Sidereals jailer, Ultima Weapon

Obly99

Adventurer
Good day sir, today I bring you the creature that takes care of recapturing any Sidereals who manage to escape from their prison. Based on the Ultim Weapon released on the creature codex some time ago (https://thecreaturecodex. tumblr.com/post/627826647218962433/ultima-weapon) here you go.

Ultima Weapon is a relic of the early days of the multiverse. During the Cosmic War, when the Sidereals annihilated each other, the angel create weapon for take down the enemies without kill them. Multiple weapons were forged, Ultima being the most powerful, created with the collaboration of three First One: Death, Good (Metatron), and Life (Yggdrasil) [This is from my setting]. After the completion of the ritual that the angels used to imprison all Siderals in the very fabric of reality, Ultima Weapon remained free as a constant vigilante, ready to recapture any Sidereal who managed to escape from his prison. It never moves in the first person unless a Sidereal or similar makes its appearance. If he goes into battle, he prefers to start the battle using binding to capture the fugitive. If he manages to resist then it uses Stunning Attack to block the opponent. In the following round, if the opponent is powerful, it uses Alter Reality to call to himself, in a similar way of a bracelet of friends (without the need of be on the same plane), 12 greater deity.

Improved Big Defender, Improved Big Fighter, Improved Big Skiller are 3pp feats that remove size penalty to AC, Attack Rolls and Skill Checks respectively.

Ultima Weapon
This colossus appears something like a mechanical reptilian centaur, but its body appears to be grown from metal rather than forged. Blade-like wings and a lashing tail grow from it, and all six of its limbs bear deadly claws. Its head is proportionately small, and vaguely like that of an insect.
LG Macro-Medium outsider (entity, good, lawful)
Init +246 (Always First); Senses blindsight, clairaudience/clairvoyance (layer), cosmic consciousness (plane), darkvision, low-light vision, true seeing; Perception +317;
Aura awe (10.000 ft., DC 272), divine aura (10.000 ft., DC 138), protective aura (10.000 ft.)
DEFENSE
AC 833, touch 120, flat-footed 819 (+32 competence, +42 deflection, +13 Dex, +1 dodge, +32 divine, +713 natural)
hp 3.228.480 hp (240d100+22.560+491.520)x6; regeneration 120 (divinity with higher divine rank) fast healing 120
Fort +353, Ref +230, Will +303
Defensive Abilities cosmic string (1d10 rounds, two artefacts), freedom of movement, massive, recovery, superior ferocity; DR 210/—; Immune ability damage, ability drain, abjuration effect, acid, aging, cold, conjuration effect, constructed, death effects, disease, enchantment effect, energy drain, fire, illusion effect, mind-affecting effects, necromantic effect, negative energy, paralysis, petrification, poison, polymorph, sleep, stunning, transmutation effect, death from massive damage, natural and magic effects non epic; SR 282, any spell which fails to penetrate Ultima Weapon’s spell resistance is reflected back upon the caster.
OFFENSE
Speed 960 ft., burrow 600 ft., fly 15.880 ft. (perfect), swim 600 ft.
Melee +61 2 claws +589 (240d20+254/19-20 plus 40d6 divine electricity), +61 2 wings + 587 (240d20+157), +61 tail slap +587 (240d20+350)
Space 8190 ft. (1,55 mile); Reach 5.460 ft. (8190 ft. with tail slap)
Special Attacks alter reality, binding shackles (DC 322), force missiles, magitech beams (2.000d20 divine electricity, DC 310), Mythic Power (32/day, surge +20d6), powerful blows (tail slap), trample (240d20+289, DC 419), ultima (250.000 points of damage, DC 266)
Spell-Like Abilities (CL 272th; concentration +346)
Constantfreedom of movement, nondetection, planar adaptation, true seeing
At will—astral travel, etherealness, greater teleport, plane shift, shapechange;
STATISTICS
Str 396, Dex 36, Con 198, Int 137, Wis 94, Cha 94
Base Atk +240; CMB +977 (+983 for grab); CMD 1.075 (1.079 vs. trip)
Feats Ability Focus (binding shackles), Combat Expertise, Combat Patrol, Combat Reflexes, Cornugon Smash, Dodge, Enforcer, Greater Spring Attack, Greater Vital Strike, Improved Feint, Improved Big Defender, Improved Big Fighter, Improved Big Skiller, Improved Critical (claws), Improved Initiative, Improved Natural Attack (tail slap), Iron Will, Multiattack, Muscle Reaction, Nonlethal Force, Power Attack, Signature Skill (intimidate), Spring Attack, Superior Initiative, Vicious Opportunity, Vicious Spring Attack, Whirlwind Attack;
Epic Feats Cats Fall [E], Cripplig Attack [E], Death Attack [E], Duble Standards [E], Enlarge Attack [E], Expert Strike [E], Fire Baptism [E], Hamstringer Attack [E], Hindering Attack [E], Knockout Attack [E], Improved Combat Reflexes [E], Improved Power Attack (-1;+3) (-61;+183) [E], Legendary Tracker [E], Light Eradication [E], Lingering Attack [E], Malifiecus [E], Mathesis [E], Mighty Attack [E], Obliterating Attack [E], Plastic Soul [E], Phrenology [E], Pre-Emptive Strike [E], Prehensile Hair (use the tail instead of the fur)[E], Quicken Attack [E], Second Strike [E], Severing Attack [E], Shadow Strike [E], Stunnig Attack [E], Subtle Body [E], Tenacious Body [E], Tensegrity [E], Throw Attack [E], Underwalker [E], Widen Attack [E];
Metamagic Feats Aquatic Spell, Automatic Metamagic Capacity x35, Bouncing Spell, Contingent Spell, Continual Spell, Delayed Spell, Ectoplasmic Spell, Elemental Spell, Empower Spell, Enlarge Spell, Extended Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Lingering Spell, Maximize Spell, Merciful Spell, Metamagic Freedom [E], Persistent Spell, Reach Spell, Seeking Spell, Selective Spell, Tenacious Spell, Trap Spell, Widen Spell;
Skills All 275 + ability modifier.
Languages Ancient Tongue; Telepathy (plane).
SQ angelic infusion, cosmic might, hunter, maven, mythic, no breath, omnicompetent, planar acclimation, slayer enemy, virtual size category +19, unearthly construction;
Divine Ability Adamantine BodyB, Eternal Freedom, Intellectual Body, Intellectual Mind, Intellectual Soul, Intellectual Spirit, Iron BodyB, NescientB, Perfect Initiative, Sacred Soul, Sacred Spirit, True SeeingB;
Cosmic Ability Abrogate, Cursed Soul, Slipstream, Specular;
Transcendental Ability Orichalcum BodyB;


