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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 3479294" data-attributes="member: 39867"><p>I figured as much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Its main ability is quite hard to word without listing every possible example.</p><p></p><p>I'll throw together a stat block in a few minutes. (And I'll add it to this post)</p><p></p><p>EDIT: Ok, here it is: (It's in the new-style DMG 2 format, because I find it packs more info in a smaller area)</p><p>[sblock]Monster (I still don't have a name) CR ~25? </p><p>CN (evil tendencies) Huge Dragon (Electricity)</p><p>Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +30, Spot +30</p><p>Aura: n/a</p><p>Languages: n/a</p><p>-----</p><p>AC: 37, touch 8, flat-footed 37 (−2 size, +29 natural)</p><p>HP: 456 (24 HD); DR 5/magic</p><p>Immune: sleep, paralysis, ability damage, ability drain, death effects, form-altering effects, mind-affecting effects, energy (see below)</p><p>SR 26</p><p>Fort +20, Ref +16, Will +17</p><p>-----</p><p>Speed 40 ft., burrow 20 ft., fly 150 ft. (good)</p><p>Melee Bite +37 (2d8+11) and 2 Wings +30 (1d8+5) and Tail Slap +30 (2d6+5)</p><p>Space 15 ft./10 ft. (15 ft. with bite and tail slap)</p><p>Base Atk +24; Grp +43</p><p>Special Actions: Constrict 4d6+16 plus bio-current</p><p>Spell-like Abilities (CL 24th):</p><p>At will — Fireball (DC 16, 15 hp), Lightning Bolt (DC 16, 15 hp), Levitate (10 hp), Haste (15 hp), Scorching Ray (3 rays, 10 hp).</p><p>1/day — Contingent Resurrection (456 hp* see below)</p><p>The save DCs are Charisma-based</p><p>-----</p><p>Abilities Str 32, Dex 10, Con 22, Int 6, Wis 16, Cha 20</p><p>Feats: Power Attack, Weapon Focus: Bite, Improved Toughness, Endurance, Diehard, Lightning Reflexes, Dodge, Mobility</p><p>Skills Listen +30, Spot +30, Survival +30, Hide +29*</p><p>Advancement: ???</p><p>-----</p><p>Energy Absorption (su): The [this] has developed the ability to absorb supernatural energy directed at it and store this energy within it’s body for later use. The [this] is healed by any non-environmental energy effect directed at it, such as a spell like magic missile or a fireball. The [this] cannot absorb energy damage from a mundane source such as alchemist’s fire, but can absorb the energy from a Flaming magic weapon.</p><p>This power allows the [this] to gain temporary hitpoints equal to the amount of energy damage that would have been dealt. These temporary hit points stack with themselves and last almost indefinitely. Each hour the [this] goes without absorbing energy, it loses 5 temporary hit points. Further, it must expend temporary hit points to power it’s spell-like abilities.</p><p>Bio-current (Ex) A [this]’s body courses with pure energy so intense that anything touching it takes 8d6 points of damage. Half of this damage is fire damage, and the other half is electricity damage. Creatures striking a [this] with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the [this]'s bio-current. This bio-current can melt or char weapons; any weapon that strikes a [this] is allowed a DC 28 Fortitude save to avoid destruction. The save DC is Constitution-based. </p><p>Constrict (ex): After making a successful grapple check, [this] deals 4d6+16 damage. The constricted creature must succeed on a DC 33 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.</p><p>Contingent Resurrection (sp): Once per day, by expending temporary hitpoints equal to it’s full, normal hitpoint total, a [this] can store it’s excess energy deep within it’s body for emergency use. This requires a full-round action. Thereafter, if slain, it is reanimated 1 round later with full normal hit points. While storing energy, it may expend more than it’s full, normal hit point total. If it does so, when it resurrects itself, it returns with a number of temporary hit points equal to 1/20th the amount expended in excess of it’s required minimum to use this ability.</p><p>Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon. </p><p>Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. </p><p>Skills: Due to a chameleon-like quality to it’s scales, a [this] can blend in easily with it’s surroundings. It receives a +10 bonus on all hide checks.</p><p>[/sblock]</p><p></p><p>There may be some copy-paste errors, and some things (creature name and ability names) still need to be finalized.</p><p>I think it's main threat is it's grapple + Constrict + Bio-Current. That deals just about 60 damage/round. I has some pretty good melee ability, averaging ~40 points if all 4 attacks hit. This damage output is much less than the tarrasque, but this thing also has the potential to have thousands of hitpoints. (Note - Easiest way to kill it: Spam Harm until it dies.)