Immortals Handbook - Epic Bestiary (Epic Monster Discussion)

A start?

Deep Faerie
Medium Fey (Earth)
Hit Dice: 50d6+650 (825 hp)
Initiative: +21 (+17 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 52 (+17 Dex, +20 insight, +5 natural armor)
Base Attack/Grapple: +25/+30
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, spell-like abilities
Special Qualities: DR 25/epic and cold iron, immune to poison and disease, low-light vision, SR 60, fast healing 25
Saves: Fort +29, Ref +44, Will +35
Abilities: Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47
Skills: Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59
Feats:
Epic Feats:
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 35
Treasure: Septuple Standard
Alignment: Any
Advancement: 50+ HD (Medium), or by character class
Level Adjustment: +52

Creatures of glorious beauty, they wait below for fools who would dare desire their secrets. Collecting countless souls or both the living and the dead, they form endless repositories of knowledge and wealth. Entire chambers filled with gems await their question, chambers that fear their coming, and fear even more their passing.

Deep faeries are sadistic and beautiful faeries that live in the subterranean realms below. Evil and without remorse, they harvest souls, using them as repositories for knowledge. In their realms there are vast chambers filled with such gems, more than any can hope to carry. In particular they favor hunting dwarves, their primary source of food.

Deep faeries speak their own language, Ilyseyin, a languages of echoing howls, shrieks, and screams. Disturbing in the extreme, it has left many a dwarf with nightmares.

Deep faeries are about 7 ft. tall and weight about 210 pounds.

Combat

A deep faerie’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Blinding Beauty (Su): This ability affects all creatures within 30 feet of a deep faerie. Those who look directly at a deep faerie must succeed on a Fortitude save (DC 53) or be blinded permanently as though by the blindness spell. A deep faerie can suppress or resume this ability as a free action. The save DC is Charisma-based.

Cleric: All deep faeries innately functions as cleric of half their Hit Dice (Caster Level 50th). Though they have no ability to turn or rebuke undead, instead having access to an additional clerical domain.

Spells: As 25th-level Cleric (Caster Level 50th). They have access to the domains of Evil, Mountain, and Nature. The save DCs are Wisdom-based.

Gaze (Su): All creatures within 30 feet who meet the gaze of a deep faerie become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A deep faerie can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. Deep faeries are immune to their own gaze. The DC is Charisma-based.

Spell-Like Abilities: At will—detect thoughts, freedom, greater dispel magic, identify, knock, plane shift, sending, soul bind, stone shape, tongues, trap the soul. Caster level 50th. The DCs are Charisma-based.

Stonecunning (Ex): This ability grants a deep faerie a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep faerie who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep faerie can use the Search skill to find stonework traps as a rogue can. A deep faerie can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Deep faerie have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Stunning Glance (Su): As a standard action, a wrathful deep faerie can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save (DC 53) or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): A deep faerie adds it's Charisma modifier as a bonus on all it's saving throws, and as a deflection bonus to it's Armor Class. (The statistics block already reflects these bonuses).

Skills: A deep faerie receives a +2 racial bonus on Appraise and Craft checks that are related to stone items.
 

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I see no reason for such a creature to be Epic at all, let alone as obscenely powerful as you've got it. If trees, mountains, waterfalls, and the abstract concept of beauty are all represented by non-Epic fey, why does an underground-dwelling one need 50 hit dice?
 

WarDragon said:
I see no reason for such a creature to be Epic at all, let alone as obscenely powerful as you've got it. If trees, mountains, waterfalls, and the abstract concept of beauty are all represented by non-Epic fey, why does an underground-dwelling one need 50 hit dice?
[sarcasm]Well, because everything from the under-dark is cooler/more dangerous.[/sarcasm]
 

General - Immortals Handbook - Epic Bestiary (Epic Monster Discussion)

Why must everyone think all fey are pussies. Besides...who ever said it was for Forgotten (and best forgotten) Realms. There are other campaign settings.
 
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We're not saying fey are pussies. Just because you can't challenge Zeus doesn't make you a pussy. We're just saying, have REASONS for having power. That's where flavor comes from.

Here's some fey brainstorming:

One fairy concept is that fairies lack a certain amount of reality, all looks, little deeper meaning, just like Hollywood celebrities. This is why you put out bowls of milk for them... the reality of the milk is amazing to them, just like the glamor of their own things are amazing to us (usually fatally so). So what about a fairy that literally drains the reality out of the world? A fairy that turns the real world into fairyland (which is NOT a happy place). Who imposes chaos upon the surroundings. Think that'd make for an interesting "more powerful fey"?
 



Hiya mate! :)

Pssthpok said:
Seems like Mongoose got their printers up and running. Still no idea when they're gonna print the Bestiary?

Nope....you don't think I'd hide stuff like that if I knew. :p

Maybe they are waiting on Ascension, so they can legitimately call it a 'series' (?)...and thats a total guess from me, they haven't actually spoken to me in a few months.
 


Planet sized golem

I was thinking about what would happen if a mage tried to awaken a planet as an iron "golem". Using the rules that HD doubles for every size increase and that an iron golem is 11-22 HD as large creature and that a planet is a Mega-Large entity gives it between 11M-22M HD. For ease of though I gave it a nice and simple 15M HD.

Iron Planet:
Mega-Large Construct
Hit Dice: 15,000,000d10 +15,000,000,000,000 (15,000,082,500,000 hp)
Initive: -5 (Dex)
Speed: 240 ft (can't run)
AC: 153 (-42 size, -5 dex, 200 natural armor)
Attacks: 2 slams +11,250,000 + 1,000,000
Damage: 1,875,000d6 + 1,000,000
Face/Reach: Big/Far
Special Attacks: Breath Weapon
Special Qualities: Construct Traits, magic immunity, rust proof, DR: 3,000,000/-, Fast Healing: 2,000,000
Saves: ~7.5M for all
Abilities: Str ~2M, Dex 1, Con --, Int 9, Wis 12, Cha 7
Skills: ---
Feats: Improved Toughness*1M, Epic Damage Reduction*1M, Epic Fast Healing*1M, Epic Strengh*2M
Climate/Terrain: Space
Organization: Solitary
CR: ~5.3M
Treasure: By owner
Alignment: Usually neutral
Advancement: 15M-23M (Mega-Large), 23M-46M(Mega-huge)

This stats don't nesecairlly represent the golem's stats. It should probably be quite stronger.

Yeah... this is kinda silly, this is FAAAR more powerful than a planet-sized golem should be, given that a normal planet is supposed to only have 90k hp.

My problem with this is that given that the gods that govern the universe are going to be FAR less than even a 1 Million CR, this poses a conundrum. Why should a planet-sized golem be vastly more powerful than the guardians of the universe that contains the golem? Since I'm fairly sure that most Cosmic beings SHOULD be able to easily defeat enemies on this sort of scale. Because this isn't a terribly hard encounter, it's just big and strong. This means that the cosmic beings should be stronger, or this should have a lower CR. Becuase I'm not sure how many cosmic beings can do single attacks in excess of 3M damage, discounting the gravity % based damage.

Also, since you have the size rules for arbitray size, can we creatures of roughly speaking every size, or atleast one-four in each of the large catagories, like macro,mega,giga,... So we can see examples of what the "LARGE" creatures would be, in case we want to try and build our own. Also, can we get statistics on the celestrial objects. Since this is based on things, I'd like to know how damage would one have to do to kill a universe, destroy a star, blow up a planet, etc.
 

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