Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
New Special Materials Beyond Neutronium. Quark, Strange, and Black Hole Matter
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Beefermatic" data-source="post: 8466948" data-attributes="member: 6670757"><p><strong><u><span style="font-size: 18px">Quark Matter Golem</span></u></strong></p><p></p><p><em>Arbiter, Advanced Neutralizer </em></p><p><em>-------------------</em></p><p><em></em></p><p><em>Blinding white hot light radiates off this automaton in all directions like a white dwarf star. At its center you see a vaguely humanoid shape though seemingly made of pure molten silver, melted and fluid in appearance. The being has no features, and simply a single molten column of liquid metal where it's legs should be.</em></p><p></p><p><strong>Quark Golem</strong></p><p><strong>Large Construct (Extraplanar)</strong></p><p><strong></strong></p><p><strong>Hit Dice:</strong> 500d1000 +15,728,640 (16,228,640 hp)</p><p><strong>Initiative:</strong> +250 (+250 Gravitic Mastery)</p><p><strong>Speed:</strong> Superluminal (5,621,108,587 ft/perfect)</p><p></p><p><strong>Armor Class:</strong> 1,535 (+250 Gravitic Mastery, +1,287 Natural, -1 Size, -1 Dex)</p><p><strong>Flat-Footed:</strong> 1,535 <strong>Touch: </strong>248</p><p></p><p></p><p><strong>Abilities:</strong></p><p>Str: 752 (+371)</p><p>Dex: 9 (–1)</p><p>Con: -</p><p>Int: -</p><p>Wis: 11</p><p>Cha: 1</p><p></p><p><strong>Space/Reach:</strong> 10ft/ 30ft</p><p><strong>Base Attack/Grapple:</strong> +366/ +978</p><p></p><p><strong>Attack:</strong></p><p><strong>Slam:</strong> +978 melee , 2 attacks 18-20/x3 critical + Sharpness (severs random limb)</p><p></p><p><strong>Damage:</strong></p><p><strong>Slam: </strong>128,000d10+621 (640,621)</p><p></p><p><strong>Special Abilities:</strong></p><p>Gravitic Aura, Brilliant Aura, Gamma Ray Pulse, Astrophysical Jet, Starquake, Dead Magic Zone, Grab, Sharpness, Starflight</p><p></p><p><strong>Special Qualities:</strong></p><p>Accretion, Construct Traits, Damage Reduction 22,500/--, Indisoluble, Regeneration, Self Mastery, Mutability, Darkvision 60, Immunity to Magic, Low Light Vision, Magnetar, Superluminal, Unearthly Construction, Liquid Construction</p><p></p><p><strong>Saves:</strong> Will 500, Ref 500, Fort 500</p><p></p><p><strong>Alignment:</strong> Always Neutral</p><p><strong>Organization:</strong> Solitary, Pair, Squad (1d4+2), Or with Time Lord</p><p><strong>Environment:</strong> The Infinite Expanse of the Pleroma</p><p><strong>Cr:</strong> (Estimated) 400</p><p></p><p>Advanced Neutralizers, Arbiters are powerful golems made from the densest heart of large neutron stars where the quarks have come apart into a liquid bath of non differentiated subatomic particles held together with such intense gravity that it becomes a flowing and metallic liquid-solid. These golems have incredible abilities and can easily dispatch neutronium golems sent to counter them.</p><p></p><p>Against powerful Omnific threats they, like Neutronium golems, are insufficient weapon platforms but can sometimes stall such foes for long enough for their masters to escape or for help to arrive. Against Cosmic and Transcendent threats however, Arbiters can be nearly invincible foes from which there is no escape.</p><p></p><p><strong><u>Combat:</u></strong></p><p></p><p>Arbiters are used in highly sensitive situations where a Time Lord needs a situation handled correctly. Arbiters in this sense are used like straightforward assassins and elite guardians. When needed, they make intense foes, healing all damage done to them seconds after being damaged and their bodies are so dense no material weaker than Strange Matter can damage them normally. They're also utterly immune to magic and their Gamma Ray Pulse and Astrophysical Jet abilities make them extremely dangerous.</p><p></p><p>They like other golems unleash their most powerful attacks on the strongest foes outright and allow their auras and aoe powers to obliterate lesser enemies. Their self mastery ability allows them to release parts of themselves to chase multiple targets, and their mutability and liquid construction powers allows them to flow through small places (that aren't utterly obliterated by them simply making contact with them) allowing them to chase slippery foes where once caught they use their sharp liquid attacks to slash a foe to shreds.