The Great Wall is Broken [Immortal NPCs]

The Great Devourer Xochipactli, the Plague of Universes, the Shark of Worlds, the All-Assimilator, swam the infinite seas of the Eighth Dimension before the Beginning. She swam among the Time Lords, of their breed yet not one of them; and being more powerful than they, she consumed them and assimilated them, adding their powers to her own and the universes they embodied to her own pancosmic body. The greatest of all misbegotten things, an Anomaly with the power of the mightiest of High Lords, the Shark of Worlds devoured and was ever hungry; and as she consumed her prey she grew ever more powerful. Time Lords united against her, and though powers that could ruin galaxies were brought to bear, she consumed them nevertheless, and absorbed their powers. After some eternities she had devoured all; and she turned her hungry eyes upon the Great Library, the Tenth Dimension where the Supreme Being sat; and that ultimate Supernal quaked beneath her gaze. Sending forth a pulse of unimaginable force she shattered the Great Wall of the Ninth Dimension utterly, and surged into the Supreme Being's dimension; and they fought beneath the Ultimate Throne, in the greatest of all battles that has ever been. None may know how long they struggled there, for both combatants twisted Time like thread, but it is said in many worlds that suns were born and died, and new ones born once more, while they dueled. The Supreme One wielded the wrath of Akasha against the Plague of Universes; explosions that could have blasted galaxies to atoms blossomed on her unimaginable form; yet at last Xochipactli triumphed, and the Supreme Being fell into her transcosmic jaws.

The Great Devourer now had nothing to devour, for nothing now existed outside herself; and yet she could not deny her nature. So she turned, preying upon herself, and fragmented; breaking into predators and prey, hunters and hunted, she recreated the universe of universes. Time Lords she had swallowed burst forth once more from the rupturing cosmos of her body; half-digested Demiurges became the seeds of new universes as their dimensions unfolded like a flower; life began again, and developed intelligence, on a myriad of worlds. And so the Plague of Universes became the Mother of Universes; and the newly released Eternals turned on the remnant that was still Xochipactli, and rended it into separate dimensions, lest they be devoured once more.

In the sundered body of the Demiurge Xochipactli, life developed, and preyed upon itself; and predation and plagues were amplified by the lingering spirit of the Great Devourer. The worlds that developed from her possessed the most vicious, the wildest ecosystems of anywhere in all the cosmoses; and yet intelligence developed, and found itself plunged into a constant struggle to win civilization from the raging wildernesses. And yet triumphed, and invented war; and upon this, Xochipactli's spirit awakened for but a moment, and split apart, spawning thousands of gods and overgods to join in the constant war and predation.

Harsh as the worlds of Xochipactli are, however, they are not hopeless. Far from it! For life thrives best when constantly challenged, adapting to overcome all obstacles; and the inhabitants of the Demiurge have thus become mighty and wondrous. There is much death, and constant strife; but if the darkness be deeper than elsewhere, the light is surpassingly brighter.

In her destruction, Xochipactli was at last victorious; for the Ultimate Throne of the Akasha is empty, and the universe, unguided, is in constant conflict and predation. Yet harshest of all worlds are those of Xochipactli; and the races developed there may yet prove to be the Cosmos's most feared. Many of the sages of the Universes fear that a child of Xochipactli's universe will one day sit in the Ultimate Throne...

Huitzicoatl (Hero-Deity)
Lord of Strife, The Rainbow Doom, The Empty God
Size/Type: Medium Outsider
Hit Dice: 20d20+140 (540 hp)
Initiative: +9
Speed: 150 ft.
Armor Class: 35 (+2 Dex, +3 divine, +20 natural), touch 12, flat-footed 33
Base Attack/Grapple: +20/+34
Attack: Entropy Wind +43 melee (1d12+26/19-20/x3) or Farslayer +30 ranged (1d8+7 and 1d6 cold)
Full Attack: Entropy Wind +43/+43/+38/+33/+28 melee (1d12+26/19-20/x3) or Farslayer +30/+25/+20/+15 ranged (1d8+7 and 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, rage
Special Qualities: Divine bonus, DR 15/magic (8/-), fast movement, improved uncanny dodge, trap sense
Saves: Fort +24, Ref +19, Will +12
Abilities: Str 24, Dex 15, Con 24, Int 13, Wis 11, Cha 10
Skills: Climb +30, Jump +78, Intimidate +23, Listen +23, Sense Motive +23, Spot +23, Survival +23, Swim +30, Tumble +25
Feats: Cleave, Dodge, Great Cleave, Great Fortitude, Improved Critical (greataxe), Improved Initiative, Leap Attack, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (greataxe)
Epic Feats: Damage Reduction (x2), Dire Charge, Epic Prowess, Penetrate Damage Reduction (adamantine, cold iron, silver),
Divine Abilities: Carapace, Exoskeleton, Greater Wind Breath, Heavy-Handed, Squamous
Environment: Wastes of Eternal Frost (The Frozen Jungle)
Organization: Solitary (unique) or honor guard (1 plus 2-7 4th-level ogre barbarians)
Challenge Rating: 20?
Treasure: Artifacts (Entropy Wind and Farslayer)
Alignment: Always chaotic evil
Advancement: 21-39 HD (Medium)

The creature that faces you resembles a tall, snake-headed humanoid covered in shimmering, many-colored feathers. However, its wondrous colors cannot mask the vicious hunger that emanates from it, or the deadly way it grips a massive axe.

One of the vast number of lesser Immortals spawned by Xochipactli at the inception of the intelligent mortal races, Huitzicoatl is a relatively typical member of his kind. However, he is far more well-known, and far more often accursed, than others among mortals, since he was instrumental in the invasion of Golhavna and the destruction of the silver city Eidrhelm.

He resembles a viper-headed man, though covered in hummingbird feathers of a thousand colors. The Rainbow Doom is about 7 feet tall and weighs about 300 pounds.

