Epametheus
First Post
Alright, here goes.. This is kinda disorganized, since I just copied and pasted from a .txt file.
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Elder Eternal Evil Template (no level equivalent; this is not meant for PCs, period)
What it can be applied to: Evil outsiders, Undead
Pre-reqs: Completed hit die advancement, if applicable; combined class-level/hit-die total of 40 or more; evil alignment; infamy (ex: if the creature's name is used to scare children world-wide, or if the creature is actually known and feared by the inhabitants of an Outer Plane); history (the creature has been around a long, long time); a granter of the status (such as diety directly connected to the creature, though a few rare and completely unique creatures come into being with this template (ex: the Fenris Wolf)).
Type: As base creature, with elder eternal evil added as a sub-type.
Movement: Normally same as base creature, though something may change on a case-by-case basis.
Hit dice: HP becomes max for each die, with an additional +2 HP for each hit die
Stat mods: +6 to all stats possessed by the creature
Saves: The creature gains a +6 profane bonus to all saves
Skills: The creature is considered to have Skill Mastery in all skills it possesses.
AC: As base creature.
Feats: The creature gains 5 bonus feats, to be spent as it sees fit.
SR: Set to 35, unless the base creature's SR is better -- only the strongest of mortal spellcasters have any real chance of effecting an elder eternal evil.
Special Qualities:
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Aura of Desecration: the area within 100 ft of an EEE is considered to be under the effects of
a Desecrate spell; this is a supernatural ability, and the EEE can turn it on or off as a free action.
Unbindable: Perhaps with the exception of a 9th level spell researched with the specific purpose of binding the creature (and even then, it is not likely to succeed), no mortal summoning magic can control/restrain an elder eternal evil. Deities can compel such creatures, but many find it easier to simply bargain with them.
Unbanishable: Nothing short of a Wish or a Miracle can remove the creature from the plane it is on, and even those allow a saving throw. This includes the set of Word spells, Maze, and other spells that shift the creature to a pocket dimension against its will. It can elect to allow a spell to affect it, though.
Improved Unhallow: An EEE can cast Unhallow as a standard action, at will. This is a spell-like ability. The casting time is reduced to a standard action.
Eternal: An elder eternal evil can only be permenantly slain on its home plane. If special conditions need to be carried out to slay it (such as shattering a lich's phylactery), these must also be performed on the home; vanquishing an elder eternal evil off of it's home plane simply banishes it back to it's home plane 1d4 years, and it cannot leave the plane during this time. For undead creatures, the home plane normally defaults to the Negative Energy Plane. If an EEE is actually properly slain on its home plane, its spirit merges with the plane, and cannot be recalled even by the intervention of a greater power. In the very rare cases where the plane in question is the Prime or a non-evil outer plane, the results of the merger can be devastating. In rare cases, however, it has been possible to confine the creature's spirit once its (im)material form has been destroyed off of its home plane.
Aura of Malice: All adverseries of an EEE within an area of up to 1000' radius are under the effects of an Emotion: Despair spell. It can expand or contract the area within this limit as a free action every round. No save or SR is allowed against the effect, and it cannot be countered Emotion: Hope or similar spells, unless the origin of the Hope effect is from something of higher status than the EEE. This is a supernatural ability.
No Language Barrier: An EEE can be understood by any creature, and can understand any creature, regardless of whether or not it's sentient or even has a mind.
Rebuking: An Elder Eternal Evil can rebuke creatures of its base type (evil outsider or undead) as a cleric with a level equal to the EEE's combined level and hit dice, 6 + cha mod times a day. Outsiders are assumed to have +4 turn resistance. The peers of the Elder Eternal Evil shall recognize its dominion.
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Alignment: Always evil (any); NO exceptions
Treasure: Errr... Staggering?
CR: +3? Though the CR of any such creature is often completely off the scale, anyways.
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Anyways, thoughts? Opinions?
========================================
======================================
Elder Eternal Evil Template (no level equivalent; this is not meant for PCs, period)
What it can be applied to: Evil outsiders, Undead
Pre-reqs: Completed hit die advancement, if applicable; combined class-level/hit-die total of 40 or more; evil alignment; infamy (ex: if the creature's name is used to scare children world-wide, or if the creature is actually known and feared by the inhabitants of an Outer Plane); history (the creature has been around a long, long time); a granter of the status (such as diety directly connected to the creature, though a few rare and completely unique creatures come into being with this template (ex: the Fenris Wolf)).
Type: As base creature, with elder eternal evil added as a sub-type.
Movement: Normally same as base creature, though something may change on a case-by-case basis.
Hit dice: HP becomes max for each die, with an additional +2 HP for each hit die
Stat mods: +6 to all stats possessed by the creature
Saves: The creature gains a +6 profane bonus to all saves
Skills: The creature is considered to have Skill Mastery in all skills it possesses.
AC: As base creature.
Feats: The creature gains 5 bonus feats, to be spent as it sees fit.
SR: Set to 35, unless the base creature's SR is better -- only the strongest of mortal spellcasters have any real chance of effecting an elder eternal evil.
Special Qualities:
=============
Aura of Desecration: the area within 100 ft of an EEE is considered to be under the effects of
a Desecrate spell; this is a supernatural ability, and the EEE can turn it on or off as a free action.
Unbindable: Perhaps with the exception of a 9th level spell researched with the specific purpose of binding the creature (and even then, it is not likely to succeed), no mortal summoning magic can control/restrain an elder eternal evil. Deities can compel such creatures, but many find it easier to simply bargain with them.
Unbanishable: Nothing short of a Wish or a Miracle can remove the creature from the plane it is on, and even those allow a saving throw. This includes the set of Word spells, Maze, and other spells that shift the creature to a pocket dimension against its will. It can elect to allow a spell to affect it, though.
Improved Unhallow: An EEE can cast Unhallow as a standard action, at will. This is a spell-like ability. The casting time is reduced to a standard action.
Eternal: An elder eternal evil can only be permenantly slain on its home plane. If special conditions need to be carried out to slay it (such as shattering a lich's phylactery), these must also be performed on the home; vanquishing an elder eternal evil off of it's home plane simply banishes it back to it's home plane 1d4 years, and it cannot leave the plane during this time. For undead creatures, the home plane normally defaults to the Negative Energy Plane. If an EEE is actually properly slain on its home plane, its spirit merges with the plane, and cannot be recalled even by the intervention of a greater power. In the very rare cases where the plane in question is the Prime or a non-evil outer plane, the results of the merger can be devastating. In rare cases, however, it has been possible to confine the creature's spirit once its (im)material form has been destroyed off of its home plane.
Aura of Malice: All adverseries of an EEE within an area of up to 1000' radius are under the effects of an Emotion: Despair spell. It can expand or contract the area within this limit as a free action every round. No save or SR is allowed against the effect, and it cannot be countered Emotion: Hope or similar spells, unless the origin of the Hope effect is from something of higher status than the EEE. This is a supernatural ability.
No Language Barrier: An EEE can be understood by any creature, and can understand any creature, regardless of whether or not it's sentient or even has a mind.
Rebuking: An Elder Eternal Evil can rebuke creatures of its base type (evil outsider or undead) as a cleric with a level equal to the EEE's combined level and hit dice, 6 + cha mod times a day. Outsiders are assumed to have +4 turn resistance. The peers of the Elder Eternal Evil shall recognize its dominion.
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Alignment: Always evil (any); NO exceptions
Treasure: Errr... Staggering?
CR: +3? Though the CR of any such creature is often completely off the scale, anyways.
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Anyways, thoughts? Opinions?