</p><p></p><p></p><p><strong><u>Abilities</u></strong></p><p><strong></strong></p><p><strong>Accretion: </strong>Anyone striking the Quark Golem must make a DC 881 Strength Check every round to retrieve it’s weapon or appendage as titanic gravitic forces threaten to tear limb from body.</p><p></p><p><strong>Damage Reduction: </strong>An Arbiter has a hardness of 22,500, this can only be overcome by other Quark Matter items or denser materials</p><p></p><p><strong>Regeneration:</strong> Incredible gravity heals the damage done to a Arbiter by 22,500 per round, this regeneration can only be overcome by Strange Matter, Black Hole Matter or other such materials, or must be abrogated or otherwise neutralized.</p><p></p><p><strong>Indisoluble: </strong>An Arbiter heals all damage done to it at the start of every round via a fast healing of effectively ∞, only Strange Matter, Black Hole Matter or similar hyper dense materials or permanent damage can damage it normally.</p><p></p><p><strong>Grab</strong>: Any time the Arbiter successfully strikes a foe in melee it can attempt to start a grapple check as a free action without provoking attacks of opportunity. This ability can be used against foes of up to 5 size categories larger than itself. If the Arbiter so chooses it can maintain or conduct the grapple check at a -20 to grapple without gaining the grappled condition itself.</p><p></p><p><strong>Gravitic Aura:</strong> The Gravity well around a Quark Golem is so great that it appears to distort space time, with a massive gravity well surrounding the immediate area it inhabits, from a radius presented below it deals the following each round</p><p>· <strong>200 ft:</strong> 10% Max Hp Drained, Death DC 881</p><p>· <strong>600 ft:</strong> 2% Max Hp Drained, Death DC 881</p><p>· <strong>2,000 ft:</strong> Unconscious DC 881</p><p>· <strong>6,000 ft: </strong>Stunned DC 881</p><p></p><p><strong>Gravitic Mastery: </strong>The Arbiter is not subject to gravity, including it’s own. It can freely control the ebb and flow of it’s own gravity and the gravity around it granting it a +250 Elemental Mastery bonus on Armor Class, Attack Rolls, Ability Checks, DCs, Initiative and Saving Throws</p><p></p><p><strong>Brilliant Aura:</strong> Unimaginable cosmic energy and blinding power radiate off of the Quark Golem dissolving all those who come too close in a wash of brilliant light. Enemies actively attempting to flee get a Reflex Save DC 881 for half damage, enemies who continue to approach or refuse to flee take damage with no save allowed.</p><p><strong>· 200 Miles: </strong>250d100 Divine and 250d1,000 Divine Fire damage (137,000 average)</p><p><strong>· 600 Miles :</strong> 62d100 Divine and 62d1,000 Divine Fire damage (34,100 average)</p><p><strong>· 2,000 Miles:</strong> 25d100 Divine and 25d1000 Divine Fire damage (13,700 average)</p><p><strong>· 6,000 Miles:</strong> 6d100 Divine and 6d1,000 Divine Fire (3,410 average)</p><p></p><p><strong>Immunity to Magic</strong>: Arbiters are utterly immune to all forms of magic that allow a spell resistance</p><p></p><p><strong>Dead Magic Zone:</strong> All Magic ceases to function within 25 ft of an Arbiter</p><p></p><p><strong>Magnetar:</strong> Once an Arbiter has identified a target for termination it is inextricably linked to the Quark Golem and it cannot escape. No matter how fast the being moves, even manifold times the speed of light, the Arbiter moves relative to their two positions, even across time or dimensions. Treat as Spell Stowaway and tether attuned to any method of movement.