong>Melee</strong> 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)</p><p></p><p><strong>Space</strong> 500 ft., <strong>Reach</strong> 333 ft. (500 ft. for trunk)</p><p></p><p><strong>Special Attacks</strong> 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)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 44th; concentration +59)</p><p></p><p><strong>Constant</strong>—air walk, freedom, true seeing</p><p></p><p><strong>3/day</strong>—limited wish, transmute rock to mud</p><p></p><p><strong>1/day</strong>—wish</p><p></p><p><strong>Str </strong>77, <strong>Dex</strong> 27, <strong>Con</strong> 49, <strong>Int </strong>24, <strong>Wis</strong> 27, <strong>Cha</strong> 32</p><p></p><p><strong>Base Atk</strong> +40; <strong>CMB</strong> +130 (+134 grapple or sunder); <strong>CMD</strong> 151 (153 vs. sunder, 155 vs. grapple or trip)</p><p></p><p><strong>Feats</strong> 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</p><p></p><p><strong>Epic Feats</strong> Epic Skill Focus (intimidate)B, Epic Skill Focus (perception), Good Reflexes, Sixth Sense</p><p></p><p><strong>Skills</strong> 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</p><p></p><p><strong>Languages</strong> Celestial, Jandelayan; telepathy 1.000 ft.</p><p></p><p><strong>SQ</strong> hold breath, magnitude, massive</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Adjuration (Su): Summon up to 80 hit die of creatures per day (no single creature can have CR higher than 24)</p><p></p><p>• Eternal Freedom (Su)B: You are immune to spells and effects which impede movement</p><p></p><p>• Invincibility (Ex): Fortitude save for negate damage</p><p></p><p>• Strong Mind (Ex): Str as insight to attack rolls</p><p></p><p>• Strong Soul (Ex): Str as insight to saving throw</p><p></p><p>• Uncanny Force Mastery x2 HD (Su)B: Assault your enemies with force based attacks</p><p></p><p><u><strong>Double Destruction Portfolio Traits (Quasi-Deity)</strong></u></p><p></p><p>• <em>Healing Resistance:</em> You only gain 25% effect from healing effects and spells (already calculated)</p><p></p><p>• <em>Lemming’s Wisdom</em>: You take a competence penalty to Wisdom (equal to double your divine rank) (already calculated)</p><p></p><p>• Disintegration Immunity (Su): You are immune to disintegration based spells and effects</p><p></p><p>• Moderate Eradication (Ex): 50% chance of scoring critical hit on targets immune to them</p><p></p><p>• Greater Scion of Destruction (Su): Competence bonus (equal to double your divine rank) on damage rolls (already calculated)</p><p></p><p>• Enraged Summoning: Creatures summoned by you gain damage bonus equal to double your divine rank</p><p></p><p><u><strong>Uncanny Force Mastery (x2 HD)</strong></u></p><p></p><p>Beam (Ray) 80d4; 3.600 ft.</p><p></p><p>Blast 40d4; 3.600 ft./225 ft. Standard action Ref 35/half</p><p></p><p>Blood 20d4; Melee automatic ability Ref DC 43/negate</p><p></p><p>Breath* 80d4; 225 ft. (cone) 900 ft. (line) Standard Ref 43/half</p><p></p><p>Hand 120d4; Melee Touch</p><p></p><p>Immolation 120d4; 125 ft. radius Free/Standard Ref 43/half</p><p></p><p>Storm 20d4; 125 ft. radius Standard/Free – Special Ref 35/half</p><p></p><p>Strike 20d4; Melee (bonus) Free -</p><p></p><p>Wrath (Gaze) 40d4; all creature in 225 ft. Will 35/negate</p><p></p><p><strong>Devastation (Ex)</strong></p><p>As a full-round action, the Oliphaunt can assault a structure, dealing 160d10+264 points of damage to the structure in that round.</p><p></p><p><strong>Divine Traits (Abomination) (Ex)</strong></p><p>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.</p><p></p><p><strong>Guardian of Jandelay (Su)</strong></p><p>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 <em>mass hold monster</em> (DC 45) spell targeting all creatures in a 100-mile radius. Then, that area is affected by an <em>earthquake</em> and <em>storm of vengeance</em> (DC 45, the 10 rounds repeat themselves in a loop until the end of the duration) in that area that last 1 year. A <em>wish</em> or <em>miracle</em> 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.</p><p></p><p><strong>Hurl Foe (Ex)</strong></p><p>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.</p><p></p><p><strong>Magnitude (Ex)</strong></p><p>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 <em>earthquake</em> 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.</p><p></p><p><strong>Massive (Ex)</strong></p><p>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.</p><p></p><p><strong>Might (Ex)</strong></p><p>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.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>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.</p><p></p><p><strong>Recovery (Ex)</strong></p><p>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 <em>deathless</em> spell for 1 round. At this point, when the deathless effect is activated, the Oliphaunt automatically is <em>plane shift</em> 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.</p><p></p><p><strong>Ruinous Tusks (Ex)</strong></p><p>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 <em>greater dispel magic</em> spell (CL 44th).</p><p></p><p><strong>Trumpet (Ex)</strong></p><p>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.</p><p></p><p><strong>Ward against Command (Su)</strong></p><p>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 <em>tongues</em> do not bypass this restriction.