Immortals Handbook Epic Bestiary (now available)

U_K!
I have a quick question, regarding your Artifact rules. You mentioned there may be a CR and/ or ECL multiplyer for Transcendant and Omnific abilities. Does this also modify what level of equipment I can carry? So if a 5000th level Timelord gets, say, Infinite Strength, and Omnific abilities multiply your ECL by, say, 10, does that Timelord qualify for level 50,000 gear? And does gear that bestows such powerful abilities (Transcendant +) modify the CR and or ECL of the owner?
 

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Can an abomination become a more poweerful deity...and if so...what kind of template would one use. What particular rules are there regarding this. And if an abomination lost their quasi-divine nature , what would, for example...an anakim look like as a result. Is there a template for stipping powerful beings of their power? Im curious about this because super powerful beings who lose to super powerful beings are often imprisoned or stripped of there power. Perhaps you could make a template that covers fallen gods and fallen god-spawn?
 

Ltheb Silverfrond said:

Hiya mate! :)

Ltheb Silverfrond said:
I have a quick question, regarding your Artifact rules. You mentioned there may be a CR and/ or ECL multiplyer for Transcendant and Omnific abilities.

I am still not convinced that is the best way to handle things.

Ltheb Silverfrond said:
Does this also modify what level of equipment I can carry? So if a 5000th level Timelord gets, say, Infinite Strength, and Omnific abilities multiply your ECL by, say, 10, does that Timelord qualify for level 50,000 gear? And does gear that bestows such powerful abilities (Transcendant +) modify the CR and or ECL of the owner?

Its a complex turn of events. ECL determines artifacts, so whichever way it ends up, thats a definite.

But I see what you mean, ECL begets items, items beget more ECL, its potentially a never-ending spiral.

At the moment I am using a flat rate, Omnific Special Armour and Weapon Abilities start at +400 and up.

Although to be honest I am not sure that Time Lords will even carry any equipment...although I am sure if PCs want to play Time Lords (!?) they will not pass up the opportunity to have uber items.

I'm of the opinion that although the maximum you can possess is four artifacts, most immortals will carry three, with one other a relic carried by worshippers. Whereas sidereals will probably carry one, with three others carried by immortals/cultists. Naturally PCs can do as they please and carry from 0-4.
 

Hi dante mate! :)

By the way I got your email, apologies for not replying as yet, I will do sometime today.

dante58701 said:
Can an abomination become a more poweerful deity...

Yes.

dante58701 said:
and if so...what kind of template would one use.

The divinity and portfolio templates in the Immortals Handbook: Ascension.

dante58701 said:
What particular rules are there regarding this.

Lots.

dante58701 said:
And if an abomination lost their quasi-divine nature,

You would remove all their quasi-deity template.

dante58701 said:
what would, for example...an anakim look like as a result.

It would probably 'look' the same. Obviously its stats and aboilities would be affected.

dante58701 said:
Is there a template for stipping powerful beings of their power?

Just subtract a Quasi-deity (or whichever) template from them.

dante58701 said:
I'm curious about this because super powerful beings who lose to super powerful beings are often imprisoned or stripped of there power. Perhaps you could make a template that covers fallen gods and fallen god-spawn?

I have quick rules for this which basically involves a divine penalty with the imprisoned deity recovering at a rate equal to its rejuvenation ability once freed.
 

That is awesome, I think I'll avoid Time Lords myself and use them as NPC encounters. Im going to play an Old One. So are my fellow gamers. A party of Old Ones walking around in Manhatten just beating up other Old Ones walking around Manhatten. Should be like playing uber heroes vs. uber villians. And it's gonna be loads of fun. Very anime in a lot of ways too.
as for equipment...I think most of the party will go the route of no equipment. But some will undoubtedly have a few items. We try not to overdo the..."Look what I've got!!!" scenario.
 

Well...I feel stupid, I just realized my account here doesnt accept emails. I fixed that tho. I wonder why I did that, musta been tired. Well...I can get emails now.
 

Can somebody check my math?