</p><p></p><p><strong>Gamma Ray Pulse: </strong>Each Round as a Free action the Arbiter may produce a pulse of focused Gamma Rays, this wave targets all foes within a 10,000 miles and deals 500d100 Divine and 500d1,000 Divine Fire damage (average 275,000) with no save and deals 50 points of Radiation Damage to any foe without immunity to poison and ability damage and permanently blinds all foes who fail a DC 881 Fortitude Save</p><p></p><p><strong>Astrophysical Jet:</strong> As a Standard Action on a round that the Arbiter does not use it’s Gamma Ray Pulse it may opt to fire a powerful Astrophysical Jet a massive explosion of charged particles and atomized matter in a cone 500,000 miles wide, this blast deals 1,000d100 Divine and 1,000d1,000 Divine Fire damage (Average 550,000) with no save, blasts foes who fail a Reflex Save of 881 back to the edges of the attack dealing 50,000d6 (average 150,000) extra falling damage if they hit a solid object, and disintegrates all foes who fail a DC 881 Fortitude Save</p><p></p><p><strong>Sharpness: </strong>The Arbiter may deal Slashing or Bludgeoning damage with it's slam attacks. If dealing Slashing damage, the Arbiter's Critical hit range is tripled to 18-20 and deals x3 damage on a Critical hit. Additionally, a natural '20' severs a random limb, roll a d6 on a 1-2 an arm is severed, a 3-4 a leg is severed, a 5 is the Arbiter's choice of arm or leg and a 6 severs the opponent's head. this deals a % of the opponent's max hp unless they regenerate or can regrow limbs. 15% for an arm 33% for a leg and death for the severing of a head.</p><p></p><p><strong>Starquake:</strong> When destroyed or brought to negative health an Arbiter explodes into a massive blast like a Supernova releasing titanic amounts of energy. The Blindness and Dazzling Effects are permanent. It deals the following:</p><p></p><p>· <strong>2,000 Miles:</strong> Disintegration Fort DC 881, 25,000d6 Fire Damage (average 70,000), 50,000d6 (average 150,000) Kinetic (falling) damage +50,000 ft pushback, 500 Radiation, Blindness Fort DC 881</p><p>· <strong>5,000 Miles:</strong> 25,000d6 Fire Damage (average 70,000), 50,000d6 (average 150,000) Kinetic (falling) damage +50,000 ft pushback, 500 Radiation, Blindness Fort DC 881</p><p>· <strong>10,000 Miles:</strong> 50,000d6 (average 150,000) Kinetic (falling) damage +50,000 ft pushback, 500 Radiation, Blindness Fort DC 881</p><p>·<strong> 15,000 Miles: </strong>5,000d6 (average 15,000) Kinetic (falling) damage +5,000 ft pushback, 50 Radiation, Blindness Fort DC 881</p><p><strong>· 20,000 Miles:</strong> 500d6 (average 1,500) Kinetic (falling) damage +500 ft pushback, 5 Radiation, Dazzled DC Fort 881</p><p><strong>· 25,000 Miles: </strong>50d6 (150) Kinetic damage +50ft pushback, Dazzled Fort DC 881</p><p>·<strong> 1 Light Round (1,171,064 Miles):</strong> 5d6 Kinetic damage (15 average) 5ft pushback, planetary disturbances (hurricanes, emp like effects, satellites knocked out of orbit etc) Dazzled Fort DC 88 for 50 Rounds</p><p></p><p><strong>Unearthly Construction: </strong>Quark Matter Golems are fashioned by the Time Lords and other Omnific entities, they use d1,000s for health and always have maximum hp per hit dice, Arbiters always roll the best possible result when using Starflight</p><p></p><p><strong>Liquid Construction: </strong>Quark Matter Golems have a liquid body allowing them to move in ways not achievable by solid forms. Their slam attacks are treated as having most melee weapon base properties such as Trip, Reach, Brace, etc and they can reach out as if 2 size category larger giving them a base reach of 30 feet, additionally they can slip between gaps in walls and under doors or any space more than 1/4 an inch wide. They cannot effectively be grappled and are treated as if constantly under the effects of a <em>Freedom of Movement</em> spell however they can attempt to start a grapple check as an immediate action any time they are struck by an unarmed or natural attack and can make an unlimited number of attacks of opportunity in a round (though only 1 per opponent).</p><p></p><p><strong>Mutability:</strong> Quark Golems are treated as Oozes and have Ooze traits granting them immunity to critical hits, flanking, and sneak attacks or other precision based damage and grants them Blindsight out to 5,000 feet.