Huitzicoatl is worshiped as the Lord of Strife by a group of small ogre clans, which he rules by fear, raw power, and cruel whim in the icy north. His creed is simple: eternal striving both against the elements and in battle, and no pity for the weak. There are no religious services to Huitzicoatl except occasional, disorganized sacrifices of those too weak to escape.

Huitzicoatl is thousands of years old, like most Immortals. The most notable event of his long life was his participation in the invasion of Golhavna by a variety of goblinoids and ogres, including many of his worshippers. He fought at the siege of Eidrhelm in person, killing several of the silver city's famed heroes. His greatest defeat came almost at the beginning of his life when Angunar, one of humanity's first heroes, wielded a dreadful artifact blade against him. While he escaped alive, and slew Angunar, the spiritual wounds of the blade have never healed; since that time, Huitzicoatl has been separated from his Portfolios. This void in his spirit leaves him even more furious and predatory than before; this is why he is sometimes called the Empty God.

COMBAT

Huitzicoatl loves battle, especially melee, but has survived long enough to learn the usefulness of softening up foes from a distance, such as with his breath, before closing.

Breath Weapon (Su): Huitzicoatl's breath is a mighty wind (300-ft. line) which knocks targets back 100 feet (save for half). Medium or smaller creatures take 1d6 damage per 10 feet, double if they strike a solid object; this is halved for each size category above Medium. Flying creatures take one-quarter damage, normal damage if they strike a solid object.

Rage (Ex): Huitzicoatl can fly into a rage three times per day. The rage lasts 12 rounds. In a rage, Huitzicoatl's statistics change as follows: HD 20d20+180 (580 hp); AC 33, touch 10, flat-footed 31; BaB/Grp +20/+36; Atk Entropy Wind +45 melee (1d12+32/19-20/x3);
Full Attack: Entropy Wind +45/+45/+40/+35/+30 melee (1d12+32/19-20/x3); Fort +26, Will +14; Str 28, Con 28.

Artifacts

Entropy Wind: This axe, red-rimmed even when not bloodied, is amazingly swift and light despite its huge size and the great force with which it strikes. It is a +5 mighty cleaving speed wounding greataxe that allows the wielder to cast gust of wind once per day as a spell-like ability (30th caster level).

Farslayer: This immense bow is blue-white with frost. It is a +4 frost distant shot mighty composite longbow that applies Huitzicoatl's full Strength bonus (normally +7) to damage.
 
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Belzamus

First Post
Cool flavor, makes me think of the Mortiverse. (Actually, that makes a lot sense, since there's largely no other possible way something could get that powerful.)

As for Huitzicoatl, he honestly seems a little weak. Maybe I'm a little power-gamey, but at 20th level, no Fly speed and a Will Save of +12 seem like an open door for a one-round encounter.

But, honestly, in practice, I'd guess between 16-20, as a solo encounter, he'd make a decent enough foe.

Really, though, his damage even seems kind of low for his level and specialization. (Again, that's just me, thinking *why on earth would he take energy resistance over Greater Power Attack, PA Mastery, and Uncanny PA? :confused:) And no Leap Attack with that huge Jump check?

Also, his breath weapon seems largely tacked on. An average of 37 damage is really kind of pitiful at this point.

Also...he has no portfolio? That could certainly give him a boost.

Maybe some non-artifact magic items, too? Even a few could likely help him out a lot. (Unless he willingly disdains them for some reason...?) At his level, he has no reasonable expectation for them to be shut down with any degree of regularity.

Now, correct me if I'm wrong, but a 20HD Hero-Deity should be ECL 35 (+15 from the template).

Assuming you didn't nix anything, he should have 4 artifacts equal to +3 ECL each, or of +18 equivalent bonus value.

His axe looks about +12

His bow looks about +6

And you gave him 4 extra Divine Abilities along with 12 extra feats, for a total of +6 ECL.

So, 2+1+6= +9 ECL out of a total allotted ECL of 12.

So, *ostensibly* his by-the-book ECl should be 32.

But then we have to subtract for no portfolio, which for a Hero-Deity provides roughly -1.5, let's round to -2, bringing us down to ECL 30, therefor, CR 20.

But... given his (forgive me) unoptimized nature, I'd bump him down to CR 16 or so. I mean, a stock Balor would waste him 1v1 (Insanity/Dominate with a greater than 50% success chance)

Then again, those are just my thoughts on the matter, I only offered them because you put a "?" in front of his CR. No need to make any changes on my behalf.

Anyway, looking forward to seeing what else you've got. :)

To sum up my suggestions: use the Epic Feats in Ascension and give him so magic items, and possibly a portfolio or two. ;)
 

(Again, that's just me, thinking *why on earth would he take energy resistance over Greater Power Attack, PA Mastery, and Uncanny PA? :confused:)

He doesn't meet the prerequisites.

I swapped out Energy Resistance for Dire Charge and Leap Attack, though, and gave him a more flavorful breath weapon.

Also...he has no portfolio? That could certainly give him a boost.

I figure really traumatic events sometimes lead to deities losing their portfolios. Huitzicoatl isn't the only one ... the undead embodiment of the 9th dimension will also lack portfolios.
 

Belzamus

First Post
He doesn't meet the prerequisites.

By one silly point!
I swapped out Energy Resistance for Dire Charge and Leap Attack, though, and gave him a more flavorful breath weapon.

That more or less works, though Leap Attack is non-epic (small nitpick).

I figure really traumatic events sometimes lead to deities losing their portfolios. Huitzicoatl isn't the only one ... the undead embodiment of the 9th dimension will also lack portfolios.

Okay, cool, just wanted to make sure you'd taken into account in his CR.
 

By one silly point!
Well, it still counts ;)

Honestly, I don't want to give it to him. If not having it makes him CR 17 or so, then fine, he's CR 17 (or whatever); but he's supposed to be a broken, ruined being, I don't think optimizing him is suitable.

