New Epic Template for Evil Outsiders! Comments Appreciated. (My Players Stay Out!)

Created for my new Epic PBP Game, "Sealed in Blood" (Some Characters are in the Rogue's Gallery as of this post)

*Notes*-Hex Portals/Archtypal Shape were taken from the Sharn
from Monsters of Faerun as they don't exist in my campaign.

PRIMEVAL

"Primeval" is a template that can be added to any evil outsider with at least 6 HD.

Long before the various gods had claimed their territory and followers on the Prime Material Plane, the fiends walked-or flew around the earth which they had made a virtual hell. These are the true fiends, not the pansy Pit Fiends and Balors that count themselves among the Infernal and Abyssal Hierarchies today, and they had power...great power. They specialized in warping the boundries between space and the plane, and their power was virtually limitless, or so they thought. Eventually, the gods came, rivaling even the true fiend's with their united power-at this point of mythology, several scholars disagree. One theory is that the All-Being, the one who created the Prime and the gods themselves reacted to the true fiends and then established a pantheon of gods to watch over the prime, others claim that the gods had fought a great war among the true fiends-no one really knows the truth. If the first theory is correct, however, it would make sense that the Fiends also left their "caretakers" of the Prime Material Plane, the devils, the daemons, and the demons. Some scholars speculate Asmodeus was the only True Fiend not to leave the Prime alone to the faraway plane his kin traveled, or were perhaps imprisoned to. Either way, some of them have been creeping back and have taken deep interest in mortal and immortal affairs. Even the weakest True Fiend (also called a Primeval) are more powerful than some of the strongest of the fiendish nobles throughout the Lower Planes.

HD: A True Fiend always has maximum hitpoints.
Speed: A True Fiend's speed doubles, for all movement types. If the creature possesses the ability to fly, their manueverability class is increased to Perfect if not already.
AC: True Fiend's gain a +6 Insight bonus to AC. Their Natural Armor bonus also improves by +5.
Attacks: A True Fiend makes all its attacks with a +6 insight bonus on the attack roll.
Damage: A True Fiend's damage remains the same.
Special Attacks: A True Fiend's special attacks, if any, all gain a +6 insight bonus, if applicable.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains a +6 to its caster level to use those abilities.
Furthermore, a True Fiend is constantly affected by Nondetection and True Seeing (cleric version) and also gains the ability to use dispel good and greater dispelling three times per day, even if it did not have spell-like abilities before, at 15th caster level or at their normal spell-like abilities caster level, whichever is higher.
Special Qualities: A True Fiend retains all the special qualities of the base creature and also gains the following.
-Damage Reduction upgrade of +20/+2.
-Increase their base Spell Resistance equal to their CR increase from gaining the template.
-Gain Fast Healing 10, or increase the creature's Fast Healing trait by 10 if it already has it.
-Gain Regeneration equal to its Constitution modifier. If the creature already possesses fast healing, use whichever is better.
-Gain the Blindsight (120') extraordinary trait if the creature doesn't have it already.
-Haste (Ex): A True Fiend always acts as if it was affected by the haste spell.
-Resistances (Ex): Increase all resistances the fiend may have by 20 each.
