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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="dante58701" data-source="post: 3640708" data-attributes="member: 40336"><p>Those are excellent ideas. Could you stat out the individual abilities, I'd like to see how they'd actually work. The cube isn't truly too big to fight, you'd just need to be extremely powerful to do so. It's meant to be a world ender. A campaign killer of sorts. I was actually envisioning an entire mobile armada of them floating through space, perhaps even The Far Realm or Acheron. A mix of golems...possibly. Though it would only manufacture orichalcum golems, other golems could be lying in wait for our intrepid heroes. Awakened mercury golems might be good for this. As for fast healing, the cube already gets that from being orichalcum. Perhaps...regeneration??? Or perhaps reconfiguration could do both. 1/1d4 rounds the cube could reconfigure itself, repairing all damage inflicted upon it and rearranging the internal labyrinth simultaneously. Wasn't there a movie about a cube filled with traps too. It kinda reshuffled itself every so often, like an endless puzzle. The cube could also work kinda like the Lament Configuration, summoning evil outsiders. But I'd like to leave out abilities like that for a special template that could be applied to the cube.</p><p></p><p>Basically, I want the cube to be every bit as oppressive and ominous as every horrifying cube there ever was.</p><p></p><p>Here it is again for reference since I got a bit sidetracked with pointless meandering. Im sure most people missed it entirely.</p><p></p><p>It still needs a lot of work, but this is the basic idea.</p><p></p><p></p><p>Orichalcum Cube</p><p>Macro-Tiny Construct</p><p>Hit Dice:40,000d100 (4,081,920 hp)</p><p>Initiative: +0</p><p>Speed: Fly 480' (Perfect)</p><p>Armor Class:40,333 (+40,451 natural, -128 size), touch -118, flat-footed 40,333</p><p>Base Attack/Grapple: +30,000/+30,183</p><p>Attack: Slam +30,151 melee (1,280d10+151)</p><p>Full Attack: Slam +30,151 melee (1,280d10+151)</p><p>Space/Reach: 1,250 ft./1,250 ft.</p><p>Special Attacks: Death throes, plasma beam, reconfiguration, sentinels, traps</p><p>Special Qualities: Construct traits, damage reduction 100/ - , darkvision 60 ft., fast healing 100, immunity to magic, lowlight vision, unearthly construction</p><p>Saves: Fort +19,996, Ref +19,996, Will +19,996</p><p>Abilities: Str 322 (+151), Dex 10, Con - , Int - , Wis 10, Cha 1</p><p>Environment: Any</p><p>Organization: Army (orichalcum cube plus 500 sentinels)</p><p>Challenge Rating: ???</p><p>Treasure: -</p><p>Alignment: Always neutral</p><p>Advancement: -</p><p>Level Adjustment: -</p><p></p><p>Combat</p><p></p><p>Plasma Beam (Su): As a free action, every 1d2 rounds, the orichalcum golem can generate a beam of divine fire with an effective range of 17.5 miles. Targets struck by the beam suffer 40,000d100 (d100/Hit Dice of the orichalcum cube) divine fire damage (average ). This ability is a ranged touch effect.</p><p></p><p>Reconfiguration (Ex): The orichalcum cube can reconfigure itself once each round as a free action. Creatures engulfed by the Orichalcum cube may, once each round as a full-round action, attempt to escape from the cube with a successful Intelligence check (DC 35). Success indicate they escape the cube, exiting the cube's fighting space into an open square of the Cube's choice. Failure indicates they remained trapped within the cube. Failure by 20 or more indicates that the engulfed subjects not only remain trapped, but during their escape fall prey to some form of trap or ambush, and suffer 20d6 Slashing, piercing, bludgeoning, fire, or electricity damage (cube's choice). There is no save to negate this damage. Further, as long as the cube has 2,040,960 or more hit points remaining, it heals 40,000 hit points of damage each round it reconfigures itself, in addition to it's natural fast healing ability.</p><p></p><p>Sentinels (Su): At the behest of it's creator, once per round, as a free action, an orichalcum cube can manufacture 1 orichalcum sentinel, 2 orichalcum golems, or 4 orichalcum guardians.</p><p></p><p>Tractor Beam (Su): Once per round, as a standard action, the Orichalcum cube may attempt a ranged touch attack at +29872 to hit against any foe within 17.5 miles. If this touch attack hits, they foe must make an opposed strength check with the Orichalcum Cube or be pulled 1250 ft towards the orichalcum cube, +50 ft per 5 the cube exceeds the foe's strength check. Foes pulled into the Orichalcum Cube's square are engulfed within it and cannot easily escape (see Reconfiguration ability, below).