Although I'd argue that this is what a CR20 hero-deity *should* look like -- that optimizing should raise the ECL/CR, rather than poor optimization lowering it.


That more or less works, though Leap Attack is non-epic (small nitpick).

OK, fixed it.
 

Goel, mad god of polar ice, is the primary deity worshipped across the vast Polar Plateau, where the Sun is rarely seen and the seas are distant at best, where the ground is generally frozen. The gods of earth, sea, and sky have little hold there; Goel, lord of ice and madness, rules supreme. He teaches his followers of the capriciousness of fate, and the wildness of nature, in the harsh polar life; and he bids them be as wild and dangerous as the arctic storms themselves, and as bountiful -- doing good deeds, but never reliably, and never to allow others to become dependent on one's charity. To the point that Goel's worship has a philosophy at all, it is that one must never forget that nature is harsh and wild, and that destruction too is needed.

Goel was one of Xochipactli's children born at the beginning of humanity; by claiming a vast continent as his own, and defending it against the (admittedly few) challengers, he has attained much power.

Goel has not stirred from his mighty citadel Blizzardcrest, large as a hundred mortal-world cities, in centuries; he sits on his great throne in mad meditations, or perhaps in mystic workings not meant for mortal minds. But his avatar wanders the worlds; every nine years an aspect visits the most sacred sites of Goel's worship to lead the novennial Hunt that is his greatest festival. Goel's avatar also may intervene to protect a tribe from an overwhelming threat, such as a frost giant army or an ancient white dragon; or they may not. The avatar is just as capricious in attitude as its parent deity.

Avatar of Goel (Quasi-Deity)
Size/Type: Medium Outsider
Hit Dice: 22d20+100 (540 hp)
Initiative: +15 (Always first)
Speed: 90 ft.
Armor Class: 46 (+7 Dex, +1 deflection, +4 divine, +19 natural, +6 Guard of Ice), touch 22, flat-footed 39
Base Attack/Grapple: +22/+27
Attack: Icy Hand +31 melee touch (11d6 cold) or Shiverdoom +30 ranged (1d8+12 and 3d6 cold)
Full Attack: Icy Hand +31 melee touch (11d6 cold) or Shiverdoom +30/+25/+20/+15 ranged (1d8+12 and 3d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Crippling strike, icy hand, sneak attack +6d6, spell-like abilities
Special Qualities: Divine bonus, DR 10/obsidian, evasion, improved uncanny dodge, portfolio traits, trap sense +3, trapfinding
Saves: Fort +22, Ref +25, Will +22
Abilities: Str 21, Dex 26, Con 21, Int 16, Wis 21, Cha 16
Skills: Bluff +31, Climb +34, Diplomacy +31, Escape Artist +37, Hide +37, Listen +34, Move Silently +37, Search +34, Sense Motive +34, Spot +34, Survival +34
Feats: Improved Initiative, Lightning Reflexes, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, True Shot, Weapon Focus (longbow)
Epic Feats: Blinding Speed, Epic Prowess (x3), Superior Initiative
Divine Abilities: Cold Absorption, House of Insanity, Icy Hand, Obscure Damage Reduction, Perfect Initiative, Superior Damage Reduction
Environment: Any (often Polar Plateau)
CR: 23?
Alignment: Chaotic neutral

Quintessence: 30,000

The being who stands before you resembles a man, though he is blue in skin and hair, and stands a head taller than any of your party. An aura of power is clear in his every motion, as is a sense of fervent madness. He is adorned with a diamond torc, clearly a symbol of nobility...

Goel's avatar stands over 7 feet tall and weighs about 280 pounds.


Icy Hand: 11d6 cold damage touch attack.

Spell-like Abilities: At will - chill metal, chill touch, commune, cone of cold, confusion, control weather, dream, energy drain, etherealness, freezing sphere, geas/quest, greater dispel magic, greater teleport, insanity, lesser confusion, magic jar, mind fog, phantasmal killer, polar ray, rage, sending, sleet storm, symbol of insanity, tongues, touch of idiocy, wall of ice, weird; 4/day - wish.


Portfolio Traits: Madness Portfolio
* -4 competence penalty to Wisdom
* Cannot benefit from morale bonuses
* Immune to mind-affecting effects
* +4 competence bonus on attack rolls, damage rolls, and armor class against opponents with lower Wisdom
* Aberrations summoned have 50% more HD

Portfolio Traits: Winter Portfolio
* -4 penalty on all die rolls in desert or fiery environment
* Take 50% extra damage from fire
* Immune to cold
* +4 competence bonus on all die rolls in sub-zero environment
* Cold creatures summoned have 50% more HD


Artifacts: The artifacts worn by Goel's avatar are lesser versions of those used by Goel himself.

Guard of Ice: A +4 fire warding forcefield leather armor which is always rimed with snow, regardless of the ambient temperature.

Shiverdoom: A +7 icy blast mighty (+5 Strength bonus) composite longbow which is shaped of a strange blue-white wood.

The Torc of Eldritch Frost: This torc, carved from a single giant diamond and shaped as a white dragon swallowing its own tail, acts as a +14 amulet of epic natural armor.
---