ABOMINATION, WOODSY LADY/WOODSY LORD
Medium Outsider (Abomination, Fey, Plant, Evil, Extraplanar)
Hit Dice: 35d8+280 (560 hp)
Initiative: +13 (+5 Dexterity, +4 Divine, +4 Improved Initiative)
Speed: 80 ft. (16 squares), burrow (soil) 40 ft.
Armor Class: 48 (+5 Dexterity, +4 divine, +16 natural, +13 deflection), touch 32, flat-footed 43
Base Attack/Grapple: +35/+53
Attack: Tendril (lash) +53 melee (1d6+14/19-20)
Full Attack: 12 tendrils (12 lashes) +53 melee (1d6+14/19-20)
Space/Reach: 5 ft./20 ft. (tendrils)
Special Attacks: Breath weapon, constrict, enslave, improved grab, puppets, renew deadwood, spell-like abilities, spells, summon dryads, swallow whole
Special Qualities: Abomination traits, cold immunity, damage reduction 15/epic, good, and slashing, fire resistance 15, germinate, life drain, outsider traits, plant traits, regeneration 15, scent, spell resistance 49, trackless step, tremorsense
Saves: Fort +26, Ref +23, Will +33
Abilities: Str 38, Dex 21, Con 27, Int 35, Wis 49, Cha 51
Skills: Bluff +40, Climb +40, Concentration +40, Diplomacy +40, Hide +40*, Intimidate +40, Jump +40, Knowledge (arcana) +40, Knowledge (nature) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Listen +40, Move Silently +40, Perform (stringed instruments), Search +40, Sense Motive +40, Spellcraft +40, Spot +40, Swim +40, Use Magic Device +40
Feats: Alertness, Enlarge Spell, Empower Spell, Improved Critical (lash), Improved Initiative, Improved Natural Attack (lash), Leadership (B), Maximize Spell, Power Attack, Quicken Spell, Silent Spell, Skill Focus (spellcraft), Still Spell, Track (B), Widen Spell
Epic Feats: Permanent Emanation (shapechange) (B) *New epic feat - see page 3
Environment: Dense forest or jungle (prime material world)
Organization: Solitary or with puppets (0-5), or troupe: elemental swarm, evil druids, evil dryads, fey, and shamblers
Challenge Rating: 35 (+1 per puppet)
Treasure: Triple Standard
Alignment: Always neutral evil
Advancement: 36-70 HD (Large), 71+ HD (Gargantuan)
Level Adjustment: +10

A great seething mass of vibrant green whip-like tendrils sprouts forth from the sides of a seductively alluring fey creature. Wisps and trails of a purplish gas seep from its skin. Its movement is not unlike that of a scurrying spider and it seems unnaturally fast for a creature of disposition. Some of its tendrils entwine captive humanoids, suspending them off the ground like puppets. These victims have palpitating sickly green skin, as if they have become living extensions of the woodsy lady/woodsy lord itself. Almost nymph-like in it's beauty, it is alien in it's psychology, for it is imagining foreboding events of a nature you could only scarcely imagine. As it retracts it tendrils into it's flesh, you begin to feel more at ease. It's provocative form enticing you with it's every step. By the time you feel yourself changing, it is far too late. And as your feverishly maddened screams and whimpers echo through the night, you begin to pray for death.

Woodsy Ladies/Woodsy Lords are the once tendings of great deities of nature, corrupted or tainted by some unholy outside source. Related to odiums, these hateful beings seek to spread sorrow and misery throughout the cosmos by enslaving whole worlds. Once a planet has been targeted for domination the woodsy lady/woodsy lord settles in some backwater village using its enchantment magic to control the populace. Slowly but surely it extends its network of submission, spreading its evil roots until it encompasses the entire planet, or in some rare cases, until its expansion is checked by some equally powerful force. As they are fey, they come in both male and female varieties, although they have no need of one another to reproduce. Furthermore, they are far more resilient than their size would indicate. Thus they rival even the more powerful odium.

Woodsy ladies/woodsy lords are fiercely territorial and generally only one will inhabit a single world at a time, although rival woodsy ladies/woodsy lords or odium are not unheard of. On rare occasions numbers of these creatures will work together to combat a significantly powerful enemy such as a pantheon of gods. Woodsy ladies/woodsy lords regard mortals similar to how mortals view their gardens; as an entity to be shaped to their will, tended well when it pleases them and pruned when necessary.

