(Shark World) He Who Eats: Megalodon

Crothian

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He Who Eats

He Who Eats is the father of the Sahuagin. He was the first creature (except maybe the gods) to exist on Shark World. In the early days he was an eating machine. The gods created whole races; that he would consume and torment. The gods had to create land as a safe haven from him. He ruled the oceans with a brutal fin, and only the gods could occasional keep him from destroying all life. Many other creatures learned the art of deception and camouflage as a survival mechanism against him. When the meteors hit, he was happy. He was finally rid of the gods and could continue his rampage with his people and nothing could stop him. For a while he was unequaled in the water. However, there was a creature that did stop him. A creature of the water itself and unlike anything he had ever faced before. The battle was long and drawn out, by He Who Eats did not win. He died that day and every creature was thankful. However that was not the end of He Who Eats.

After a Century he reappeared and quickly took control of the Sahuagin again. No one knows how he came back, only that he did. However, he came back changed. He was no longer the bloodthirsty beast of destruction. He taught the Sahuagin and showed them many things they didn’t know. He kept close to their waters and never ventured out. Many think there is some force keeping him contained, but no one has been able to know what it is.

He Who Eats is now a very good leader for not only the Sahuagin, but also sea elves, merfolk, and other underwater creatures that worship him. He welcomes in all water races, but despises the land dwellers. He plans raid on there boats and their land when he can. He never seems to participate in them, though.

His greatest enemy is the Water Elemental. He looks forward to the day when he gets to fight that creature once again, and this time destroy it.


He Who Eats
Kaiju Paragon Bloodstained Megalodon (Legendary Shark)/ 20th Level Sorcerer (Monte Cook’s Version)/ 10th level Blood Magus
Colossal Magical Beast
Hit Dice: 100d12+20d6+10d4+2350+1560+3 (5273)
Initiative: +15 (+11 Dex, +4 improved initiative)
Speed: Swim 300 ft.
AC: 103 (-8 size, +11 Dex, +55 natural, +12 Insight, +12 Luck)
Attacks: Bite +136 melee
Damage: Bite 6d8+54 (17-20/ x3)
Face/Reach: 30 ft. by 120 ft./"_20 ft.
Special Attacks: Improved grab, Swallow Whole, Wounding, Battle Frenzy, Draw in Water.
Special Qualities: Keen Scent, Immune to Fire, Sonic, Electricity, Cold, Acid, Poison and Disease, DR 20/+6, SR 70, Fast Healing 20, Defy Death, Darkvision 360ft, Immune to mind affecting effects,
Saves: Fort +75, Ref +73, Will +63
Abilities: Str 63, Dex 33, Con 61, Int 25, Wis 29, Cha 48
Skills: Listen +49, Spot +49, Intimidate +77, Diplomacy +79, Concentration +75, Knowledge Arcana +34, Scry +68, Spellcraft +64, Heal +23, Bluff +59,
Feats: Great Fortitude, Power Attack, Weapon Focus Bite, Improved Critical Bite, Alertness, Cleave, Great Cleave, Improved Initiative, Leadership, Iron Will, Sunder, Quicken Spell, Toughness, Still Spell, Silent Spell
Epic Feats: Overwhelming Critical, Devastating Critical, Epic Leadership, Epic Will, Epic Weapon Focus Bite, Legendary Commander, Polyglot, Incite Rage, Ruinous Rage, Terrifying Rage, Armor Skin (x10), Multi Spell (x3), Auto Quicken Spell (x3), Auto Still Spell (x3), Auto Silent Spell (x3)
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 60
Alignment: Lawful evil