</p><p></p><p>Unearthly Construction (Ex): These cosmic constructs use d100s for Hit Dice. Orichalcum cubes also have maximum hit points per Hit Die.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3640708, member: 40336"] Those are excellent ideas. Could you stat out the individual abilities, I'd like to see how they'd actually work. The cube isn't truly too big to fight, you'd just need to be extremely powerful to do so. It's meant to be a world ender. A campaign killer of sorts. I was actually envisioning an entire mobile armada of them floating through space, perhaps even The Far Realm or Acheron. A mix of golems...possibly. Though it would only manufacture orichalcum golems, other golems could be lying in wait for our intrepid heroes. Awakened mercury golems might be good for this. As for fast healing, the cube already gets that from being orichalcum. Perhaps...regeneration??? Or perhaps reconfiguration could do both. 1/1d4 rounds the cube could reconfigure itself, repairing all damage inflicted upon it and rearranging the internal labyrinth simultaneously. Wasn't there a movie about a cube filled with traps too. It kinda reshuffled itself every so often, like an endless puzzle. The cube could also work kinda like the Lament Configuration, summoning evil outsiders. But I'd like to leave out abilities like that for a special template that could be applied to the cube. Basically, I want the cube to be every bit as oppressive and ominous as every horrifying cube there ever was. Here it is again for reference since I got a bit sidetracked with pointless meandering. Im sure most people missed it entirely. It still needs a lot of work, but this is the basic idea. Orichalcum Cube Macro-Tiny Construct Hit Dice:40,000d100 (4,081,920 hp) Initiative: +0 Speed: Fly 480' (Perfect) Armor Class:40,333 (+40,451 natural, -128 size), touch -118, flat-footed 40,333 Base Attack/Grapple: +30,000/+30,183 Attack: Slam +30,151 melee (1,280d10+151) Full Attack: Slam +30,151 melee (1,280d10+151) Space/Reach: 1,250 ft./1,250 ft. Special Attacks: Death throes, plasma beam, reconfiguration, sentinels, traps Special Qualities: Construct traits, damage reduction 100/ - , darkvision 60 ft., fast healing 100, immunity to magic, lowlight vision, unearthly construction Saves: Fort +19,996, Ref +19,996, Will +19,996 Abilities: Str 322 (+151), Dex 10, Con - , Int - , Wis 10, Cha 1 Environment: Any Organization: Army (orichalcum cube plus 500 sentinels) Challenge Rating: ??? Treasure: - Alignment: Always neutral Advancement: - Level Adjustment: - Combat Plasma Beam (Su): As a free action, every 1d2 rounds, the orichalcum golem can generate a beam of divine fire with an effective range of 17.5 miles. Targets struck by the beam suffer 40,000d100 (d100/Hit Dice of the orichalcum cube) divine fire damage (average ). This ability is a ranged touch effect. Reconfiguration (Ex): The orichalcum cube can reconfigure itself once each round as a free action. Creatures engulfed by the Orichalcum cube may, once each round as a full-round action, attempt to escape from the cube with a successful Intelligence check (DC 35). Success indicate they escape the cube, exiting the cube's fighting space into an open square of the Cube's choice. Failure indicates they remained trapped within the cube. Failure by 20 or more indicates that the engulfed subjects not only remain trapped, but during their escape fall prey to some form of trap or ambush, and suffer 20d6 Slashing, piercing, bludgeoning, fire, or electricity damage (cube's choice). There is no save to negate this damage. Further, as long as the cube has 2,040,960 or more hit points remaining, it heals 40,000 hit points of damage each round it reconfigures itself, in addition to it's natural fast healing ability. Sentinels (Su): At the behest of it's creator, once per round, as a free action, an orichalcum cube can manufacture 1 orichalcum sentinel, 2 orichalcum golems, or 4 orichalcum guardians. Tractor Beam (Su): Once per round, as a standard action, the Orichalcum cube may attempt a ranged touch attack at +29872 to hit against any foe within 17.5 miles. If this touch attack hits, they foe must make an opposed strength check with the Orichalcum Cube or be pulled 1250 ft towards the orichalcum cube, +50 ft per 5 the cube exceeds the foe's strength check. Foes pulled into the Orichalcum Cube's square are engulfed within it and cannot easily escape (see Reconfiguration ability, below). Unearthly Construction (Ex): These cosmic constructs use d100s for Hit Dice. Orichalcum cubes also have maximum hit points per Hit Die. [/QUOTE]
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