Immortals Handbook - Epic Bestiary (Epic Monster Discussion)

Divine...Cosmic? What is it's value?

Not used on course of trade, not a challenge to copyrights, purely for personal use. WOTC owns it...I think...so check.

Disclaimer, Disclaimer, Blah, Blah, Blah...

And without further ado...here is...the Daelkyr template. Let me know if it needs any corrections. Im not adding the symbionts as they are equipment.


Daelkyr

Masters of flesh, lords of madness, the daelkyr are irreprehensible beings that perform experiments that violate the whole of one's being.

Creating a Daelkyr

The Daelkyr template can be added to any corporeal creature.

Size and Type: Size remains unchanged. Type changes to Outsider, it also gains the extraplanar subtype.

Minimum Hit Dice/Levels: 20.

Hit Dice: Daelkyr use d8's for Hit Dice.

Speed: A daelkyr's speed is increased to that of the next size category. This stacks with any other speed increases.

Armor Class:A daelkyr receives a +12 natural armor bonus. This stacks with any other natural armor bonuses.

Attacks: A daelkyr retains the attacks of the base creature, as well as any granted by it's symbionts. A daelkyr's natural attacks are considered evil-aligned for the purpose of overcoming damage reduction.

Special Attacks: A Daelkyr retains all the special attacks of the base creature and acquires the following:

- Aura of Madness (Su): As a free action, a daelkyr can trigger a 20-foot radius burst of mental chaos centered on itself. Any other creature in the area must succeed on a Will save or be affected as though by a confusion spell (Caster level 20th). A creature that sucessfully saves cannot be affected by the same daelkyr's aura of madness for 24 hours. This ability is a mind-affecting compulsion effect. The save DC is Charisma-based.

- Corrupting Touch (Su): A daelkyr possesses the innate power to twist and corrupt any creature it touches. On a successful touch attack, grapple check, or unarmed strike, a daelkyr deals 1d6 points of damage to an ability of the daelkyr's choosing (no save). A daelkyr's tentacle whip can channel this power with a successful attack.

- Spell-Like Abilities: At will – baleful polymorph, confusion, dimension door, feeblemind, haste, mind fog, polymorph, slow; 3/day - flesh to stone, insanity, polymorph any object, stone to flesh. Caster level 20th. The save DCs are Charisma-based.

Special Qualities: A Daelkyr retains all the special qualities of the base creature and acquires the following:

- Alien Mind (Ex): The mind of a daelkyr is a labyrinth that can swallow the thoughts of lesser creature's. Any creature who attempts to read the thoughts of a daelkyr or otherwise study it's mind must make a Will save or suffer the effect of an insanity spell (Caster level 20th). The save DC is Charisma-based.

- Daelkyr Immunities (Ex): A daelkyr is immune to disease, poison, ability damage, transmutation, and mind-affecting spells and abilities.

- Damage Reduction (Ex): A daelkyr has damage reduction 10/byeshk or good.

- Fast Healing (Ex): A daelkyr has fast healing 5/round.

- Outsider Traits: A daelkyr has darkvision 60 ft. A daelkyr cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life).

- Spell Resistance (Su): A daelkyr has spell resistance equal 8 + it's Hit Dice.

- Symbiont Mastery (Ex): A daelkyr has complete control over any symbionts attached to it's body. It maintains full control over the use of each symbiont's special abilities and can attack or detach a symbiont as a full-round action. More important, a daelkyr can power the abilities of a symbiont by substituting 5 hit points for 1 point of ability damage; the daelkyr's fast healing ability may offset this hit point damage.

Saves: As the base creature.

Abilities: Str +12 , Dex +10, Con +12, Int +14, Wis +12, Cha +14

Skills: As the base creature.

Challenge Rating: As the base creature +10.

Treasure: Triple standard.

Level Adjustment: As the base creature +15.
 