Improved Grab: To use this ability, the Megalodon must hit with its bite attack. If it gets hold, it can try to swallow the foe.
Swallow Whole: The Megalodon can try to swallow a grabbed opponent of large or smaller size by making a successful grabble check. Once inside the Megalodon, the opponent takes 4d8+54 crushing damage, and 10d6 acid damage per round. The person can try to climb out of the stomach with a successful grabble check. This returns the victim to the mouth where another successful grabble check will set it free. The opponent can also cut its way free by doing 50 damage to the stomach (AC37) with claws or a tiny slashing weapon.
Keen Scent: It notices creatures by smell in 180ft radius and detects blood in the water up to a mile away.
Wounding (Su): Can cause wounds that continue to bleed (internally if bludgeoning damage; externally if piercing or slashing damage). Any wound inflicted through physical contact with the victim bleeds for 5 point of damage per round thereafter in addition to the normal damage the melee attack deals. Multiple wounds from the bloodstained creature result in cumulative blood loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
Defy Death (Su): Bloodstained creatures can continue to act normally until they reach -100 hit points, and they are not considered disabled, unconscious, or in need of stabilizing. Upon reaching -100 hit points, it is well and truly dead.
Battle Frenzy (Ex): When blood is present in the water within 180ft he can choose to go into a blood frenzy. In the frenzy he gets a +10 bonus to strength and Con, and can make an additional attack at –5.
Draw in Water: Once a minute as a full round action the Megalodon can draw water and everything in the water into its great maw. This counts as a ranged grapple in a cone shape that extends out 100ft from the Megalodon’s mouth. Those that succeed are considered in the megladon’s mouth. Those that fail are in its stomach.
Cast as 40th level
Spells Per Day: DC 42 + Spell Level: 6/11/11/11/10/10/10/9/9/9
Known Spells: 0th: Dancing Lights, Detect Magic, Ghost Sound, Light, Mending, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st: Magic Missile, Message, Ray of Enfeeblement, Silent Sound, Unseen Servant; 2nd: Blindness/Deafness, Blur, See Invisible, Shatter, Summon Swarm; 3rd Level: Dispel Magic, Hold Person, Lightning Bolt, Non Detection, Slow; 4th: Charm Monster, Dimension Door, Fly, Haste, Scrying; 5th: Dream, Hold Monster, Improved Invisibility, Sending, Teleport; 6th: Control Water, Control Weather, Greater Dispelling, Sudden Wave, Wall of Force; 7th: Finger of Death, Power Word: Stun, Prohibit Kind, True Seeing; 8th: Discern Location, Maze, Screen, Teleport No Error; 9th: Magma Burst, Shapechange, Wish
Blood Component (Su): By using his own blood he can forgo the need for material components and increase the DC by 1.
Staunch (Ex): Automatically Stabilizes when below 0 HP.
Scarification (Ex): Ability to scribe scrolls on flesh. Limit 6 at once.
Death Knell (Sp): May use Death Knell 1/day.
Blood Draught (Ex): Brew Potions in Blood, limit 35 at once.
Gore (Su): By inflicting one point of damage on himself, he can make a any damaging spell Blood seeking which inflict and extra 1d6 damage.
Thicker then Water (Su): Ignores the first point of damage from any injury, like having hardness of 1.
Awaken Blood (Su): 1/day he can bring consciousness to another’s blood. If he makes a ranged touch attack, the opponent takes 10d10 damage.
Bloodwalk (Su): See pg 52 T&B
 
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Pleased to see that you were able to find the bloodstained template. It's becoming a personal favourite of mine and I apply it to anything, not just elementals and constructs.

Next time in a not-so-wet campaign try some fiendish bloodstained worg beasts of Bane or bloodstained lycanthropes. I'm thinking of developing a Malarite ritual based on Epic spell seeds so that it can be "taken" by followers of Malar in FR, similar to the other rituals shown in Lords of Darkness.

Cheers
NPP
 

of the three I like these best and yes make it a Legendary Beast (its no mere animal)

and now I going to look for this Bloddstained template you mention...
 


I kept it huge sized, but Megalodons did grow to become what D&D would call collassal+. Should I keep them this size or go with the very big versions?
 



The new version. Feats and skills still need to be done. I need more powers, anyone have a good idea for some for an underwater creature?