Woodsy ladies/woodsy lords are revered by evil druids and rangers. Although in such cults its difficult to tell the truly devoted from those magically coerced. In this manner the woodsy lady/woodsy lord guards against infiltration and insubordination, with each member unsure of whom they can trust. Sacrifices are either offered up to the woodsy lady/woodsy lord or dismembered and body parts buried in the ground. Their few clerics can choose their domains from the following: Darkness, Earth, Evil, and Plant. They may grant these clerics up to 7th level spells. Which is why their primary followers are druids, who command far more power,and rangers.

Woodsy ladies/woodsy lords are about 6 feet tall and weigh almost 440 pounds.

COMBAT

Should the woodsy lady/woodsy lord see a target as a potentially useful puppet it will avoid using lethal attacks, instead trying to dominate, incapacitate or otherwise subdue such an opponent so that it may be enslaved. Woodsy ladies/woodsy lords generally seek to work through intermediaries and not draw attention to their machinations, however, if pressed they are deadly opponents. Although they are of humanoid build, they refuse to fight as such, relying instead upon their retractable tendrils. A woodsy lady/woodsy lord disdains combat in general and would far prefer to avoid anything truly dangerous. Vengeful and vindictive in the extreme, they will often spend centuries plotting an enemies demise.

An woodsy lady's/woodsy lord’s natural weapons, as well as any weapons it wields are treated as epic and evil-aligned for the purpose of overcoming damage reduction. It never uses its fists, although if it did they would count as epic, evil-aligned, and bludgeoning for the purpose of overcoming damage reduction, while it's tendrils are epic, evil-aligned, and piercing or slashing.

Abomination Traits:

• Divine Traits: Abominations are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

• Immunities: Abominations are immune to enchantment, illusionist and transmutation magic. They are not subject to energy drain, ability damage or drain.

• Special Qualities: Abominations are not subject to death from massive damage and have maximum hit points per hit die.

• Telepathy: Abominations can communicate telepathically with any creature within 1000 feet that has a language.

• Virtual Size Category: Most abominations have at least 15 points of strength beyond the average for creatures of that size and as such gain a Virtual Size Category.

Breath Weapon (Variable): The noxious breath of the woodsy lady/woodsy lord has several detrimental effects, unleashing as it does, the very effects all plants are immune to. The breath weapon itself is a cone of gas 30 ft. long and lasts until the end of the next round unless dispersed by strong winds. They may also emit this same gas from their skin, causing the area within a 15' radius to be filled with this noxious vapor. This does not, however, allow the woodsy lady/woodsy lord to utilize this attack more than it would otherwise be able. When used in this manner, it has the same duration and may be similarly dispersed by strong winds. Targets are assailed by the following properties:

• Confusion (Su): Will save (DC 50) to negate, duration 35 minutes.

• Paralysis (Ex): Fortitude save (DC 39) to negate, duration 35 minutes.

• Poison (Ex): Fortitude save (DC 39), 1d10/1d10 Constitution damage.

• Polymorphing (Su): Fortitude save (DC 50) or be polymorphed into a frog.

• Sleep (Ex): Will save (DC 39) to negate, duration 35 minutes.

• Weakness (Su): Fortitude save (DC 50), or suffer 1d10 Strength damage.

The woodsy lady/woodsy lord can use this breath weapon every 1d4 rounds. The save DCs are either Charisma (supernatural) or Constitution (extraordinary) based.

Constrict (Ex): The woodsy lady/woodsy lord will constrict any grappled victim that it cannot enslave for 1d6+21 damage.

Enslave (Su): Any target successfully grappled by the woodsy lady/woodsy lord must make a Will save (DC 39) or become a puppet under its control. Such targets become an extension of the woodsy lady/woodsy lord itself, its sap flows through their veins. Such creatures turn green, if not already, and fight for the woodsy lady/woodsy lord while it retains its hold on them, their abilities replace one of the woodsy lady's/woodsy lord’s tendril attacks. These puppets also gain plant traits for the duration of their servitude. Woodsy ladies/woodsy lords generally keep at least half their tendrils free for movement and self defense. Puppets employ the full range of their abilities in the woodsy lady's/woodsy lord’s defense, though obviously they cannot move outside the woodsy lady's/woodsy lord’s reach. Puppets somehow freed from the woodsy lady/woodsy lord should be treated as if nauseated for 1d6 rounds after release and sickened for a further 1d6 minutes as their bodies expunge themselves of the woodsy lady's/woodsy lord’s invasive fluids. The character retains the plant traits until it is no longer nauseated.