Alter Reality (Su)
Ultima Weapon is part of the fabric of reality. Once per round as a free action it can duplicate any spell of a level equal to 44th. This ability can also duplicate any epic spells of a DC equal to 358 or lesser. Other use of this ability are GM’s discretion.

Angelic Infusion (Ex)
Ultima Weapon is crafted by the angel and gains the traits of the angel of the First Choir:
  • Clairaudience/clairvoyance over the entire layer. As well as darkvision and low-light vision.
  • Immunity to ability damage or drain, acid, cold, disease, electricity, energy drain, fire, paralysis, petrification, poison, sleep, stunning and death from massive damage. They are immune to non-epic magic and all abjuration, conjuration, enchantment, illusion, necromantic and transmutation magic.
  • Omnicompetent (Ex): Angels of the first choir know all skills and have maximum ranks in each.
  • Protective Aura (Su): This aura acts as an octuple strength magic circle against evil (+16 deflection and +16 resistance bonuses) and an antimagic field that doesn’t impede their magic for anyone within its area of effect.
  • Both effects have a radius of 400 ft. + 40 ft./Hit Dice of the angel (caster level equals the angel’s Hit Dice plus its divine bonus). This aura can be dispelled (by epic magic), but the angel can create it again as a free action on its next turn.
  • Spell-like Abilities (Sp): At will - astral travel, etherealness, greater teleport, plane shift, shapechange.

Aura of Awe (Su)
The first time a creature with less Divine Rank approaches within 10.000 feet of Ultima Weapon, it must succeed a DC 240 Will save or be dazed for 10d6 rounds. Regardless of whether it passes or fails the save, it cannot be affected by Ultima Weapon’s aura of awe for the next 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.