Goel (Lesser Deity)
Size/Type: Large Outsider
Hit Dice: 44d20+396 (1276 hp)
Initiative: +23 (Always first)
Speed: 120 ft.
Armor Class: 95 (-1 size, +15 Dex, +4 deflection, +8 divine, +41 natural, +18 Guard of Ice), touch 36, flat-footed 81
Base Attack/Grapple: +44/+57
Attack: Superior Icy Hand +63 melee touch (33d6 divine and 33d6 cold) or Shiverdoom +94 ranged (2d6+24 and 16 divine and 3d6 cold)
Full Attack: Superior Icy Hand +63 melee touch (33d6 divine and 33d6 cold) or Shiverdoom +94/+89/+84/+79 ranged (2d6+24 and 16 divine and 3d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crippling strike, icy hand, opportunist, sneak attack +132 (+11d12), spell-like abilities
Special Qualities: Divine bonus, DR 20/epic and obsidian, evasion, improved uncanny dodge, portfolio traits, slippery mind, SR 62, trap sense +7, trapfinding
Saves: Fort +41, Ref +47, Will +41
Abilities: Str 29, Dex 40, Con 29, Int 18, Wis 28, Cha 18
Skills: Bluff +59, Climb +64, Diplomacy +59, Escape Artist +70, Hide +70, Listen +64, Move Silently +70, Search +64, Sense Motive +64, Sleight of Hand +70, Spot +64, Survival +64
Feats: Far Shot, Improved Initiative, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, True Shot, Weapon Focus (longbow)
Epic Feats: Blinding Speed, Epic Speed, Improved True Shot, Epic Prowess (x3), Lingering Damage, Superior Initiative, Swarm of Arrows
Divine Abilities: Cold Absorption, Divine Sneak Attack, House of Insanity, Uncanny Icy Mastery, Obscure Damage Reduction, Perfect Initiative, Perfect Sneak Attack, Quickness, Quintessential Shot, Superior Damage Reduction, Superior Withering Wrath [Wisdom], Superior Sneak Attack (x3)
Environment: Any (often Polar Plateau)
CR: ??
Alignment: Chaotic neutral


Quintessence: 3,000,000

The being who stands before you resembles a man, though he is blue in skin and hair, and stands nearly twice your height. An aura of power is clear in his every motion, as is a sense of fervent madness. He is adorned with a diamond torc, clearly a sign of divine nobility...

Goel stands 11 feet tall and weighs about 1100 pounds.

Uncanny Icy Mastery: Cold [Effect] ability which can take various forms. Goel can shape these area effects to leave allies unaffected.

Icy Beam: 22d6 cold and 22d6 divine damage ray (+67 ranged touch), 3920-foot range.

Icy Blast: 11d6 cold and 11d6 divine damage burst, 465-foot radius, 3920-foot range; Reflex DC 32 half.

Icy Blood: 5d6 cold and 5d6 divine damage to those injuring Goel in melee; Reflex DC 37 negates.

Icy Breath: 22d6 cold and 22d6 divine damage breath weapon; 990-foot line or 465-foot cone; Reflex DC 37 half.

Icy Hand: 33d6 cold and 33d6 divine damage touch attack.

Icy Immolation: 33d6 cold and 33d6 divine damage burst, radius equals Goel's divine aura (550 ft.), when Goel's manifestation is destroyed; Reflex DC 37 half.

Icy Storm: 5d6 cold and 5d6 divine damage to all within Goel's divine aura (550 ft. radius)

Icy Strike: +5d6 cold and 5d6 divine damage to Goel's melee attacks.

Icy Wrath: 11d6 cold and 11d6 divine damage, gaze, 465-foot range, Will DC 32 negates.

Superior Withering Wrath: Gaze, 245-foot range, Will DC 32 each round or take 1 point of Wisdom drain.

Spell-like Abilities: At will - chill metal, chill touch, commune, cone of cold, confusion, control weather, dream, energy drain, etherealness, freezing sphere, geas/quest, greater dispel magic, greater teleport, insanity, lesser confusion, magic jar, mind fog, phantasmal killer, polar ray, rage, sending, sleet storm, symbol of insanity, tongues, touch of idiocy, wall of ice, weird; 8/day - wish.


Portfolio Traits: Madness Portfolio
* -8 competence penalty to Wisdom
* Cannot benefit from morale bonuses
* Immune to mind-affecting effects
* +8 competence bonus on attack rolls, damage rolls, and armor class against opponents with lower Wisdom
*Aberrations summoned have 50% more HD
*Immunities against Goel's mind-affecting effects only 50% effective
*Superior Withering Wrath [Wisdom]

Portfolio Traits: Winter Portfolio
* -8 penalty on all die rolls in desert or fiery environment
* Take 50% extra damage from fire
* Immune to cold
* +8 competence bonus on all die rolls in sub-zero environment
Cold creatures summoned have 50% more HD
*Cold damage dealt by Goel is 50% divine damage
*Superior Icy Hand

Artifacts:

Guard of Ice: A +16 fire warding chromatic forcefield leather armor which is always rimed with snow, regardless of the ambient temperature.

Shiverdoom: A +15 icy blast distant shot thundering mighty (+9 Strength bonus) composite longbow which is shaped of a strange blue-white wood. An arrow fired from this bow deals 1 point of Wisdom damage when it hits a creature. A critical hit does not multiply the Wisdom damage.

The Torc of Eldritch Frost: This torc, carved from a single giant diamond and shaped as a white dragon swallowing its own tail, acts as a +30 amulet of epic natural armor.


---
In Ascension, the Divine Abilities table (p. 119) lists Dex 40 as a prereq for Perfect Initiative, but this isn't in the actual ability text (p. 130). I'm going with the latter for now, since neither Improved nor Superior Initiative have a Dex prereq...
 
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Dimensions

Since the next being, probably the next couple of beings, I post will be dimensions based, here's an outline of how the dimensions in this cosmology differ from the Immortal's Handbook standard.

-Entropy is not a separate dimension; it is instead a separate plane within the same dimension as the Material Plane (represented by an Old One rather than First One). The 9th Dimension is gone, being destroyed, and the 8th and 10th dimensions have therefore merged into one.

1st and 2nd Dimensions ("Matter") - Death and Fate: Similar to Assiah in the 'standard' cosmology, but that the Material Plane is not the only plane associated with it, merely the most populous and largest. Other planes associated with this dimension include the not-plane of Entropy, a selection of pocket universes created from the Material Plane by powerful magic, etc.