</p><p></p><p><strong>Self Mastery:</strong> Quark Golems can disembody their own arms or just globs of their body which can act as independent entities. This deals a permanent 15% of the Golem's hp total and the new disembodied body part gains that much hp. It is treated for all intents and purposes as an extension of the Quark Golem, it gains no extra actions for using this ability however it can make slam attacks, and use it's it's aura effects from an extension and may use it's Gamma Ray Pulse ability but only at 10% of it's effectiveness (though it's saving throw DC remains the same).</p><p></p><p><strong>Superluminal: </strong>Arbiters move at the speed of light, 5,621,108,587 feet per round.</p><p></p><p><strong>Starflight:</strong> An Arbiter can reach any destination in the Multiverse in 3d20 (3) minutes</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8466948, member: 6670757"] [B][U][SIZE=5]Quark Matter Golem[/SIZE][/U][/B] [I]Arbiter, Advanced Neutralizer ------------------- Blinding white hot light radiates off this automaton in all directions like a white dwarf star. At its center you see a vaguely humanoid shape though seemingly made of pure molten silver, melted and fluid in appearance. The being has no features, and simply a single molten column of liquid metal where it's legs should be.[/I] [B]Quark Golem Large Construct (Extraplanar) Hit Dice:[/B] 500d1000 +15,728,640 (16,228,640 hp) [B]Initiative:[/B] +250 (+250 Gravitic Mastery) [B]Speed:[/B] Superluminal (5,621,108,587 ft/perfect) [B]Armor Class:[/B] 1,535 (+250 Gravitic Mastery, +1,287 Natural, -1 Size, -1 Dex) [B]Flat-Footed:[/B] 1,535 [B]Touch: [/B]248 [B]Abilities:[/B] Str: 752 (+371) Dex: 9 (–1) Con: - Int: - Wis: 11 Cha: 1 [B]Space/Reach:[/B] 10ft/ 30ft [B]Base Attack/Grapple:[/B] +366/ +978 [B]Attack: Slam:[/B] +978 melee , 2 attacks 18-20/x3 critical + Sharpness (severs random limb) [B]Damage: Slam: [/B]128,000d10+621 (640,621) [B]Special Abilities:[/B] Gravitic Aura, Brilliant Aura, Gamma Ray Pulse, Astrophysical Jet, Starquake, Dead Magic Zone, Grab, Sharpness, Starflight [B]Special Qualities:[/B] Accretion, Construct Traits, Damage Reduction 22,500/--, Indisoluble, Regeneration, Self Mastery, Mutability, Darkvision 60, Immunity to Magic, Low Light Vision, Magnetar, Superluminal, Unearthly Construction, Liquid Construction [B]Saves:[/B] Will 500, Ref 500, Fort 500 [B]Alignment:[/B] Always Neutral [B]Organization:[/B] Solitary, Pair, Squad (1d4+2), Or with Time Lord [B]Environment:[/B] The Infinite Expanse of the Pleroma [B]Cr:[/B] (Estimated) 400 Advanced Neutralizers, Arbiters are powerful golems made from the densest heart of large neutron stars where the quarks have come apart into a liquid bath of non differentiated subatomic particles held together with such intense gravity that it becomes a flowing and metallic liquid-solid. These golems have incredible abilities and can easily dispatch neutronium golems sent to counter them. Against powerful Omnific threats they, like Neutronium golems, are insufficient weapon platforms but can sometimes stall such foes for long enough for their masters to escape or for help to arrive. Against Cosmic and Transcendent threats however, Arbiters can be nearly invincible foes from which there is no escape. [B][U]Combat:[/U][/B] Arbiters are used in highly sensitive situations where a Time Lord needs a situation handled correctly. Arbiters in this sense are used like straightforward assassins and elite guardians. When needed, they make intense foes, healing all damage done to them seconds after being damaged and their bodies are so dense no material weaker than Strange Matter can damage them normally. They're also utterly immune to magic and their Gamma Ray Pulse and Astrophysical Jet abilities make them extremely dangerous. They like other golems unleash their most powerful attacks on the strongest foes outright and allow their auras and aoe powers to obliterate lesser enemies. Their self mastery ability allows them to release parts of themselves to chase multiple targets, and their mutability and liquid construction powers allows them to flow through small places (that aren't utterly obliterated