Binding Shackles (Su)
Ultima Weapon can use its own body as an extra component for the binding spell when used with Alter Reality. When it uses binding, it can make its own body the focus of the minimus containment version of the spell (the save is not reduced by 4). Binding, when used by Ultima Weapon, is not an enchantment (compulsion) [mind-affecting], but instead an abjuration effect (like imprisonment). Ultima Weapon can shackle a number of creatures to itself equal to its Intelligence modifier (63). Ultima Weapon can only use this ability on creatures with Divine Rank equal to or less than its own. Ultima Weapon ignore Eternal Freedom, immunity to abjuration or similar ability of creatures with Divine Rank equal to or less than its own. Ultima Weapon can summon a creature contained inside itself as a standard action. The creature appears within 60 ft. of Ultima Weapon, obeys Ultima Weapon without question, and counts as a summoned creature for the purposes of spells and effects. The creature remains for one minute or until slain, whereupon it returns to within Ultima Weapon without harm. Ultima Weapon cannot summon more than one creature this way at a time, and may summon each bound creature once per day. Divinity with Divine Rank equal to or higher than Ultima Weapon can use freedom, wish or miracle spell for free a creature from Ultima Weapon, if they succeed on a caster level check against the monster spell resistance. When Ultima Weapon is slain, the creatures remain bound inside its corpse. If freed, they behave as normal for their attitude and alignment, although they will likely be at least indifferent to any rescuer, if not more favorably disposed. The save DC agains binding is 10 + ½ Ultima Weapon HD + Ultima Weapon Constitution modifier instead of 10 + spell level + spellcasting modifier and Ultima Weapon add double his Divine Rank to the saving throw instead of his Divine Rank. When using binding, Ultima Weapon can expend one use of mythic power as a free action to make the opponent rolls two times and take the worst result.

Constructed (Ex)
Although Ultima Weapon is a living outsider, his body is constructed of physical components, and in many ways it function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Ultima Weapon counts as both an outsider and construct. It is immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Ultima Weapon is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It is not at risk of death from massive damage. It has bonus hit points as constructs of his size. Ultima Weapon count as construct for meet the prerequisite of Iron Body, Adamantine Body, and Orichalcum Body. Ultima Weapon gains bonus hit points as a construct.

Cosmic Consciousness (Ex)
The senses of Ultima Weapon extend to the borders of the current plane it inhabit.

Cosmic Firmament (Ex)
Ultima Weapon is treated as if always within is godly realms, regardless of where it manifest.

Cosmic Might (Ex)
Ultima Weapon deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD (Ie: a dagger wielded by a medium entity with 120 HD and 500 Str would deal 120d20 damage).

Cosmic String (Ex)
Ultima Weapon can only be permanently destroyed by a being of equal or better divine status. If UW is destroyed by a being of a lower divine status it simply rejuvenates within 1d10 rounds.

Force Missiles (Su)
As a swift action every 1d4 rounds, Ultima Weapon can fire 10 missiles of force. It may fire these all at a single target within 10.000 feet, or split fire between enemies, but multiple enemies must be within 3.000 feet of each other. Each missile strikes automatically, ignoring cover and concealment, and deals 200d20+600 force damage.

Hunter (Ex)
Ultima Weapon can follow a designed prey everywhere. After a creature are designet as a target (as a standard action), it will be perceived by Ultima Weapon who will always know in every moment exactly where he is. Nothing less of a mind blank spell hightened to 30th level can hide from Ultima Weapon.

Magitek Beams (Su)
As a standard action every 1d4 rounds, Ultima Weapon may fire three beams of energy as 12.000 foot lines. A creature caught in each beam takes 2.000d20 divine electricity damage with a Reflex for half. If a creature is subjected to more than one beam in a round in this manner, it takes damage from and must attempt separate saves against each beams. These beams may be in fired in any direction from Ultima Weapon’s square. The save DC is Constitution based.

Massive (Ex)
Because Ultima Weapo are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to Ultima Weapo movement, though settlements of at least metropolis size are considered difficult terrain to Ultima Weapo. A Colossal or smaller creature can move through any square occupied by Ultima Weapo, or vice-versa. A Ultima Weapo gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Colossal or smaller creature to climb Ultima Weapon—this generally requires a successful DC 300 check, and a Small or larger creature that climbs on Ultima Weapo body provokes an attack of opportunity from the monster.