3rd and 4th Dimensions ("Time") - Change and Probability: Almost identical to Yetzirah as portrayed in the 'standard' cosmology; but note the inclusion of the 3rd dimension means that sufficient vertical travel is effectively dimensional travel. In normal mortal life this is not very important, but climbing very high mountains (Goel's Height at 17 miles or the higher Saxivare mountains at 15-18 miles would suffice - all comparable to Olympus on Mars) will make the effects noticeable (time will pass at somewhat altered rates - affecting things like natural healing, hunger, etc. as one travels), and they will be extremely important if any kind of space travel is attempted (one will be popping in and out of various Transitive Planes many times per Astronomical Unit traveled unless care is taken [and powerful magic used] to remain in one).

5th and 6th Dimensions ("Being") - Element and Spirit: The only change from Briah and Atziluth as presented in the Epic Bestiary is that they are here two sides of the same coin rather than inherently separate realities.

7th and Nth Dimensions ("Enlightenment") - Thought and Beyond: As presented in the Bestiary for Arupadhatu/The Far Place and Nth Space. These are the bleeding edges of reality where the edges of the Demiurge's universe collide with the shifting waves of the outer reality of Muzaloth.

8th Dimension ("Infinity") The only unpaired dimension. With the destruction of the 9th Dimension by Xochipactli, the 8th and 10th Dimensions fused into one. The Akashic library is now more a facet of Muzaloth (and a separate plane associated with it) than a true dimension.


First Ones: 1st/2nd - Cipactli (the Circle Complete [Ouroboros associations etc.]; cosmic level intelligent Tarrasque-thing)
3rd/4th - Kalanas (the Weaver of the Webs of Time; universe's most powerful spellcaster)
5th/6th - Axos (the Balancer; represents all cosmic oppositions)
7th/Nth - Quatahin (the Madness Beyond; terrifying mutated monster, itself mutagenic to others)

Transcosmic Titans*: 8th - Pleroma
9th - Xanou [now undead]


*the lower dimensions are represented/embodied by First Ones. But the higher dimensions are beyond a single universe and so should be represented by Eternal level entities. I've created the tentative term 'Transcosmic Titans' to represent them.
 
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Ok, first of the dimension/first one related things I mentioned...


Gharrak, Advanced Spawn of Quatahin (8 HD) 6th-level Far Place Druid*
Size/Type: Large Monstrous Humanoid
Hit Dice: 14d8+73 (136 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +10/+19
Attack: Claw +15 melee (1d8+5)
Full Attack: 2 claws +15 melee (1d8+5), snakes +14 melee (1d6+2 and disease)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, rend 2d6+7, spells
Special Qualities: Darkvision 60 ft., nature sense, resist alien lure, trackless step, wild empathy, woodland stride
Saves: Fort +11, Ref +8, Will +11
Abilities: Str 21, Dex 10, Con 19, Int 8, Wis 15, Cha 11
Skills: Spot +12, Survival +13
Feats: Great Fortitude, Improved Toughness, Multiattack, Toughness, Weapon Focus (snakes)
Environment: Far-Place-touched areas
Organization: Unique; with cultists (2-8 spawn of Quatahin)
Challenge Rating: 5
Treasure: Standard
Alignment: Chaotic evil


Gharrak resembles a standard spawn of Quatahin, except for his arrogant bearing and somewhat greater size, a little over 8 feet tall.

This is a fairly standard stat block for a local leader of a cult of Quatahin.

COMBAT

Disease (Ex): Fort DC 21, incubation period 1d3 days, damage 1d3 Int and 1d3 Con. The save DC is Constitution-based.

Rend (Ex): If Gharrak hits with both claw attacks in a single round, it tears flesh for an additional 2d6+7 damage.


Spells: Spells per day - 5/4/4/2. Typical spells prepared: 0 - detect magic, detect poison, flare, guidance, resistance; 1 - endure elements, entangle (x2), faerie fire; 2- barkskin, fog cloud, summon nature's ally II, summon swarm; 3- call lightning, contagion.

*Far Place Druid is a class exclusive to the cult of Quatahin and those of his avatars and other subsidiary gods. It is identical to the standard Druid class except that Resist Nature's Lure applies to the spell-like abilities of Aberrations rather than Fey; Far Place Druids can use their wild empathy ability on alienated animals despite their magical beast type; high level Far Place Druids can wild shape into Aberrations (of challenge rating half their level or less) but not Elementals; and a Far Place Druid's animal companion gains the alienated creature template (at 3rd druid level) rather than the evasion (and later improved evasion) abilities.


and the species as a whole...

Spawn of Quatahin
Size/Type: Medium Monstrous Humanoid
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed:
30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Claw +7 melee (1d6+3)
Full Attack: 2 claws +7 melee (1d6+3), snakes +6 melee (1d4+1 and disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, rend 1d8+4
Special Qualities: Darkvision 60 ft.
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 17, Dex 10, Con 17, Int 6, Wis 11, Cha 11
Skills: Spot +4, Survival +5
Feats: Great Fortitude, Multiattack, Weapon Focus (snakes)
Environment: Warm forests
Organization: Solitary, pair, or gang (3-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7 HD (Medium), 8-15 HD (Large), 16-18 HD (Huge)
Level Adjustment: --

A spawn of Quatahin resembles a 8-foot-tall bloated humanoid covered in armadillo-like plating. Many writhing serpents extend from its waist; these snakes' bites carry disease.

Spawn of Quatahin are rare, but greatly feared. Their love for chaos and devastation make them enemies of most other races and creatures. This affinity for destruction is believed to come from the distant past, when spawn of Quatahin were simply a sub-race of bugbears. Their worship of Quatahin, mindless lord of mutation, slowly transformed them into the horrific monstrosities they are today.

Spawn of Quatahin grow throughout their lives, gaining about 1 foot of height and 1 Hit Die per two decades after adulthood (which is reached at around ten). Their maximum lifespan is about 250 years, but few survive their lives of constant death and combat to that point.

These beings have no real society, only small, violent family groups or raiding gangs. They are still worshippers of Quatahin, but their religion consists only of spreading disease and slaying sentient prey in as horrible a way as possible.