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paradox42 said:
Well, if you use "burning" in that context, then maybe it doesn't. For game purposes, though, Fire damage would be dealt by something that retains a high temperature, and radioactivity can and does cause plutonium to stay at a very high temperature when large quantities of it are brought together. In my view, that says that even with an enchantment that keeps the entire ton of it from spontaneously going supercritical and exploding in a fission blast, a Plutonium Golem would be covered by a sheath of hot plasma as the superheated air near its actual body... well, burns. :)

Ah, I misunderstood you.

It's very hard to get plutonium or uranium to get hot without letting it go critical. Still, if you're using magic to hold it together somehow it would get very hot, no doubt. I do tend to agree with the suggestion earlier in the thread that plutonium/uranium golems explode in antimagic. :]
 

CRGreathouse said:
Ah, I misunderstood you.

It's very hard to get plutonium or uranium to get hot without letting it go critical. Still, if you're using magic to hold it together somehow it would get very hot, no doubt. I do tend to agree with the suggestion earlier in the thread that plutonium/uranium golems explode in antimagic. :]
They should explode in antimagic, but Golems are specifically called out as being somewhat immune to Antimagic.
SRD said:
Golems and other constructs, elementals, outsiders, and undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
I don't think the Anti-magic would make the golem explode any more than it would oxidize or rust an Iron golem or Rot a Flesh Golem.
A Dead-Magic field, however... :)
 

Name:Akela-Ma-Boom-Boom
Race:Legendary Brobdingnagian Poison Dart Frog Demi-deity (Outsider (Daemon, Evil, Extraplanar))
Racial Hit Dice:32

Divine Abilities:Adjuration, Apocrypha, Eternal Freedom, Fire Healing, Fire Immunity, Omnicompetent, Polymorph, Regeneration, Self Hypnosis, Self Mastery, Shapechange, Spiritual Ancestry (Daemon), Uncanny Fire Mastery, Uncanny Poisonous Mastery

Cosmic Abilities:Apostasy, Cosmic Consciousness, Cosmic String, Inner Eye, Legendary Charisma, Legendary Constitution, Legendary Dexterity, Legendary Intelligence, Legendary Wisdom, Slipstream


Can it be made?
 


Ltheb Silverfrond said:
Why does it need so many powers? ~80 divine slots? 32 Hit dice?
Agreed- it's a bit high there. As a Demi-Deity the being would have 6 ranks, so if it had no artifacts (as, presumably, a frog wouldn't) it should get an extra 24- for a grand total of 30 abilities.

Several of the abilities this frog has don't make sense, either- not the least of which is, why is it a Daemon (or anyway, a descendent of one)? Why wouldn't it just be an Animal that happened to, say, find an Aperture and jump to Demigodhood? (Ha ha ha, I made a frog pun! :lol: ) And for its Cosmics, why does it have Cosmic String, and the three Legendary mental stats?
 


K...here's why...

1. The frog used to be a demi-urge with assimilate and digestio. He ate many many other gods. Though they finally defeated him and reduced him in stature...he retained many extra abilities as a result of his former demiurge stature, which ironically...he doesn't remember.

2. He wasn't always a frog, he was once a daemon, though his spirit now resides in a frog. He awaits a time when he will be able to collect the 10,000 skulls of those who killed him (reducing him to this) so that he can reclaim his power.

3. Each time he is killed (or once a century) he loses one divine ability slot, until he hits his normal complement of 30. Although no one has killed him yet, since he avoids the more intelligent civilizations. This leaking power corrupts his environment in fiery planty ways.
 
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New Topic...Revisal of a Hellfire Wyrm

[Insert Disclaimer Here] - Not done in the course of trade, not for commercial use, just for personal use, not a challenge to copyrights...blah blah blah.


Can anyone fix this for me. Im looking to make it into a true dragon of extreme...near Epic/Neotic power. Kinda bout the half-way point. Ok...heres what I have so far.