by them simply making contact with them) allowing them to chase slippery foes where once caught they use their sharp liquid attacks to slash a foe to shreds. [B][U]Abilities[/U] Accretion: [/B]Anyone striking the Quark Golem must make a DC 881 Strength Check every round to retrieve it’s weapon or appendage as titanic gravitic forces threaten to tear limb from body. [B]Damage Reduction: [/B]An Arbiter has a hardness of 22,500, this can only be overcome by other Quark Matter items or denser materials [B]Regeneration:[/B] Incredible gravity heals the damage done to a Arbiter by 22,500 per round, this regeneration can only be overcome by Strange Matter, Black Hole Matter or other such materials, or must be abrogated or otherwise neutralized. [B]Indisoluble: [/B]An Arbiter heals all damage done to it at the start of every round via a fast healing of effectively ∞, only Strange Matter, Black Hole Matter or similar hyper dense materials or permanent damage can damage it normally. [B]Grab[/B]: Any time the Arbiter successfully strikes a foe in melee it can attempt to start a grapple check as a free action without provoking attacks of opportunity. This ability can be used against foes of up to 5 size categories larger than itself. If the Arbiter so chooses it can maintain or conduct the grapple check at a -20 to grapple without gaining the grappled condition itself. [B]Gravitic Aura:[/B] The Gravity well around a Quark Golem is so great that it appears to distort space time, with a massive gravity well surrounding the immediate area it inhabits, from a radius presented below it deals the following each round · [B]200 ft:[/B] 10% Max Hp Drained, Death DC 881 · [B]600 ft:[/B] 2% Max Hp Drained, Death DC 881 · [B]2,000 ft:[/B] Unconscious DC 881 · [B]6,000 ft: [/B]Stunned DC 881 [B]Gravitic Mastery: [/B]The Arbiter is not subject to gravity, including it’s own. It can freely control the ebb and flow of it’s own gravity and the gravity around it granting it a +250 Elemental Mastery bonus on Armor Class, Attack Rolls, Ability Checks, DCs, Initiative and Saving Throws [B]Brilliant Aura:[/B] Unimaginable cosmic energy and blinding power radiate off of the Quark Golem dissolving all those who come too close in a wash of brilliant light. Enemies actively attempting to flee get a Reflex Save DC 881 for half damage, enemies who continue to approach or refuse to flee take damage with no save allowed. [B]· 200 Miles: [/B]250d100 Divine and 250d1,000 Divine Fire damage (137,000 average) [B]· 600 Miles :[/B] 62d100 Divine and 62d1,000 Divine Fire damage (34,100 average) [B]· 2,000 Miles:[/B] 25d100 Divine and 25d1000 Divine Fire damage (13,700 average) [B]· 6,000 Miles:[/B] 6d100 Divine and 6d1,000 Divine Fire (3,410 average) [B]Immunity to Magic[/B]: Arbiters are utterly immune to all forms of magic that allow a spell resistance [B]Dead Magic Zone:[/B] All Magic ceases to function within 25 ft of an Arbiter [B]Magnetar:[/B] Once an Arbiter has identified a target for termination it is inextricably linked to the Quark Golem and it cannot escape. No matter how fast the being moves, even manifold times the speed of light, the Arbiter moves relative to their two positions, even across time or dimensions. Treat as Spell Stowaway and tether attuned to any method of movement. [B]Gamma Ray Pulse: [/B]Each Round as a Free action the Arbiter may produce a pulse of focused Gamma Rays, this wave targets all foes within a 10,000 miles and deals 500d100 Divine and 500d1,000 Divine Fire damage (average 275,000) with no save and deals 50 points of Radiation Damage to any foe without immunity to poison and ability damage and permanently blinds all foes who fail a DC 881 Fortitude Save [B]Astrophysical Jet:[/B] As a Standard Action on a round that the Arbiter does not use it’s Gamma Ray Pulse it may opt to fire a powerful Astrophysical Jet a massive explosion of charged particles and atomized matter in a cone 500,000 miles wide, this blast deals 1,000d100 Divine and 1,000d1,000 Divine Fire damage (Average 550,000) with no save, blasts foes who fail a Reflex Save of 881 back to the edges of the