COMBAT
A spawn of Quatahin is enormously aggressive, entering melee to slice and rend its foes. Sometimes, they will infect a creature too weak to pose a threat, then imprison it and watch it die.

Disease (Ex): Fort DC 16, incubation period 1d3 days, damage 1d3 Int and 1d3 Con. The save DC is Constitution-based.

Rend (Ex): If a spawn of Quatahin hits with both claw attacks in a single round, it tears flesh for an additional 1d6+4 damage.
 
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...I'm sure I messed something up mechanically here...

Xanou
Size/Type: Large Undead (Extraplanar)
Hit Dice: 1200d1000x1000 (1,200,000,000 hp)
Initiative: Always first (+536)
Speed: Superluminal
Armor Class: 1337 (-1 size, +300 natural, +328 Dex, +500 Crystal Bracers,+200 divine), touch 537, flat-footed 1009 (50% miss chance)
Base Attack/Grapple: +600/+921
Attack: Crystal Edge +1521 melee (always hits) (1,500,000d10+2884 plus 12 negative levels plus 300d6 repeating chronal plus 600d6 disintegration plus 300d1000 experience drain/13-20/x4)
Full Attack: Crystal Edge +1521 melee (240 attacks, always hits) (1,500,000d10+2884 plus 12 negative levels plus 300d6 repeating chronal plus 600d6 disintegration plus 300d1000 experience drain); Crystal Shard +1321 melee (240 attacks, always hits) (1,500,000d10+2084 plus 7 divine ranks drain/13-20/x4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Akashic breath, transversal
Special Qualities: Alter reality, dimensional mastery (unreal), DR 5000/-, fast healing 6000, SR 1410
Saves: Fort +802, Ref +1130, Will +1007
Abilities: Str 644, Dex 666, Con -, Int 403, Wis 421, Cha 452
Skills: All skills +1403 +ability modifier
Feats: Greater Two-Weapon Fighting, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Initiative, Improved Two-Weapon Fighting, Perfect Two-Weapon Fighting, Power Attack,Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Epic Feats: Blinding Speed, Epic Potency, Epic Weapon Focus (longsword), Epic Weapon Specialization (longsword), Greater Power Attack, Power Attack Mastery, Superior Initiative
Divine Abilities: Greater Critical, Greater Critical Multiplier, Perfect Initiative, Superior Power Attack, Uncanny Weapon Focus, Uncanny Weapon Specialization
Cosmic Abilities: Inner Eye, Nebulous, Slipstream, Unearthly Power Attack, Unearthly Weapon Focus, Unearthly Weapon Specialization
Transcendental Abilities: Ultimate Weapon Focus, Ultimate Weapon Specialization

Alignment: None (insane)
Challenge Rating: very high, not sure

Xanou is the undead manifestation of the 9th Dimension, destroyed by Xochipactli. Xanou manifests as a humanoid carved of supernal crystal, wielding two swords of the same substance. His gaze is full of transcendent madness, yet inspires insane awe in mortals ansd.


Xanou has no portfolios, as a sundered, incomplete creature.

COMBAT
Xanou, being totally insane, may attack for any reason or none.

Akashic Breath (Su): 12100-ft. line, drains 30 divine ranks, Ref DC

Transversal (Ex): Xanou's reach is infinite, extending anywhere in the plane Xanou is currently on.

Dimensional Mastery: Unreal (Ex): Xanou is immune to all magic except the spell Self-Devouring Rebuke.

Divine/Cosmic/Transcendental Abilities:

Inner Eye: Xanou always receives the best die rolls. This is
canceled out by Evil Eye, but Xanou does not suffer the effects of that ability.

Nebulous: Xanou is an inherently indistinct being; all effects and attacks directed against him have a 75% miss chance.

Slipstream: Xanou cannot be undermined by time travel.

Ultimate Weapon Focus: Xanou never misses, but still rolls to determine critical hits.

Artifacts:

Crystal Bracers: These bracers, made from infinitely tough fragments of the Great Wall, are bracers of epic armor +500.
Crystal Edge: This weapon, an infinitely sharp fragment of the Great Wall, is a +400 longsword that slices away a bit of the target's soul, inflicting twelve negative levels. In addition, it cuts through time itself, unleashing a chronos strike: 300d6 chronal damage (which repeats for each of the next 200 rounds), 600d6 disintegration damage, drains 300d1000 experience points, and the victim is slowed for 200 rounds.
Crystal Shard: This heavy blade, an infinitely heavy fragment of the Great Wall, crushes even cosmic and transcendental spirits into oblivion. It is a +200 longsword which drains seven divine ranks (as Akashic Effect) from any creature struck.

Self-Devouring Rebuke
Transmutation
Spellcraft DC: 366
Components: none
Casting Time: free action (quickened spell)
Duration: Instantaneous
Range: 50 miles
Target: One creature
Saving Throw: Will negates (-120 penalty)
Spell Resistance: Yes (-50 penalty)

Seeds: afflict (Constitution) (DC 14). Factors: no components (+4 DC), quickened spell(+28 DC), increase Constitution penalty to -250 (+496 DC), change penalty to ability damage (+2 DC), increase range to 50 miles (+42 DC), -120 penalty to target's save (+240 DC), -50 penalty to target's spell resistance (+100 DC). Mitigating factors: backlash 560d6 (-560 DC).

This ultimate attack spell is the remnant echo of the massive attack with which Xochipactli destroyed the Great Wall of the 9th dimension and set upon the Supreme Being. Only the mightiest cosmic entities can master this dreadful incantation, which is fed by the caster's own life's blood. The caster does not move or speak, but is racked by a monstrous, torturing pang as a searing shaft of void-dark blightfire from cold, unholy stars shines down upon the chosen victim. The target takes 250 Constitution damage if it fails its save (which is at a -120 penalty); this will kill almost any creature which is not Transmortal. The caster takes 560d6 backlash damage.

Note that as mighty as this spell is, it is still only a pale echo of the one used by Xochipactli.
 