Germinate (Ex): The woodsy lady/woodsy lord can plant a seed which, upon their death will grow into a clone of the original within 35 days (gaining 1 Hit Dice/day). Only a fully grown woodsy lady/woodsy lord can germinate in this manner and only one seed can exist for each woodsy lady/woodsy lord at a given time. Typically the woodsy ladies/woodsy lords plant their seeds far from their base of operations in unassuming locales. These areas are usually warded against detection and guarded by forces loyal to the woodsy lady/woodsy lord. Should a seed pod be destroyed while the woodsy lady/woodsy lord is still living the abomination takes 35d8 damage (average 167). It takes a day, during which time the woodsy lady/woodsy lord can take no other actions, for a woodsy lady/woodsy lord to create a new seed pod.

Improved Grab (Ex): To use this ability, the woodsy lady/woodsy lord must hit with a tentacle attack. It can then attempt to grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can either constrict or attempt to enslave the target.

Life Drain (Ex): When injured, half the damage dealt to a woodsy lady/woodsy lord with one or more enslaved targets is absorbed by one of its puppets.

Outsider Traits: Woodsy ladies/woodsy lords have darkvision (60 foot range). They cannot be raised or resurrected.

Plant Traits: Immune to poison, sleep, paralysis, stunning and polymorphing. Not subject to critical hits or mind-affecting effects.

Puppets (Su): A woodsy lady/woodsy lord will have 1d6-1 puppets at any given time. Puppets will generally be medium sized or smaller humanoid NPCs of level 1d10+20. Woodsy ladies/woodsy lords prefer arcane spellcasters and warrior types as puppets if the choice presents itself.

Regeneration (Su): A woodsy lady/woodsy lord takes normal damage from weapons that are both epic and good-aligned, and spells or effects with the good descriptor.

Renew Deadwood (Su): Once every 1d4 rounds, a woodsy lady/woodsy lord can produce an effect like that of a warp wood spell (caster level equals the woodsy lady's/woodsy lord's racial hit dice), except, it affects only dead wood. Any wooden objects affected by this ability turn into living plants that root themselves when they come in contact with the ground. A woodsy lady/woodsy lord cannot “unwarp” wood or return it to it's normal shape with this ability.

Scent (Ex): A woodsy lady/woodsy lord can detect approaching enemies and sniff out hidden foes by sense of smell alone. See the MM for details of this quality.

Skills (Ex): The woodsy lady/woodsy lord gains a +20 racial bonus on Climb checks when using all 12 tendril (-2 per tendril not being used, it needs a minimum 2 tendrils to attempt a climb). When so climbing, or otherwise using their tendrils for mobility, their speed is increased to 140 ft., Burrow 70ft. . Furthermore, a woodsy lady/woodsy lord has a +10 racial bonus on Knowledge (nature), Listen, Spot, and Survival checks. A woodsy lady/woodsy lord may use it's Knowledge (nature) check as though trained, even if it possesses no ranks in the skill. Finally, it also has a +4 racial bonus on Hide* and Move Silently checks. These modifiers are not accounted for in the above statistics, nor are ability modifiers.

*The Hide bonus increases to +12 in swampy or forested areas.

Spell-like Abilities (Sp): At will - animate plants, bark skin, calm animals, command plants, control plants, create water, entangle, pass without trace, plant growth, purify food and drink, repel wood, treestride, treeshape, wall of thorns, 3/day - dominate monster, imprisonment, mass hold monster, power word kill, shapechange (unlimited duration); 1/day - commune with nature, endure elements, goodberry, liveoak, mass frog, quench, transmute metal to wood, verdigris,woodshape (living wood only), 1/week - verdigris tsunami. Caster Level 54th; Save DC 30 + spell level.

Spells (Sp): Woodsy ladies/woodsy lords cast spells as 17th-level Druids (half their Hit Dice rounded down). Caster level 39th. The save DCs are Wisdom-based. Typical Druid Spells Prepared (6/10/10/10/9/8/8/8/7/6); save DC 29 + spell level): 0 - detect magic (2), flare, guidance, read magic (2); 1st - charm animal, hide from animals, longstrider, magic fang, obscuring mist (4), pass without trace, summon natures ally I; 2nd - bear’s endurance, bull’s strength, cat’s grace, fog cloud, heat metal, owl’s wisdom, spider climb (3), tree shape; 3rd - call lightning, contagion, dominate animal, poison (4), snare (2), spike growth; 4th - air walk, blight, dispel magic (4), rusting grasp, scrying, spike stones; 5th - animal growth, baleful polymorph (2), commune with nature, insect plague (2), transmute mud to rock, unhallow; 6th - anti-life shell, greater dispel magic (3), move earth, transport via plants (3); 7th – control weather, creeping doom (4), greater scrying, summon natures ally VII, wind walk; 8th - earthquake, finger of death, horrid wilting, reverse gravity (2), summon natures ally VIII, word of recall; 9th - elemental swarm, foresight, shambler, storm of vengeance, summon natures ally IX, sympathy.