attack dealing 50,000d6 (average 150,000) extra falling damage if they hit a solid object, and disintegrates all foes who fail a DC 881 Fortitude Save [B]Sharpness: [/B]The Arbiter may deal Slashing or Bludgeoning damage with it's slam attacks. If dealing Slashing damage, the Arbiter's Critical hit range is tripled to 18-20 and deals x3 damage on a Critical hit. Additionally, a natural '20' severs a random limb, roll a d6 on a 1-2 an arm is severed, a 3-4 a leg is severed, a 5 is the Arbiter's choice of arm or leg and a 6 severs the opponent's head. this deals a % of the opponent's max hp unless they regenerate or can regrow limbs. 15% for an arm 33% for a leg and death for the severing of a head. [B]Starquake:[/B] When destroyed or brought to negative health an Arbiter explodes into a massive blast like a Supernova releasing titanic amounts of energy. The Blindness and Dazzling Effects are permanent. It deals the following: · [B]2,000 Miles:[/B] Disintegration Fort DC 881, 25,000d6 Fire Damage (average 70,000), 50,000d6 (average 150,000) Kinetic (falling) damage +50,000 ft pushback, 500 Radiation, Blindness Fort DC 881 · [B]5,000 Miles:[/B] 25,000d6 Fire Damage (average 70,000), 50,000d6 (average 150,000) Kinetic (falling) damage +50,000 ft pushback, 500 Radiation, Blindness Fort DC 881 · [B]10,000 Miles:[/B] 50,000d6 (average 150,000) Kinetic (falling) damage +50,000 ft pushback, 500 Radiation, Blindness Fort DC 881 ·[B] 15,000 Miles: [/B]5,000d6 (average 15,000) Kinetic (falling) damage +5,000 ft pushback, 50 Radiation, Blindness Fort DC 881 [B]· 20,000 Miles:[/B] 500d6 (average 1,500) Kinetic (falling) damage +500 ft pushback, 5 Radiation, Dazzled DC Fort 881 [B]· 25,000 Miles: [/B]50d6 (150) Kinetic damage +50ft pushback, Dazzled Fort DC 881 ·[B] 1 Light Round (1,171,064 Miles):[/B] 5d6 Kinetic damage (15 average) 5ft pushback, planetary disturbances (hurricanes, emp like effects, satellites knocked out of orbit etc) Dazzled Fort DC 88 for 50 Rounds [B]Unearthly Construction: [/B]Quark Matter Golems are fashioned by the Time Lords and other Omnific entities, they use d1,000s for health and always have maximum hp per hit dice, Arbiters always roll the best possible result when using Starflight [B]Liquid Construction: [/B]Quark Matter Golems have a liquid body allowing them to move in ways not achievable by solid forms. Their slam attacks are treated as having most melee weapon base properties such as Trip, Reach, Brace, etc and they can reach out as if 2 size category larger giving them a base reach of 30 feet, additionally they can slip between gaps in walls and under doors or any space more than 1/4 an inch wide. They cannot effectively be grappled and are treated as if constantly under the effects of a [I]Freedom of Movement[/I] spell however they can attempt to start a grapple check as an immediate action any time they are struck by an unarmed or natural attack and can make an unlimited number of attacks of opportunity in a round (though only 1 per opponent). [B]Mutability:[/B] Quark Golems are treated as Oozes and have Ooze traits granting them immunity to critical hits, flanking, and sneak attacks or other precision based damage and grants them Blindsight out to 5,000 feet. [B]Self Mastery:[/B] Quark Golems can disembody their own arms or just globs of their body which can act as independent entities. This deals a permanent 15% of the Golem's hp total and the new disembodied body part gains that much hp. It is treated for all intents and purposes as an extension of the Quark Golem, it gains no extra actions for using this ability however it can make slam attacks, and use it's it's aura effects from an extension and may use it's Gamma Ray Pulse ability but only at 10% of it's effectiveness (though it's saving throw DC remains the same). [B]Superluminal: [/B]Arbiters move at the speed of light, 5,621,108,587 feet per round. [B]Starflight:[/B] An Arbiter can reach any destination in the Multiverse in 3d20 (3) minutes [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
New Special Materials Beyond Neutronium. Quark, Strange, and Black Hole Matter
Top