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<blockquote data-quote="Apepsnake" data-source="post: 7430016" data-attributes="member: 6942353"><p>Why was this so fast</p><p></p><p>Golem, Quark</p><p>Large Construct</p><p>Hit Dice: 700d1,000 +5,000,000 (5,700,000)</p><p>Initiative: Always first (always always)</p><p>Speed: Superluminal</p><p>Armour Class: 1,500</p><p>Base Attack/Grapple: +500/+1,500</p><p>Attack: Slam (100d1,000)</p><p>Full Attack: 20 Slams</p><p>Space/Reach: 10 Ft/10 Ft</p><p>Special Attacks: Hot Period Remnants, Quark-Gluon Plasma, Gravitic Aura</p><p>Special Qualities: Uncertainty Princible, 10^-6 Temporal, Cosmic Conciousness, Antigrav Inducement, Magic Immunity, War of the Worlds</p><p>Saves: Cannot fail</p><p>Abilities: Str 1,500 Dex 250 Con - Int - Wis 11 Cha 1</p><p>Environment: Any</p><p>Organization: Solitary, Fist of the High (1d10/universe of High Lord), Spear of God (999d10.,000)</p><p>Challenge Rating: 500</p><p>Treasure: Nothing (a bunch of quarks really would have anything)</p><p>Alignment: Unaligned/Neutral</p><p>ECL: 750</p><p></p><p>(To a Time Lord) A miniscule (to your Time Lordy-ness) shape becomes known to you, some little, extwa wittle, eensy-weensy little humanoid shape. Though not human, or any other mortal race; it's got four arms ending in little... things... not really easy to figure out what they are, anyways, it's body seems to move like liquid. It's punches kind of sting, but not too much. You actually feel something's strikes, something rather rare nowadays. Anyways, you should probably just kick this thing away, you do, and it flies back to start punching you again. Just kill it already.</p><p></p><p>(To a creature not a Time Lord) This tall, seathing white misty creature charges you, no flash of colour, nothing. It's four long arms suddenly all flung at you. You should probably take back that comment on the universe (or specific High Lord) being terrible.</p><p></p><p>COMBAT</p><p>Charge anything (don't actually use charge (or dire charge), immediately punch anything. Unleash beams of Q-G Plasma against farther away enemies.</p><p></p><p>Hot Period Remnants: Quark Golems are made of matter that came from the time just after a Big Bang, and thus are extremely hot in every (physical) manner, they have the Heat Aura of a Neutronium Golem, but the ranges for each effect are extended hundredfold and the DCs are 200% higher.</p><p></p><p>Gravitic Aura: A Quark Golem has the weirdest gravity possible for a creature. There is no DC, effected take d10% damage when 1 mile away from the golem, and take another d10% damage when three miles away from the golem, the 3 mile ring pushes the target into the 2 mile ring (which is safe) and the 1 mile ring pushes the targets into the 2 mile ring.</p><p></p><p>Antigrav Inducement: Any foes fighting the golem must contend with the immense antigravity the golem gives off. All foes receive a -500 when attacking the golem (and only the golem).</p><p></p><p>Magic Immunity: Quark Golems can only be effected by spells that provide benefits to the Golem.</p><p></p><p>Quark-Gluon Plasma: The entire Golem is made of Quark-Gluon Plasma, and thus can easily extend it's body to deal 4d10% Plasma damage in the form of [Effect] type abilities. This has infinite range, but the target must be seen to be effected.</p><p></p><p>War of the Worlds: This is basically the weird ability. It can travel freely between universes to act out the will of the High Lord that created it. Is not targeted by Neutralizers when moving between the high and low dimensions. It can safely traverse the 9th dimension (The Great Wall, Kuvachim) with an extra day's worth of time. Can only be destroyed when in the 0th or Nth dimensions.</p><p></p><p>Uncertainty Princible: 85% miss chance when being attacked.</p><p></p><p>10^-6 Temporal: Quark Golems revert everything near them back to the time just after the Big Bang. Everything within 200 Ft of the Golem automatically takes 4d10% Plasma damage that occurs each turn the golem takes an action.</p></blockquote><p></p>
[QUOTE="Apepsnake, post: 7430016, member: 6942353"] Why was this so fast Golem, Quark Large Construct Hit Dice: 700d1,000 +5,000,000 (5,700,000) Initiative: Always first (always always) Speed: Superluminal Armour Class: 1,500 Base Attack/Grapple: +500/+1,500 Attack: Slam (100d1,000) Full Attack: 20 Slams Space/Reach: 10 Ft/10 Ft Special Attacks: Hot Period Remnants, Quark-Gluon Plasma, Gravitic Aura Special Qualities: Uncertainty Princible, 10^-6 Temporal, Cosmic Conciousness, Antigrav Inducement, Magic Immunity, War of the Worlds Saves: Cannot fail Abilities: Str 1,500 Dex 250 Con - Int - Wis 11 Cha 1 Environment: Any Organization: Solitary, Fist of the High (1d10/universe of High Lord), Spear of God (999d10.,000) Challenge Rating: 500 Treasure: Nothing (a bunch of quarks really would have anything) Alignment: Unaligned/Neutral ECL: 750 (To a Time Lord) A miniscule (to your Time Lordy-ness) shape becomes known to you, some little, extwa wittle, eensy-weensy little humanoid shape. Though not human, or any other mortal race; it's got four arms ending in little... things... not really easy to figure out what they are, anyways, it's body seems to move like liquid. It's punches kind of sting, but not too much. You actually feel something's strikes, something rather rare nowadays. Anyways, you should probably just kick this thing away, you do, and it flies back to start punching you again. Just kill it already. (To a creature not a Time Lord) This tall, seathing white misty creature charges you, no flash of colour, nothing. It's four long arms suddenly all flung at you. You should probably take back that comment on the universe (or specific High Lord) being terrible. COMBAT Charge anything (don't actually use charge (or dire charge), immediately punch anything. Unleash beams of Q-G Plasma against farther away enemies. Hot Period Remnants: Quark Golems are made of matter that came from the time just after a Big Bang, and thus are extremely hot in every (physical) manner, they have the Heat Aura of a Neutronium Golem, but the ranges for each effect are extended hundredfold and the DCs are 200% higher. Gravitic Aura: A Quark Golem has the weirdest gravity possible for a creature. There is no DC, effected take d10% damage when 1 mile away from the golem, and take another d10% damage when three miles away from the golem, the 3 mile ring pushes the target into the 2 mile ring (which is safe) and the 1 mile ring pushes the targets into the 2 mile ring. Antigrav Inducement: Any foes fighting the golem must contend with the immense antigravity the golem gives off. All foes receive a -500 when attacking the golem (and only the golem). Magic Immunity: Quark Golems can only be effected by spells that provide benefits to the Golem. Quark-Gluon Plasma: The entire Golem is made of Quark-Gluon Plasma, and thus can easily extend it's body to deal 4d10% Plasma damage in the form of [Effect] type abilities. This has infinite range, but the target must be seen to be effected. War of the Worlds: This is basically the weird ability. It can travel freely between universes to act out the will of the High Lord that created it. Is not targeted by Neutralizers when moving between the high and low dimensions. It can safely traverse the 9th dimension (The Great Wall, Kuvachim) with an extra day's worth of time. Can only be destroyed when in the 0th or Nth dimensions. Uncertainty Princible: 85% miss chance when being attacked. 10^-6 Temporal: Quark Golems revert everything near them back to the time just after the Big Bang. Everything within 200 Ft of the Golem automatically takes 4d10% Plasma damage that occurs each turn the golem takes an action. [/QUOTE]
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