Hellfire Wyrm
Colossal Dragon (Evil, Extraplanar, Fire, Lawful)
Hit Dice: 40d12+560 (800 hp)
Initiative: +8 (+8 Improved Initiative)
Speed: 160 ft., burrow 80 ft., fly 480 ft. (clumsy)
Armor Class: 38 (-8 size, +40 natural), touch 8, flat-footed 38
Base Attack/Grapple: +40/+84
Attack: Bite +68 melee (4d8+28) or claw +68 melee (2d8+28)
Full Attack: Bite +66 melee (4d8+28), 2 claws +61 melee (2d8+14), 2 wings +61 melee (2d6+14), and 1 tail slap +61 melee (2d8+14)
Space/Reach: 80 ft./60 ft. (80 ft. with bite)
Special Attacks: Breath weapon, crush (8d6+42), frightful presence
Special Qualities DR 20/epic, fiendish form, fire subtype, immunities, infernal aura, keen senses, SR 50, summon baatezu, virtual size categories 1
Saves Fort +36, Ref +22, Will +28
Abilities Str 66, Dex 10, Con 38, Int 20, Wis 22, Cha 22
Skills: Bluff +40, Diplomacy +40, Intimidate +40, Jump +39, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (religion) +39, Knowledge (the planes) +40, Listen +40, Search +39, Spellcraft +39, Spot +39 – Miscellaneous modifiers not included.
Feats: Cleave, Dodge, Flyby Attack, Great Cleave, Hover, Improved Initiative, Multiattack, Mobility, Power Attack, Quicken Spell-Like Ability, Snatch, Spring Attack, Wingover
Epic Feats: Superior Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or clutch (3-5)
Challenge Rating: ?
Treasure: Double Standard
Alignment: Always lawful evil
Advancement: 41-63 HD (Colossal), 64-120 HD (Titanic)
Level Adjustment: +?

Hellfire wyrms are draconic agents of the Nine Hells of Baator that live among humanoid races on the Material Plane. They are masterful power brokers, manipulating people and events in subtle ways. Hellfire wyrms can steer rulers to fight in unjust wars, or support unholy alliances, or even commit despotic acts against their people.

A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster's scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone.

Hellfire wryms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to fore through their foul agendas. The typical hellfire wyrm does not limit it's actions to any one one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide it's draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns it's true identity. Hellfire wyrms retreat to secret lairs when not actively scheming.

A hellfire wyrm speaks Draconic, Infernal, and Common, as well as the languages of any nearby humanoid races.

A hellfire wyrm is roughly 80 ft. in length, with a 160 ft. wingspan, and weighs about 320 tons (640,000 pounds).

Combat

Utterly fearless and almost unstoppable in battle, hellfire wyrms are expert tacticians. They keep to the air, slinging mind-affecting spells and withering breath attacks at their enemies.

Blindsense (Ex): A hellfire wyrm can pinpoint creatures within a distance of 60 feet. Opponents the hellfire wyrm can’t actually see still have total concealment against the wyrm.

Breath Weapon (Su): A hellfire wyrm can breathe a 120-foot cone of infernal flame that deals 40d6 points of damage. Each creature caught in the area can attempt a Reflex save (DC 31) to take half damage. One-half of the damage from this attack derives from infernal power and is therefore not subject to reduction by protective elemental magic. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again. The save DC is Constitution-based.

Crush (Ex): A flying hellfire wyrm can land on opponents three or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the wyrm’s body. Each creature in the affected area must succeed at a Reflex save (DC 31) or be pinned, automatically taking 4d8+24 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +51). While pinned, the opponent takes crush damage each round. The save DC is Constitution-based.

Frightful Presence (Ex): When a hellfire wyrm charges, attacks, or flies overhead, it inspires terror in all creatures within 240 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC 30). On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds, and one with 5 or more Hit Dice becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that hellfire wyrm’s frightful presence for 24 hours. Dragons ignore the frightful presence effect of a hellfire wyrm. The save DC is Charisma-based.

Spell-Like Abilities: At will-blasphemy, charm person, demand, desecrate, dictum, firestorm, greater dispelling, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 40th; save DC 19 + spell level. The save DCs are Charisma-based.

Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shapechange spell, except that only the normal form of any tiefling or devil may be assumed.

Fire Subtype (Ex): A hellfire wyrm is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.

Immunities: A hellfire wyrm is immune to sleep and paralysis effects.

Infernal Aura (Su): Any creature within 30 feet of a hellfire wyrm automatically takes 10d4 points of fire damage per round. It can suppress this aura as a free action.

Keen Senses (Ex): A hellfire wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Summon Baatezu (Sp): Once per day, a hellfire wyrm may summon a single barbazu, cornugon, or gelugon with a 100% chance of success. This ability functions like a summon monster spell of the appropriate level. A summoned devil automatically returns whence it came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Feats: A creature that is flung by a hellfire wyrm after being snatched travels 100 feet and takes 10d6 points of damage. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater.

Advancement: A basic hellfire wyrm is equivalently possessed of eight age categories, making each hellfire wyrm “old” in terms of draconic stature. As most may underestimate or overestimate the capabilities of a hellfire wyrm, these notations are included for the purpose of advancement.

Hellfire wyrms are true dragons, even though they are not presented in the typical linear breakdown format provided for most true dragons.
 

I present MOTHRA!!!

Macrobe Moth
Macro-Diminutive Vermin
Hit Dice: 256d8+3,840 (4,864 hp)
Initiative: +0
Speed: 240 ft., Fly 960 ft (clumsy)
Armor Class: 109 (-64 size, +163 natural), touch -54, flat-footed 109
Base Attack/Grapple: +192/+255
Attack: Slam +227 melee (8d6+35)
Full Attack: Slam +227 melee (8d6+35) or 2 wings +226 melee (4d8+35)
Space/Reach: 510 ft./ 340 ft.
Special Attacks: Hurricane force winds, trample
Special Qualities: Vermin traits
Saves: Fort +145, Reflex +124, Will +124
Abilities: Str 81, Dex 10, Con 40, Int —, Wis 10, Cha 2
Skills: —
Feats: —
Environment: Any warm or temperate
Organization: Solitary
Challenge Rating: 59
Treasure: None
Alignment: Always neutral.
Advancement: 257-511 HD (Macro-Diminutive), 512-768 HD (Macro-Tiny)
Level Adjustment: —

This winged insectoid is fuzzy and grey.

Much like their more common, and much smaller, kindred, macrobe moths are typically nocturnal and attracted to bright lights.

A macrobe moth cannot speak, although it can communicate with other moths via aerial maneuvers and pheromones.

A macrobe moth is roughly 512 ft. in length, with a 1,024 ft. wingspan, and weighs about 64 Kilotons (128,000,000 pounds).

Combat

A macrobe moth attacks by slamming into them with their heads, blasting them with hurricane force winds created by their wings and/or hitting them with their wings, while in flight, or by trampling opponents underfoot.

Hurricane Force Winds (Ex): While flying, as a free action, a macrobe moth can create hurricane force winds with it's wings. A macrobe moth can also create these wind in conjunction with it's wing attacks. These winds are of no consequence to the macrobe moth as it is simply uneffected by them.

Hurricane Force Winds: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.

Wind Force Wind Speed Ranged Attacks Normal/Siege Weapons 1 Creature Size 2 Wind Effect on Creatures Fort Save DC
Hurricane 75–174 mph Impossible/–8 Medium or smaller Blown away 20
Large Knocked down
Huge Checked
Gargantuan None

1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.

2 Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects.

Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.

Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.

Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.

Trample (Ex): As a full-round action, a macrobe moth can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by the macrobe moth’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the macrobe moth moves over all the squares it occupies.

If the macrobe moth moves over only some of a target’s space, the target can make an attack of opportunity against the macrobe moth at a –4 penalty. A macrobe moth that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer. A macrobe moth's trample attack deals bludgeoning damage (8d6+52).

Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves (DC 173) to take half damage. A trampling macrobe moth can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.

This thing is intended for the basis of my Demiurge.
 
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