(Shark World) He Who Eats: Megalodon

Crothian said:
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.

Sounds good. We could have unique immortal creatures that are the last surviving members of a few of these races he exterminated floating around as plot hooks... maybe they work behind the scenes against He Who Eats... but do so very subtlely, for thery realize that their power is nothing compared to his, and they do not wish to suffer the fate of the rest of their respective races...

Maybe the gods infused the residual life energy of each dying race into a single individual, and that gave them just enough personal power to avoid being eaten... and survive as a testament to their race's extistence....
 

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New an improved, I added 20 levels of Monte Cooks Sorcerer.

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, which he would consume and torment. The gods had to create land as a safe haven from him.

Kaiju Paragon Bloodstained Megalodon (Legendary Shark)/ 20th Level Sorcerer (Monte Cook’s Version)
Colossal Magical Beast
Hit Dice: 100d12+20d6+2280+1420 (5040)
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 +131 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 70, Fast Healing 20, Defy Death, Darkvision 360ft, Immune to mind affecting effects,
Saves: Fort +69, Ref +68, Will +58
Abilities: Str 63, Dex 33, Con 49, Int 25 Wis 29, Cha 48
Skills: Listen +49, Spot +49, Intimidate +77, Diplomacy +79, Concentration +49, Knowledge Arcana +37, Scry +51, Spellcraft +47
Feats: Great Fortitude, Power Attack, Weapon Focus Bite, Improved Critical Bite, Alertness, Cleave, Great Cleave, Improved Initiative, Leadership, Iron Will, Sunder, Quicken 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)
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.
Spells Per Day: DC 29 + 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

Followers
Level1: 109,000
Level2: 10,900
Level3: 5450
Level4: 2720
Level5: 1360
Level6: 680
Level7: 340
Level8: 170
Level9: 80
Level10: 40
Level11: 20
Level12: 10

Cohort: 74th level
 
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drowdude said:


Sounds good. We could have unique immortal creatures that are the last surviving members of a few of these races he exterminated floating around as plot hooks... maybe they work behind the scenes against He Who Eats... but do so very subtlely, for thery realize that their power is nothing compared to his, and they do not wish to suffer the fate of the rest of their respective races...

Maybe the gods infused the residual life energy of each dying race into a single individual, and that gave them just enough personal power to avoid being eaten... and survive as a testament to their race's extistence....

Nice, plot hooks are always good. :D
 





Choosing the darn spells was the worst. I just looked at what is listed in BoEM2. Are there any spells that really fit the concept (at this point I'm really not conserned with power) of the guy in other products? Doesn't matter the source, I'm open to all d20 products.
 



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