Mythic (Ex)
Ultima Weapo has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Ultima Weapon can use any of his Alter Reality effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Planar Acclimation (Ex)
Ultima Weapon is always considered to be on its home plane, no matter what plane it is on (for kill it permanently, he must still be killed in heaven). It never gains the extraplanar subtype, and the planar acclimation spell protects it from the hazards of any plane except the Material Plane.

Recovery (Ex)
Whenever Ultima Weapon fails a saving throw against any effect with a duration other than instantaneous, it can attempt a new saving throw at the start of its turn to remove the effect. Doing so takes no action. Ultima Weapon can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round.

Superior Ferocity (Ex)
This work like the ferocity universal monster ability, with the following difference. Ultima Weapon does not die until its negative hit points reach a hundredfold its Constitution score (19.800 hp). Ultima Weapon is not staggered when using ferocity, but does suffer a -2 penalty to attack rolls and to the saving throws of its special abilities.

Ultima (Su)
Once per day, Ultima Weapon can set up a destructive resonance in the bodies of all corporeal creatures within 10.000 ft. As a two full-round action, Ultima Weapon charge energy inside and discharge it at the end of his second round. A creature affected takes 250.000 points of damage with a Fortitude save for half (Ultima Weapon does not take the damage). A creature reduced to 0 hit points by this damage is destroyed and can only be returned to life by a wish spell casted by a creature with more Divine Rank than Ultima Weapon. This can affect undead and constructs. Ultima Weapon can only use this ability when it is below 0 hit points, with its superior ferocity ability. The save DC is Charisma-based and has a -2 penalty from superior ferocity.

Unearthly Construction (Ex)
Ultima Weapon is fashioned by First Ones and other similarly powerful beings. Ultima Weapon gains Iron Body, Adamantine Body, Orichalcum Body and Nescient as a bonus ability. Ultima Weapon gains +61 enhancement bonus to natural attack.
 

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Beefermatic

Adventurer
Good day sir, today I bring you the creature that takes care of recapturing any Sidereals who manage to escape from their prison. Based on the Ultim Weapon released on the creature codex some time ago (https://thecreaturecodex. tumblr.com/post/627826647218962433/ultima-weapon) here you go.

Ultima Weapon is a relic of the early days of the multiverse. During the Cosmic War, when the Sidereals annihilated each other, the angel create weapon for take down the enemies without kill them. Multiple weapons were forged, Ultima being the most powerful, created with the collaboration of three First One: Death, Good (Metatron), and Life (Yggdrasil) [This is from my setting]. After the completion of the ritual that the angels used to imprison all Siderals in the very fabric of reality, Ultima Weapon remained free as a constant vigilante, ready to recapture any Sidereal who managed to escape from his prison. It never moves in the first person unless a Sidereal or similar makes its appearance. If he goes into battle, he prefers to start the battle using binding to capture the fugitive. If he manages to resist then it uses Stunning Attack to block the opponent. In the following round, if the opponent is powerful, it uses Alter Reality to call to himself, in a similar way of a bracelet of friends (without the need of be on the same plane), 12 greater deity.

Improved Big Defender, Improved Big Fighter, Improved Big Skiller are 3pp feats that remove size penalty to AC, Attack Rolls and Skill Checks respectively.