-Immunities (Ex): True Fiends are immune to mind-influencing effects, polymorph effects, and spells that would change their shape unless they will it.
-Archtypal Shape (Ex): No other creatures can polymorph or shapechange themselves (or anyone else) into a True Fiend's shape, or anything approximating it.
Supernatural Abilities: A True Fiend gains the following supernatural abilities:
Hex Portals (Su): A True Fiend may mantain up to three miniature portals-etheral windows-through which it can see, cast spells, and even launch a melee attack. Each portal is a translucent hexagonal window of purple light, 10 ft. in diameter. As a full-round action, it can form one to three of the portals anywhere within 20 feet of its body, each portal coalescing out of a swirl of purple motes. Thereafter, each separate hex portal can move independantly up to 60 ft. per round as a free action before the True Fiend takes its regular action (not the partial action it gets for being hasted). The hex portals do not block movement, line of sight, or missile fire. A character can occupy the same space as a Hex Portal with no adverse effect other than proximity to the fiend's touch and attacks. The True Fiend can cause one or more portals to disappear on its action, as a free action, but will not be able to form a new portal until it uses a standard action to create hex portals.
If the True Fiend moves farther than 200 ft. from one of its portals, the portal disappears.
A True Fiend can cast a spell through a portal by extending its hand through the portal. It can deliver touch spells to creatures within 10 ft. of a portal. It is unable to move fully through one of his portals, nor can anyone move through a portal.
A True Fiend can launch melee attacks through portals without any penalty, but only with reach equal to the Fiend's normal reach minus 5 Ft., to a minimum of 5 ft. reach. Note that portals threaten areas within the Fiend's portal reach. Hex portals can flank, or contribute to flanking, just like any creature that threatens an area.
Opponents cannot normally attack a True Fiend through a portal, or cast a spell through a portal, but they can ready an action to attack when it sticks its hand through a portal to cast a spell or attack. Assuming the fiend is not invisible when it sticks part of its body through the portal, it is assumed to have nine-tenths cover, and therefore a +10 bonus to AC and a +4 bonus on Reflex saves.
Hex Portals can be dispelled, but a dispelled hex portal could be reformed on the True Fiend's next action, beside it. Hex portals do not function or appear inside antimagic fields. As force effects, hex portals cannot, themselves, be turned invisible.
Dimensional Mastery (Su): A True Fiend constantly benefits from the Dodge and Epic Dodge feats as well as the Evasion ability of a 1st-level monk, taking no damage on a successful Reflex save against an attack that normally deals half damage on a successful save. It may use Dimensional Door (except it may act after using it) and Etheral Jaunt each as a move equivilant action. A dimensional anchor, dimensional lock, or similar spell will prevent this ability while its in effect, while a targeted dispelling vs. a caster level equal to the True Fiend's HD may suppress this total ability for 1d4 rounds.
Saves: The True Fiend gains a +5 Insight bonus on all its saving throws.
Abilities: The Primeval gains the following adjustment to its ability scores: +0 Str, +0 Dex, +0 Con, +6 Int, +6 Wis, +6 Cha
Skills: The Primeval creature gains a +5 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one (epic) bonus feat.
Challenge Rating: Up to 6 HD, as base creature +8; 7 HD to 15 HD, as base creature +9; 16+ HD, as base creature +10.