</p><p></p><p><strong>Wards of Jandelay (Ex)</strong></p><p>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 <em>freedom</em> effect and the Eternal Freedom Divine Ability as a bonus ability.</p><p></p><p><strong>Weather Sphere (Su) </strong></p><p>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.</p><p></p><p><strong>Mythic Call Lightning Storm</strong></p><p>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.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8850805, member: 7035194"] Today I'm bringing a reworked version of one of the most powerful creatures in the official Pathfinder setting, The Oliphaunt of Jandelay ([URL="https://pathfinderwiki.com/wiki/Oliphaunt_of_Jandelay"]Oliphaunt of Jandelay - PathfinderWiki[/URL]) ([URL="https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Oliphaunt%20of%20Jandelay"]Oliphaunt of Jandelay - Monsters - Archives of Nethys: Pathfinder RPG Database[/URL]). 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. [CENTER][B][SIZE=7]Oliphaunt of Jandelay[/SIZE][/B] “[I]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.”[/I][/CENTER] CN Macro-Fine outsider (abomination, chaotic, extraplanar) [B]Init[/B] +45; [B]Senses[/B] blindsight 500 ft., darkvision 60 ft., true seeing; Perception +69 [B]Aura [/B]divine (DC 25, 125 ft.), dimensional lock (10 miles), weather sphere (10 miles) [B]AC[/B] 86, touch 38, flat-footed 78 (+40 deflection, +8 Dex, +48 natural, –20 size) [B]hp[/B] 2.320 (40d10+760)x2 fast healing 20; regeneration 35 (acid from an artifact or epic spell) [B]Fort[/B] +78, [B]Ref[/B] +69, [B]Will[/B] +67 [B]Defensive Abilities[/B] ferocity, guardian of Jandelay, ward against command, recovery, wards of Jandelay; [B]DR[/B] 20/cold iron and epic; [B]Immune[/B] 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; [B]Resistance[/B] cold 20, Terrestrial Hazards; [B]PR/SR[/B] 54 Offense [B]Speed[/B] 750 ft., air walk [B]Melee[/B] 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) [B]Space[/B] 500 ft., [B]Reach[/B] 333 ft. (500 ft. for trunk) [B]Special Attacks[/B] 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) [B]Spell-Like Abilities[/B] (CL 44th; concentration +59) [B]Constant[/B]—air walk, freedom, true seeing [B]3/day[/B]—limited wish, transmute rock to mud [B]1/day[/B]—wish [B]Str [/B]77, [B]Dex[/B] 27, [B]Con[/B] 49, [B]Int [/B]24, [B]Wis[/B] 27, [B]Cha[/B] 32 [B]Base Atk[/B] +40; [B]CMB[/B] +130 (+134 grapple or sunder); [B]CMD[/B] 151 (153 vs. sunder, 155 vs. grapple or trip) [B]Feats[/B] 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 [B]Epic Feats[/B] Epic Skill Focus (intimidate)B, Epic Skill Focus (perception), Good Reflexes, Sixth Sense [B]Skills[/B] 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 [B]Languages[/B] Celestial, Jandelayan; telepathy 1.000 ft. [B]SQ[/B] hold breath, magnitude, massive [U][B]Divine Abilities[/B][/U] • 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 [U][B]Double Destruction Portfolio Traits (Quasi-Deity)[/B][/U] • [I]Healing Resistance:[/I] You only gain 25% effect from healing effects and spells (already calculated) • [I]Lemming’s Wisdom[/I]: 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 [U][B]Uncanny Force Mastery (x2 HD)[/B][/U] 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 [B]Devastation (Ex)[/B] As a full-round action, the Oliphaunt can assault a structure, dealing 160d10+264 points of damage to the structure in that round. [B]Divine Traits (Abomination) (Ex)[/B] 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. [B]Guardian of Jandelay (Su)[/B] 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 [I]mass hold monster[/I] (DC 45) spell targeting all creatures in a 100-mile radius. Then, that area is affected by an [I]earthquake[/I] and [I]storm of vengeance[/I] (DC 45, the 10 rounds repeat themselves in a loop until the end of the duration) in that area that last 1 year. A [I]wish[/I] or [I]miracle[/I] 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. [B]Hurl Foe (Ex)[/B] 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. [B]Magnitude (Ex)[/B] 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 [I]earthquake[/I] 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. [B]Massive (Ex)[/B] 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. [B]Might (Ex)[/B] 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. [B]Mythic (Ex)[/B] 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. [B]Recovery (Ex)[/B] 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 [I]deathless[/I] spell for 1 round. At this point, when the deathless effect is activated, the Oliphaunt automatically is [I]plane shift[/I] 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. [B]Ruinous Tusks (Ex)[/B] 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 [I]greater dispel magic[/I] spell (CL 44th). [B]Trumpet (Ex)[/B] 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. [B]Ward against Command (Su)[/B] 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 [I]tongues[/I] do not bypass this restriction. [B]Wards of Jandelay (Ex)[/B] 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 [I]freedom[/I] effect and the Eternal Freedom Divine Ability as a bonus ability. [B]Weather Sphere (Su) [/B] 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. [B]Mythic Call Lightning Storm[/B] 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. [/QUOTE]
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From PF Cosmology, some deities
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