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Belzamus

First Post
I assume he has the Time Lord template? A little hard to tell.

I'm not really sure what his ECL should be, he almost seems a little weak. Avinion (my time lord in the Khorvanis thread) would crush him pretty easily unless I'm missing something.

Then again, your guy here doesn't seem to have all 6 Dimensional Masteries which I find confusing.
 

I assume he has the Time Lord template? A little hard to tell.

He doesn't 'quite' have the Time Lord template in the same way the Seraphim in the Epic Bestiary doesn't 'quite' have the Old One template. He used to be a Time Lord (more or less - embodying the 9th dimension rather than an universe though), but in the process of 'undeadfication' he became a very different, and lesser, creature. Basically he's just an unique undead.


I'm not really sure what his ECL should be, he almost seems a little weak. Avinion (my time lord in the Khorvanis thread) would crush him pretty easily unless I'm missing something.

He is almost certainly weaker than Avinion, as he should be (no portfolio and only one dimensional mastery) ... but he's still one of the most powerful beings in the multiverse. Time Lords are hardly a dime a dozen.

Then again, your guy here doesn't seem to have all 6 Dimensional Masteries which I find confusing.

Right, because he's not *really* a time lord, he's a broken, diminished undead shadow of one. Same reason he lacks portfolios.
 

Belzamus

First Post
Okay, that makes sense, then. That does make it tough to give him an accurate ECL, though.

His huge hp + Akashic Breath make him a serious threat even to Time Lords (like, I had to pull up Avinion's stats to see if it would be close or not.)

Xanou would almost certainly stomp Khorvanis, who's ECL 1449, and yet...exept for the HP, he's not actually much more dangerous, so I'd guess somewhere in the range of ECL 1500 or so, to give a rough guess.

I'm wondering though, is that his base damage or is Unearthly Weapon Specialization factored in already?

Oh, and I'm officially going on the record here as claiming that Akashic Strike is beyond broken (I would know. Khorvanis uses the same tactic). I mean, Xanou is destroying 1,680 Divine Ranks per round with it. That's just ridiculous overkill (unless he's planning on assassinating the Supreme Being.....?)

Well, I guess it's obvious where everyone's Abrogate goes when they fight Xanou. (Also, I went so far as to multiply the Divine Rank damage on a critcal when I built K. which, in hindsight, is insane. I'll be adjusting that.)
 

Okay, that makes sense, then. That does make it tough to give him an accurate ECL, though.

His huge hp + Akashic Breath make him a serious threat even to Time Lords (like, I had to pull up Avinion's stats to see if it would be close or not.)

Good, he's supposed to be 'beatable, but is it worth the price?' to TLs and pretty overwhelming to Demiurges.

I'm wondering though, is that his base damage or is Unearthly Weapon Specialization factored in already?

Neither, it's a mistake from when his strength was vastly lower. The Epic Bestiary table doesn't go that high but it should probably be 1,500,000d10.

...1,500,000d10? With that many attacks a round? That can't possibly be right can it? Seems to be, or at least close, though.

Oh, and I'm officially going on the record here as claiming that Akashic Strike is beyond broken (I would know. Khorvanis uses the same tactic).

Oh, yes, definitely. This is in the range of 'whoever goes first automatically wins' ... which is pretty sad when you have a billion+ hit points.

I mean, Xanou is destroying 1,680 Divine Ranks per round with it. That's just ridiculous overkill (unless he's planning on assassinating the Supreme Being.....?)

Already been done in this multiverse, see the first post in this thread ;) There's a reason I'm not statting Xochipactli's "full power" form. (I may well stat her in her current state, as a 'mere' Anomaly with 64 Divine Ranks rather than the normal 48, though.) She's beyond stats as a practical matter, even by IH rules -- there aren't nearly enough Omnifics in the book to use up her feat slots alone.


Well, I guess it's obvious where everyone's Abrogate goes when they fight Xanou.
Most definitely.

However... I don't think Xanou should really be able to have Akashic Strike on his weapon, strictly by the rules. If he's really ECL 1500, his weapons should have a +535 bonus. I added the bonuses from his nonexistent fourth artifact, and the fact that his Crystal Bracers are +500 rather than +750, to get him an Omnific on the weapon. This is, I think, technically cheating ... but he's not built according to PC rules anyway.

But yeah, if you're going to be fighting at this level Abrogate is one of those absolute necessities, like Slipstream, so I don't think it's too unbalancing to give him one over the top weapon ability.
 
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The Sun
Lord of Nine Swords
Size/Type: Huge Outsider (Extraplanar)
Hit Dice: 200d100+9000 x6 (174000 hp)
Initiative: +81 (Always first)
Speed: Supersonic
Armor Class: 241 (-2 size, +110 Chromosphere, +50 natural, +41 Dex, +32 divine), touch 83, flat-footed 200
Base Attack/Grapple: +200/+278
Attack: Solarflare +459 melee (10d10+183 + 53d6+100 fire/15-20/x2 and 56d6+200 fire)
Full Attack: Solarflare +459/+459/+454/+449/+444 melee (10d10+183 + 53d6+100 fire/15-20/x2 and 56d6+200 fire), Sunbeam +439/+434/+429/+424 melee (10d10+163 + 50d6 fire), 7 longswords +359/+354/+349/+344 melee (10d10+83 + 50d6 fire)
Space/Reach: 15 ft./10 ft.
Special Attacks: Alter reality, divine/cosmic/transcendental abilities
Special Qualities: Cosmic consciousness, cosmic firmament, divine aura (8400 ft.), divine/cosmic/transcendental abilities, DR 80/- (160/- with Chromosphere), maven, omnicompetent, sun portfolio (double), SR 242, virtual size categories
Saves: Fort +179, Ref +175, Will +163
Abilities: Str 115 (155 with Corona), Dex 92, Con 101, Int 59, Wis 68, Cha 83
Skills: All skills +275 + ability modifier (Maven + Omnicompetent)
Feats: Blinding Speed, Epic Potency (x3), Epic Prowess (x3), Epic Weapon Focus (longsword), Epic Weapon Specialization (longsword), Greater Power Attack, Greater Three-Weapon Fighting, Greater Two-Weapon Fighting, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Initiative, Improved Three-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Three-Weapon Fighting, Perfect Two-Weapon Fighting, Power Attack, Power Attack Mastery, Superior Initiative, Three-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Divine Abilities: Abnormality (x6), Divine Immensity (x10), Fire Mastery, Greater Critical (longsword), Mercurial, Quickness, Perfect Initiative, Polystrength, Superior Power Attack, Uncanny Weapon Focus (longsword), Uncanny Weapon Specialization (longsword)
Cosmic Abilities: Abrogate, Atomic Storm, Slipstream, Supersonic, Unearthly Power Attack
Transcendental Abilities: Transversal