</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 3479294, member: 39867"] I figured as much. :) Its main ability is quite hard to word without listing every possible example. I'll throw together a stat block in a few minutes. (And I'll add it to this post) EDIT: Ok, here it is: (It's in the new-style DMG 2 format, because I find it packs more info in a smaller area) [sblock]Monster (I still don't have a name) CR ~25? CN (evil tendencies) Huge Dragon (Electricity) Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +30, Spot +30 Aura: n/a Languages: n/a ----- AC: 37, touch 8, flat-footed 37 (−2 size, +29 natural) HP: 456 (24 HD); DR 5/magic Immune: sleep, paralysis, ability damage, ability drain, death effects, form-altering effects, mind-affecting effects, energy (see below) SR 26 Fort +20, Ref +16, Will +17 ----- Speed 40 ft., burrow 20 ft., fly 150 ft. (good) Melee Bite +37 (2d8+11) and 2 Wings +30 (1d8+5) and Tail Slap +30 (2d6+5) Space 15 ft./10 ft. (15 ft. with bite and tail slap) Base Atk +24; Grp +43 Special Actions: Constrict 4d6+16 plus bio-current Spell-like Abilities (CL 24th): At will — Fireball (DC 16, 15 hp), Lightning Bolt (DC 16, 15 hp), Levitate (10 hp), Haste (15 hp), Scorching Ray (3 rays, 10 hp). 1/day — Contingent Resurrection (456 hp* see below) The save DCs are Charisma-based ----- Abilities Str 32, Dex 10, Con 22, Int 6, Wis 16, Cha 20 Feats: Power Attack, Weapon Focus: Bite, Improved Toughness, Endurance, Diehard, Lightning Reflexes, Dodge, Mobility Skills Listen +30, Spot +30, Survival +30, Hide +29* Advancement: ??? ----- Energy Absorption (su): The [this] has developed the ability to absorb supernatural energy directed at it and store this energy within it’s body for later use. The [this] is healed by any non-environmental energy effect directed at it, such as a spell like magic missile or a fireball. The [this] cannot absorb energy damage from a mundane source such as alchemist’s fire, but can absorb the energy from a Flaming magic weapon. This power allows the [this] to gain temporary hitpoints equal to the amount of energy damage that would have been dealt. These temporary hit points stack with themselves and last almost indefinitely. Each hour the [this] goes without absorbing energy, it loses 5 temporary hit points. Further, it must expend temporary hit points to power it’s spell-like abilities. Bio-current (Ex) A [this]’s body courses with pure energy so intense that anything touching it takes 8d6 points of damage. Half of this damage is fire damage, and the other half is electricity damage. Creatures striking a [this] with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the [this]'s bio-current. This bio-current can melt or char weapons; any weapon that strikes a [this] is allowed a DC 28 Fortitude save to avoid destruction. The save DC is Constitution-based. Constrict (ex): After making a successful grapple check, [this] deals 4d6+16 damage. The constricted creature must succeed on a DC 33 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based. Contingent Resurrection (sp): Once per day, by expending temporary hitpoints equal to it’s full, normal hitpoint total, a [this] can store it’s excess energy deep within it’s body for emergency use. This requires a full-round action. Thereafter, if slain, it is reanimated 1 round later with full normal hit points. While storing energy, it may expend more than it’s full, normal hit point total. If it does so, when it resurrects itself, it returns with a number of temporary hit points equal to 1/20th the amount expended in excess of it’s required minimum to use this ability. Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon. Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Skills: Due to a chameleon-like quality to it’s scales, a [this] can blend in easily with it’s surroundings. It receives a +10 bonus on all hide checks. [/sblock] There may be some copy-paste errors, and some things (creature name and ability names) still need to be finalized. I think it's main threat is it's grapple + Constrict + Bio-Current. That deals just about 60 damage/round. I has some pretty good melee ability, averaging ~40 points if all 4 attacks hit. This damage output is much less than the tarrasque, but this thing also has the potential to have thousands of hitpoints. (Note - Easiest way to kill it: Spam Harm until it dies.) [/QUOTE]
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