Sample Primeval Creature:

LUZ'NOC-"Primeval" Pit Fiend (3.5e version)
Huge Outsider (Law, Evil)
Hit Dice: 36d8+360 (648 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 80 ft., Fly 120 ft. (perfect)
AC: 56 (+7 Dex, -2 size, +31 natural, +6 insight, +4 Haste)
Attacks: 2 claws +51 melee, 2 wing/kicks +49 melee, bite +49 melee, tail slap +49 melee
Damage: Claw 2d12+17, wing/kick 2d8+8, bite 4d8+8 and poison and disease, tail slap 2d12+8
Face/Reach: 10 ft by 10 ft/15 ft
Special Attacks: Constrict 2d8+34, fear aura, improved grab, spell-like abilities
Special Qualities: Acid resistance 30, cold resistance 30, DR 35/+7, fire immunity, fast healing 10, poison immunity, regeneration 20, see in darkness, SR 41, telepathy, blindsight, darkvision
Saves: Fort +35, Ref +32, Will +36
Abilities: Str 45, Dex 25, Con 31, Int 32, Wis 32, Cha 32
Skills: (*These are wrong*) Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +35, Knowledge (arcana) +29, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes), Tumble +31
Feats (8): Boost Spell-like Ability, Boost Spell Resistance, Corrupt Spell-like Ability, Empower Spell-like Ability, Improved Initiative, Multiattack, Quicken Spell-like Ability, Spell Penetration Epic Feats (6): Improved Spell Resistance, Infinite Deflection, Intensify Spell-like Ability*, Multispell (x2), Reflect Arrows.
Challenge Rating: 30
Alignment: Lawful Evil
Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as sighted creatures. Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. The creature does not need to make Spot or Listen checks to notice creatures within 120 ft..
Darkvision: This creature can see in complete darkness, up to 120 ft..
Improved Grab (Ex): When this creature hits with its claws, it attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict.
Constrict: This creature deals 2d8+34 on a sucessful grapple check, in addition to the grappling weapon's normal damage.
Spell-Like Abilities: Constant-Nondetection, True Seeing (cleric version); At will-animate undead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, plane shift, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 3/day dispel good and greater dispelling; 1/day-heal, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 23rd-level sorcerer (save DC 21+spell level).
Spells: Luz'Noc can cast arcane spells as a 16th-level sorcerer.
Fear Aura (Su): As a free action, Luz'Noc can create an aura of fear in a 60-foot radius. It is otherwise identical with fear cast by a 22nd-level sorcerer (save DC 43). If the save is successful, that creature cannot be affected again by Luz'Noc's fear aura for one day. Other baatezu are immune to the aura.
Poison (Ex): Bite, Fortitude save (DC 44); initial damage 1d6 temporary Constitution, secondary damage death.
Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 18) or be infected with a vile disease called devil chills.
Hex Portals (Su): Luz'Noc can mantain up to three miniature portals-etheral windows-through which he can see, cast spells, and even launch a melee attack. Each portal is a translucent hexagonal window of purple light, 10 ft. in diameter. As a full-round action, he can form one to three of the portals anywhere within 20 feet of his body, each portal coalescing out of a swirl of purple motes. Thereafter, each separate hex portal can move independantly up to 60 ft. per round as a free action before Luz'Noc takes its regular action (not the partial action it gets for being hasted). The hex portals do not block movement, line of sight, or missile fire. A character can occupy the same space as a Hex Portal with no adverse effect other than proximity to the fiend's touch and attacks. Luz'Nok can cause one or more portals to disappear on its action, as a free action, but will not be able to form a new portal until it uses a standard action to create hex portals.
If Luz'Noc moves farther than 200 ft. from one of its portals, the portal disappears.
Luz'Noc can cast a spell through a portal by extending its hand through the portal. It can deliver touch spells to creatures within 10 ft. of a portal. He is unable to move fully through one of his portals, nor can anyone move through a portal.
Luz'Noc can launch melee attacks through portals without any penalty, but only with a 10-ft. reach, not 15 ft. like the fiend's own body. Note that portals threaten areas within 10 ft. of them. Hex portals can flank, or contribute to flanking, just like any creature that threatens an area.
Opponents cannot normally attack Luk'Noc through a portal, or cast a spell through a portal, but they can ready an action to attack when he sticks his hand through a portal to cast a spell or attack. Assuming Luk'Noc is not invisible when he sticks part of his body through the portal, he is assumed to have nine-tenths cover, and therefore a +10 bonus to AC and a +4 bonus on Reflex saves.
Hex Portals can be dispelled, but a dispelled hex portal could be reformed on Luz'Noc's next action, beside him. Hex portals do not function or appear inside antimagic fields. As force effects, hex portals cannot, themselves, be turned invisible.
Dimensional Mastery (Su): Luz'Noc constantly benefits from the Dodge and Epic Dodge feats as well as the Evasion ability of a 1st-level monk, taking no damage on a successful Reflex save against an attack that normally deals half damage on a successful save. He may use Dimensional Door (except he may act after using it) and Etheral Jaunt each as a move equivilant action. A dimensional anchor, dimensional lock, or similar spell will prevent this while a targeted dispelling vs. a caster level of 36 may suppress this total ability for 1d4 rounds
Haste (Ex): Luz'Noc always acts as if he was affected by the haste spell.
Immunities (Ex): Luz'Noc is immune to mind-influencing effects, and polymorph effects/spells that would change his shape unless they allow themselves to be affected.

*As Quicken Spell-like Ability, but with the Intensify Spell metamagick feat and may only be used once per spell-like ability per day. This feat may be taken more than once.
 
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Sollir Furryfoot said:
AC: True Fiend's gain a +6 Insight bonus to AC. Their Natural Armor bonus also improves by +5.

You should probably mention the haste bonus to AC here.

Sollir Furryfoot said:
-Gain Fast Healing 10, or increase the creature's Fast Healing trait by 10 if it already has it.
-Gain Regeneration 15, or increase the creature's Regeneration trait by 15 if it already has it (Holy/Blessed weapons of +4 or greater enhancement needed to deal real damage).