Summon Dryads (Sp): The woodsy lady/woodsy lord can summon a six neutral evil dryads once per day. Duration 20 rounds. This is the equivalent of a 12th-level spell. Epic spell DC 60.

Swallow Whole (Ex): A woodsy lady/woodsy lord can attempt to swallow a grabbed opponent of up to two size categories smaller than itself by making a successful grapple check. Once inside the opponent takes 1d4+6 crushing damage and in addition is subjected to the woodsy lady's/woodsy lord’s breath weapon. A swallowed creature can cut its way out using a slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Trackless Step (Ex): A woodsy lady/woodsy lord leaves no trail in natural surroundings and cannot be tracked. It may, however, choose to leave a trail if if desires.

Tremorsense (Ex): A woodsy lady/woodsy lord can automatically sense the location of anything within 100 ft. that is in contact with the ground or with an object (such as a tree) that is in contact with the ground.


I made this using the basic odium, albeit modified for a more woodsy lady/woodsly lord form...and added the green warden template from the advanced bestiary. Then I took the ability score points it lost from it's physical scores and applied them to its mental scores instead. I intended for this thing to be alluring, intelligent, and above all deadly. It is also intended for a Call of Cthulhu style campaign revolving around druids, plants, rogues, and the end of all life as we know it. Essentially the campaign will be modeled slightly after the popular game called Thief. Which was a favorite of mine for many years, and still is. Although, this world is going to be far more epic in scale. The Keepers will be Half-Glooms (anyone have a template for that?), the Hammers will be insane Paladins, the remaining Creatures will all be more or less taken from various sources. Additions? Advice? Comments? Questions?
 
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Hey dante! :)

dante58701 said:
That is awesome, I think I'll avoid Time Lords myself and use them as NPC encounters.

Use them sparingly is my suggestion. ;)

dante58701 said:
Im going to play an Old One. So are my fellow gamers.

Cool. Although just remember, the higher you go the less published opponents you'll be able to draw upon. Even I have to taper things to a point. :cool:

dante58701 said:
A party of Old Ones walking around in Manhatten just beating up other Old Ones walking around Manhatten. Should be like playing uber heroes vs. uber villians. And it's gonna be loads of fun. Very anime in a lot of ways too.

Its begging for someone to animate the Statue of Liberty as a Steel Leviathan.

dante58701 said:
as for equipment...I think most of the party will go the route of no equipment. But some will undoubtedly have a few items. We try not to overdo the..."Look what I've got!!!" scenario.

Yes, you wouldn't want to overdo things. :lol:

By the way that Wood Lord Abomination thing of yours doesn't meet the Hit Dice requirements for a Medium Abomination (It should have between 27 and 38), I always use a multiple of 5 for my Abominations.
 

Could you maybe give it a run over statistically and give it the final seal of approval so to speak? I want it to be official...and since ur officially the official regarding such things, and the only existing official there is, it would be absolutely splendid if you could. I would bow down and worship you forever. Ok...a bit dramatic. It's probably just sufficient to say it would be very appreciated and highly commended. I''ll fix the hit dice first, then you can give me the corrections.


There...statistically altered. Are the level and the DC correct for the Summon Dryads ability ? I was kinda winging it when I did that. The physical ability scores are essentially base + green warden. The mental ability scores I configured as noted above. I figured, sure, they aren't massive and overwhelming against an odium. But they have brains to make up for the lack of brawn. But, like the odium, they are very territorial. An essential flaw in any creature that desires to survive. Large numbers mean harder to eliminate. Solitary creatures are easier to pick off. But being intellectuals, they make up for not being able to decimate their enemies with brute force. Ive always had a thing for brainy monsters, must be my inner geek.
 
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