Kaiju Paragon Bloodstained Megalodon (Legendary Shark)
Collossal Magical Beast
Hit Dice: 100d12+1900+1200 (4300)
Initiative: +15 (+11 Dex, +4 improved initiative)
Speed: Swim 300 ft.
AC: 103 (-8 size, +11 Dex, +55 natural, +12 Insight, +12 Luck)
Attacks: Bite +121 melee
Damage: Bite 4d8+54 (17-20/ x3)
Face/Reach: 30 ft. by 120 ft./"_20 ft.
Special Attacks: Improved grab, Swallow Whole, Wounding, Battle Frenzy, Draw in Water.
Special Qualities: Keen Scent, Immune to Fire, Sonic, Electricity, Cold, Acid, Poison and Disease, DR 20/+6, SR 50, Fast Healing 20, Defy Death, Darkvision 360ft, Immune to mind affecting effects,
Saves: Fort +59, Ref +58, Will +48
Abilities: Str 63, Dex 33, Con 49, Int 18, Wis 29, Cha 43
Skills: Listen +39, Spot +39, Intimidate +64, Diplomacy +56,
Feats: Great Fortitude, Power Attack, Weapon Focus Bite, Improved Critical Bite, Alertness, Cleave, Great Cleave, Improved Initiative, Leadership, Iron Will, Sunder
Epic Feats: Overwhelming Critical, Devastating Critical, Epic Leadership, Epic Will, Epic Weapon Focus Bite, Legendary Commander, Polyglot, Incite Rage, Ruinious Rage, Terrifying Rage, Armor Skin (x10)
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 40
Alignment: Lawful evil

Improved Grab: To use this ability, the Megalodon must hit with its bite attack. If it gets hold, it can try to swallow the foe.
Swallow Whole: The Megalodon can try to swallow a grabbed opponent of large or smaller size by making a successful grabble check. Once inside the Megalodon, the opponent takes 4d8+54 crushing damage, and 10d6 acid damage per round. The person can try to climb out of the stomach with a successful grabble check. This returns the victim to the mouth where another successful grabble check will set it free. The opponent can also cut its way free by doing 50 damage to the stomach (AC37) with claws or a tiny slashing weapon.
Keen Scent: It notices creatures by smell in 180ft radius and detects blood in the water up to a mile away.
Wounding (Su): Can cause wounds that continue to bleed (internally if bludgeoning damage; externally if piercing or slashing damage). Any wound inflicted through physical contact with the victim bleeds for 5 point of damage per round thereafter in addition to the normal damage the melee attack deals. Multiple wounds from the bloodstained creature result in cumulative blood loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
Defy Death (Su): Bloodstained creatures can continue to act normally until they reach -100 hit points, and they are not considered disabled, unconscious, or in need of stabilizing. Upon reaching -100 hit points, it is well and truly dead.
Battle Frenzy (Ex): When blood is present in the water within 180ft he can choose to go into a blood frenzy. In the frenzy he gets a +10 bonus to strength and Con, and can make an additional attack at –5.
Draw in Water: Once a minute as a full round action the Megalodon can draw water and everything in the water into its great maw. This counts as a ranged grapple in a cone shape that extends out 100ft from the Megalodon’s mouth. Those that succeed are considered in the megladon’s moth. Those that fail are in its stomach.

Followers
Level1: 86000
Level2: 8600
Level3: 4300
Level4: 2150
Level5: 1070
Level6: 530
Level7: 260
Level8: 130
Level9: 60
Level10: 30
Level 11: 10

Cohort: 63rd level

Edit: New and improved. Feats, skill points, some special abilites (still needs more). A crap load of followers, and it needs a cohort of 63rd equivelent level.
 
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Call her Sekola and destroy me an Island!

Okay the megalodon was scary the first time you did it this new Kaiju version is way too awesome (and yes I am going to borrow and name her Sekola - so I can use her in my own campaign

(The Sahuagin now have a new queen/goddess/whatever)
 

Tonguez said:
Call her Sekola and destroy me an Island!

Okay the megalodon was scary the first time you did it this new Kaiju version is way too awesome (and yes I am going to borrow and name her Sekola - so I can use her in my own campaign

(The Sahuagin now have a new queen/goddess/whatever)

It's not scarey...yet. It still needs like 27 feats (about 22 of which can be epic). It needs a crap load of skill points to be assinged. Oh, and about 15 more special attacks and qualities. I'm going to greatly increase many of the current abilities instead of choosing so many new ones.

By use I hope you mean to place in there but you have no intention of ever having it actually show up.
 

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