Wow, fast healing + regeneration is a deadly combination.

I think you should index the regeneration to the HD -- 6 HD, +1 holy weapons; 7-15 HD, +3 holy weapons; 16+ HD, +5 holy weapons. This helps justify your CR breakdown, as well as making lower-CR fiends beatable.

Sollir Furryfoot said:
Dimensional Mastery (Su): A True Fiend constantly benefits from the Dodge and Epic Dodge feats as well as the Evasion ability of a 1st-level monk, taking no damage on a successful Reflex save against an attack taht normally deals half damage on a successful save.

Actually, I think the mummy's SQ "Resistant to Blows" would fit better than Epic Dodge. Plus, the really powerful fiends could take Epic Dodge anyway... :eek: :cool:

Sollir Furryfoot said:
Abilities:+0 Str, +0 Dex, +0 Con

You probably don't need to list that. :p
 

Thanks for all your comments, CR Greathouse, they're definately appreciated :)

I'll edit in the things I forgot to mention and change the regeneration part as well (honestly I worked up the following creature before the template, using what I felt was about right, then derived the template from that).

I'll consider the change to Resistant to Blows, or perhaps simply change the name of the power but having the same effect as Epic Dodge (a spell in Relics and Ritual II called Arcane Parry also accomplishes this, and better, but only for 1 attack within its duration of 1 round/caster level). I kinda like the flavor of, the PC slices at the devil, only to find the devil having vanished for that split second and reappearing the next to unleash its attack on him.

Anyways, poor players, right? ;)

Edit-Any idea on how to reword the Regeneration better without having to make a chart the Pseudonatural template? (I really don't like tables, heh)
 
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hhhhmmm let me see. Maby something like this. HD/2 plus 1o for the regeneration will that do. Dame with fast healing.

Hope to think thet help and see you at RoE with any changes you make.
 
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Hi

Thought I'd chime in, as you invited me:) Bear in mind, I'm no expert as far as this goes, but I'll see what I can find to say. I also realize that for really meaty templates, the 'Paragon' and 'Pseudonatural' serve as guidelines, in terms of mechanics.


I wonder why the discrepancy in insight bonuses (+6 to AC; +5 to attacks; +4 to special attacks) - it seems kind of arbitrary. You could link it to Wis (=Wis bonus), or assign it a flat number. This is just from the viewpoint of symmetry, really.

-Damage Reduction upgrade of +20/+2.

If you're going to be using the 3.5 system, this might be a little too much - bear in mind that most creatures will be in the 5/ (quality) or 10/ (quality) range, where (quality) is holy, silver or whatever. The pit fiend is pretty high with its 15/holy silver.

-Gain Regeneration 15, or increase the creature's Regeneration trait by 15 if it already has it (Only Holy/Blessed weapons of an enhancement equal to the Fiend's HD/6 -round down- ay harm it).

Edit-Any idea on how to reword the Regeneration better without having to make a chart the Pseudonatural template? (I really don't like tables, heh)

This is kind of clunky. Maybe link it to Con modifier?

-Increase their base Spell Resistance equal to their CR increase from gaining the template.

The precedents for Pseudonatural and Paragon HDx5 and CR+10 respectively. Yours is actually quite elegant, tho.

I'll look again tomorrow if time - need to sleep now. (Passover, kosher chef...)
 

Thanks for commenting Sepulchrave, I really appreciate it :)

You're right on the insight bonuses, I think I was taking a fraction of the Paragon template at the time, and figured that a luck bonus wasn't appropriate. I'll probably boost everything up to +6.

If you're going to be using the 3.5 system, this might be a little too much - bear in mind that most creatures will be in the 5/ (quality) or 10/ (quality) range, where (quality) is holy, silver or whatever. The pit fiend is pretty high with its 15/holy silver.

I'm not really sure if I'm going to go with the 3.5e System or not, since I really haven't seen all its rules for DR, but if I do it'l probably change accordingly.

Con modifier sounds good :)

Hope you got some rest, y'know, we wouldn't want you to be late updating your storyhour and all ;)

Thanks again!
 

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