Ultima Weapon
This colossus appears something like a mechanical reptilian centaur, but its body appears to be grown from metal rather than forged. Blade-like wings and a lashing tail grow from it, and all six of its limbs bear deadly claws. Its head is proportionately small, and vaguely like that of an insect.
LG Macro-Medium outsider (entity, good, lawful)
Init +246 (Always First); Senses blindsight, clairaudience/clairvoyance (layer), cosmic consciousness (plane), darkvision, low-light vision, true seeing; Perception +317;
Aura awe (10.000 ft., DC 272), divine aura (10.000 ft., DC 138), protective aura (10.000 ft.)
DEFENSE
AC 833, touch 120, flat-footed 819 (+32 competence, +42 deflection, +13 Dex, +1 dodge, +32 divine, +713 natural)
hp 3.228.480 hp (240d100+22.560+491.520)x6; regeneration 120 (divinity with higher divine rank) fast healing 120
Fort +353, Ref +230, Will +303
Defensive Abilities cosmic string (1d10 rounds, two artefacts), freedom of movement, massive, recovery, superior ferocity; DR 210/—; Immune ability damage, ability drain, abjuration effect, acid, aging, cold, conjuration effect, constructed, death effects, disease, enchantment effect, energy drain, fire, illusion effect, mind-affecting effects, necromantic effect, negative energy, paralysis, petrification, poison, polymorph, sleep, stunning, transmutation effect, death from massive damage, natural and magic effects non epic; SR 282, any spell which fails to penetrate Ultima Weapon’s spell resistance is reflected back upon the caster.
OFFENSE
Speed 960 ft., burrow 600 ft., fly 15.880 ft. (perfect), swim 600 ft.
Melee +61 2 claws +589 (240d20+254/19-20 plus 40d6 divine electricity), +61 2 wings + 587 (240d20+157), +61 tail slap +587 (240d20+350)
Space 8190 ft. (1,55 mile); Reach 5.460 ft. (8190 ft. with tail slap)
Special Attacks alter reality, binding shackles (DC 322), force missiles, magitech beams (2.000d20 divine electricity, DC 310), Mythic Power (32/day, surge +20d6), powerful blows (tail slap), trample (240d20+289, DC 419), ultima (250.000 points of damage, DC 266)
Spell-Like Abilities (CL 272th; concentration +346)
Constantfreedom of movement, nondetection, planar adaptation, true seeing
At will—astral travel, etherealness, greater teleport, plane shift, shapechange;
STATISTICS
Str 396, Dex 36, Con 198, Int 137, Wis 94, Cha 94
Base Atk +240; CMB +977 (+983 for grab); CMD 1.075 (1.079 vs. trip)
Feats Ability Focus (binding shackles), Combat Expertise, Combat Patrol, Combat Reflexes, Cornugon Smash, Dodge, Enforcer, Greater Spring Attack, Greater Vital Strike, Improved Feint, Improved Big Defender, Improved Big Fighter, Improved Big Skiller, Improved Critical (claws), Improved Initiative, Improved Natural Attack (tail slap), Iron Will, Multiattack, Muscle Reaction, Nonlethal Force, Power Attack, Signature Skill (intimidate), Spring Attack, Superior Initiative, Vicious Opportunity, Vicious Spring Attack, Whirlwind Attack;
Epic Feats Cats Fall [E], Cripplig Attack [E], Death Attack [E], Duble Standards [E], Enlarge Attack [E], Expert Strike [E], Fire Baptism [E], Hamstringer Attack [E], Hindering Attack [E], Knockout Attack [E], Improved Combat Reflexes [E], Improved Power Attack (-1;+3) (-61;+183) [E], Legendary Tracker [E], Light Eradication [E], Lingering Attack [E], Malifiecus [E], Mathesis [E], Mighty Attack [E], Obliterating Attack [E], Plastic Soul [E], Phrenology [E], Pre-Emptive Strike [E], Prehensile Hair (use the tail instead of the fur)[E], Quicken Attack [E], Second Strike [E], Severing Attack [E], Shadow Strike [E], Stunnig Attack [E], Subtle Body [E], Tenacious Body [E], Tensegrity [E], Throw Attack [E], Underwalker [E], Widen Attack [E];
Metamagic Feats Aquatic Spell, Automatic Metamagic Capacity x35, Bouncing Spell, Contingent Spell, Continual Spell, Delayed Spell, Ectoplasmic Spell, Elemental Spell, Empower Spell, Enlarge Spell, Extended Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Lingering Spell, Maximize Spell, Merciful Spell, Metamagic Freedom [E], Persistent Spell, Reach Spell, Seeking Spell, Selective Spell, Tenacious Spell, Trap Spell, Widen Spell;
Skills All 275 + ability modifier.
Languages Ancient Tongue; Telepathy (plane).
SQ angelic infusion, cosmic might, hunter, maven, mythic, no breath, omnicompetent, planar acclimation, slayer enemy, virtual size category +19, unearthly construction;
Divine Ability Adamantine BodyB, Eternal Freedom, Intellectual Body, Intellectual Mind, Intellectual Soul, Intellectual Spirit, Iron BodyB, NescientB, Perfect Initiative, Sacred Soul, Sacred Spirit, True SeeingB;
Cosmic Ability Abrogate, Cursed Soul, Slipstream, Specular;
Transcendental Ability Orichalcum BodyB;


Alter Reality (Su)
Ultima Weapon is part of the fabric of reality. Once per round as a free action it can duplicate any spell of a level equal to 44. This ability can also duplicate any epic spells of a DC equal to its spellcraft check +20. Other use of this ability are GM’s discretion.

Angelic Infusion (Ex)
Ultima Weapon is crafted by the angel and gains the traits of the angel of the First Choir:
  • Clairaudience/clairvoyance over the entire layer. As well as darkvision and low-light vision.
  • Immunity to ability damage or drain, acid, cold, disease, electricity, energy drain, fire, paralysis, petrification, poison, sleep, stunning and death from massive damage. They are immune to non-epic magic and all abjuration, conjuration, enchantment, illusion, necromantic and transmutation magic.
  • Omnicompetent (Ex): Angels of the first choir know all skills and have maximum ranks in each.
  • Protective Aura (Su): This aura acts as an octuple strength magic circle against evil (+16 deflection and +16 resistance bonuses) and an antimagic field that doesn’t impede their magic for anyone within its area of effect.
  • Both effects have a radius of 400 ft. + 40 ft./Hit Dice of the angel (caster level equals the angel’s Hit Dice plus its divine bonus). This aura can be dispelled (by epic magic), but the angel can create it again as a free action on its next turn.
  • Spell-like Abilities (Sp): At will - astral travel, etherealness, greater teleport, plane shift, shapechange.

Aura of Awe (Su)
The first time a creature with less Divine Rank approaches within 10.000 feet of Ultima Weapon, it must succeed a DC 240 Will save or be dazed for 10d6 rounds. Regardless of whether it passes or fails the save, it cannot be affected by Ultima Weapon’s aura of awe for the next 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.

Binding Shackles (Su)
Ultima Weapon can use its own body as an extra component for the binding spell when used with Alter Reality. When it uses binding, it can make its own body the focus of the minimus containment version of the spell (the save is not reduced by 4). Binding, when used by Ultima Weapon, is not an enchantment (compulsion) [mind-affecting], but instead an abjuration effect (like imprisonment). Ultima Weapon can shackle a number of creatures to itself equal to its Intelligence modifier (63). Ultima Weapon can only use this ability on creatures with Divine Rank equal to or less than its own. Ultima Weapon ignore Eternal Freedom, immunity to abjuration or similar ability of creatures with Divine Rank equal to or less than its own. Ultima Weapon can summon a creature contained inside itself as a standard action. The creature appears within 60 ft. of Ultima Weapon, obeys Ultima Weapon without question, and counts as a summoned creature for the purposes of spells and effects. The creature remains for one minute or until slain, whereupon it returns to within Ultima Weapon without harm. Ultima Weapon cannot summon more than one creature this way at a time, and may summon each bound creature once per day. Divinity with Divine Rank equal to or higher than Ultima Weapon can use freedom, wish or miracle spell for free a creature from Ultima Weapon, if they succeed on a caster level check against the monster spell resistance. When Ultima Weapon is slain, the creatures remain bound inside its corpse. If freed, they behave as normal for their attitude and alignment, although they will likely be at least indifferent to any rescuer, if not more favorably disposed. The save DC agains binding is 10 + ½ Ultima Weapon HD + Ultima Weapon Constitution modifier instead of 10 + spell level + spellcasting modifier and Ultima Weapon add double his Divine Rank to the saving throw instead of his Divine Rank. When using binding, Ultima Weapon can expend one use of mythic power as a free action to make the opponent rolls two times and take the worst result.

Constructed (Ex)
Although Ultima Weapon is a living outsider, his body is constructed of physical components, and in many ways it function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Ultima Weapon counts as both an outsider and construct. It is immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Ultima Weapon is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It is not at risk of death from massive damage. It has bonus hit points as constructs of his size. Ultima Weapon count as construct for meet the prerequisite of Iron Body, Adamantine Body, and Orichalcum Body. Ultima Weapon gains bonus hit points as a construct.

Cosmic Consciousness (Ex)
The senses of Ultima Weapon extend to the borders of the current plane it inhabit.

Cosmic Firmament (Ex)
Ultima Weapon is treated as if always within is godly realms, regardless of where it manifest.

Cosmic Might (Ex)
Ultima Weapon deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD (Ie: a dagger wielded by a medium entity with 120 HD and 500 Str would deal 120d20 damage).

Cosmic String (Ex)
Ultima Weapon can only be permanently destroyed by a being of equal or better divine status. If UW is destroyed by a being of a lower divine status it simply rejuvenates within 1d10 rounds.

Force Missiles (Su)
As a swift action every 1d4 rounds, Ultima Weapon can fire 10 missiles of force. It may fire these all at a single target within 10.000 feet, or split fire between enemies, but multiple enemies must be within 3.000 feet of each other. Each missile strikes automatically, ignoring cover and concealment, and deals 200d20+600 force damage.

Hunter (Ex)
Ultima Weapon can follow a designed prey everywhere. After a creature are designet as a target (as a standard action), it will be perceived by Ultima Weapon who will always know in every moment exactly where he is. Nothing less of a mind blank spell hightened to 30th level can hide from Ultima Weapon.

Magitek Beams (Su)
As a standard action every 1d4 rounds, Ultima Weapon may fire three beams of energy as 12.000 foot lines. A creature caught in each beam takes 2.000d20 divine electricity damage with a Reflex for half. If a creature is subjected to more than one beam in a round in this manner, it takes damage from and must attempt separate saves against each beams. These beams may be in fired in any direction from Ultima Weapon’s square. The save DC is Constitution based.

Massive (Ex)
Because Ultima Weapo are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to Ultima Weapo movement, though settlements of at least metropolis size are considered difficult terrain to Ultima Weapo. A Colossal or smaller creature can move through any square occupied by Ultima Weapo, or vice-versa. A Ultima Weapo gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Colossal or smaller creature to climb Ultima Weapon—this generally requires a successful DC 300 check, and a Small or larger creature that climbs on Ultima Weapo body provokes an attack of opportunity from the monster.

Mythic (Ex)
Ultima Weapo has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Ultima Weapon can use any of his Alter Reality effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Planar Acclimation (Ex)
Ultima Weapon is always considered to be on its home plane, no matter what plane it is on (for kill it permanently, he must still be killed in heaven). It never gains the extraplanar subtype, and the planar acclimation spell protects it from the hazards of any plane except the Material Plane.

Recovery (Ex)
Whenever Ultima Weapon fails a saving throw against any effect with a duration other than instantaneous, it can attempt a new saving throw at the start of its turn to remove the effect. Doing so takes no action. Ultima Weapon can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round.

Superior Ferocity (Ex)
This work like the ferocity universal monster ability, with the following difference. Ultima Weapon does not die until its negative hit points reach a hundredfold its Constitution score (19.800 hp). Ultima Weapon is not staggered when using ferocity, but does suffer a -2 penalty to attack rolls and to the saving throws of its special abilities.

Ultima (Su)
Once per day, Ultima Weapon can set up a destructive resonance in the bodies of all corporeal creatures within 10.000 ft. As a two full-round action, Ultima Weapon charge energy inside and discharge it at the end of his second round. A creature affected takes 250.000 points of damage with a Fortitude save for half (Ultima Weapon does not take the damage). A creature reduced to 0 hit points by this damage is destroyed and can only be returned to life by a wish spell casted by a creature with more Divine Rank than Ultima Weapon. This can affect undead and constructs. Ultima Weapon can only use this ability when it is below 0 hit points, with its superior ferocity ability. The save DC is Charisma-based and has a -2 penalty from superior ferocity.

Unearthly Construction (Ex)
Ultima Weapon is fashioned by First Ones and other similarly powerful beings. Ultima Weapon gains Iron Body, Adamantine Body, Orichalcum Body and Nescient as a bonus ability. Ultima Weapon gains +61 enhancement bonus to natural attack.
Nice! I love it!
 



Obly99

Adventurer
I'd guess closer to 450-500 remember a deity's CR is roughly double their hit dice.
I did not put a CR because I believe that by now, having reached those levels, the calculation of the CR no longer works. It doesn't work even above CR 15. Also the classic methods of calculating CR don't work because instead of going with Templates like the standard Immortals, it has been built with a lot of homebrew abilities that are hard to figure out how much they are worth in CR increment.
 


Obly99

Adventurer
Does Omega weapon also exist in your cosmology? And is he even more powerful?
Basically my cosmology is still very immature and evolving. For now, I've only put Ultima Weapon as a quote because I was struck by its version in the creature codex and its musical theme in the boss fight of Final Fantasy XIV. For other creatures from the Final Fantasy franchise I have nothing else planned for now as I have never played any of them and do not know them except through hearsay/wiki.
 





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