Environment: Space (Astral plane, 2000 miles from world's surface)
Alignment: Lawful Neutral
Effective Character Level: 386
Challenge Rating: 255


The Sun shines in the sky, roughly two thousand miles above the world. Those on the material world cannot see anything but a seething ball of fire [his Fiery Storm and Atomic Storm auras] but the Sun is in fact a living being, a powerful sidereal.

When seen closely, from within his burning aura, the Sun appears as an armored sphere with a humanoid face in the center and eight arms radiating outwards, all of which hold burning swords. A ninth fiery sword flies around his body.

The Sun was created by Kadmon, one of the Demiurges, as an unusual form of avatar - one given all of Kadmon's martial skills and mastery of fire magic, but none of his famed artifice and craftsmanship. Kadmon himself was entirely occupied with the conflict against Xochipactli, the other Demiurge, in person; the Sun was made to lead the fight against Xochipactli's forces, heading a vast army created by Kadmon for the purpose, the first inevitables and angels. But in the first clash it became clear that the forces of Law had sorely underestimated the numbers of their opposition; Teteoinnan, Xochipactli's avatar, had spawned monsters and chaotic gods beyond all counting. The forces of the angels and inevitables were tremendously outnumbered; Teteoinnan's world-body, large as a moon, was covered in hordes so dense that scarce a rock or plant could be seen on its surface. Worst of all, Cipactli, the all-devouring First One, had herself taken the field upon the side of Chaos.

The Sun plunged into the thick of combat, halting the monster Cipactli before it could devour the armies of Law whole. They fought, growing greater and greater as they grappled and cut. Finally the Sun overwhelmed Cipactli, and the great monster's throes scattered and smashed the hordes of Chaos. The day was won; but Cipactli could not be killed entirely. At last all that could be achieved was to enspell Cipactli in the deepest slumber and prison her in an iron and stone shell; and the Sun was charged to constantly watch Cipactli's prison lest she awaken once more and escape. But she slept for ages, and Kadmon created life on the surface of the world that was Cipactli's stone-cocooned body; and the mortal races bloomed. There are now orders watching the world for any sign of Cipactli's stirring in her aeon-long slumbers, and spells set to call to the Sun and to Kadmon lest she wake; but the Sun still hangs in the sky for the vast majority of the time, ceaselessly vigilant for the apocalypse that he knows must come when Cipactli awakens.

The Sun's task in the mortal world is only to watch for that awakening; his role in warming and lighting the world is entirely incidental, and quite unimportant to him - life on the world is not his affair. On those few occasions (the Long Nights) when he does depart the vicinity of the mortal world on some unknown quest, all light departs with him, and the world begins to freeze. Such periods of darkness may last a single missed day or a decade; more than one civilization has fallen to the comings and goings of the Sun. There are great spells prepared against an unexpected Long Night, but the preparations have not been truly tested in many centuries. Olocca, the absolute tyrant and god-king of a vast southern nation who styles himself a sun god and has amassed many such spells and artifacts, hopes for a Long Night soon - so that the frantic worship of his populace will elevate him to a true deity, allowing him to take the place of the Sun and rule the world through the power this would give him.

On one of his mysterious Long Night quests, the Sun somehow managed to earn the respect of the demiurge Xochipactli - unprecedented for a Lawful being. With power granted from both Demiurges, the Sun is far more powerful than his cosmic status would suggest.

COMBAT

The Sun uses Transversal to strike at foes from an enormous distance. Anything short of a sidereal will almost certainly die before it can ever counterattack, burned to ash or sliced to ribbons by the Sun's opening salvo of 37 fiery sword attacks.

If the enemy survives this devastating attack, the Sun will use Divine Immensity to increase in size every round, increasing his damage proportionally, and continue launching flurries of sword attacks. Against worthy opponents, he will deign to use Abrogate to remove their deadliest ability; honor will drive him to refuse to use this against anything less than a sidereal or adamic dragon.

Abrogate: The Sun's opponents lose access to their most dangerous ability.

Alter Reality: As a quickened action, the Sun may duplicate the effect of any spell of 33rd level or lower (allowing him to apply the feats Empower Spell, Enlarge Spell, Maximize Spell, and Widen Spell repeatedly). The Sun's duplicated spells have a save DC of 78 + spell level.

Atomic Storm: Aura, 8400-ft. radius: disintegration, 25d4 force damage, 1 Strength, Dexterity, and Constitution drain, hurricane-force wind. Fortitude DC 187.

Cosmic Consciousness: The Sun's senses extend throughout the plane he is currently on (generally the Astral Plane).

Cosmic Firmament: As a cosmic being, the Sun gains the hit point multiplier for his godly realm (x6) anywhere.

Divine Immensity: While nominally Huge, the Sun can grow up to Macro-Huge in size, expanding from 20 feet to 4 miles in diameter. He can grow by one size category per round.


Fire Mastery: Fiery Beam: 2100-ft. ray (+321 ranged touch), 200d6 fire damage.
Fiery Blast: 2100-ft. range, 525-ft. radius, 100d6 fire damage (Reflex DC 187 half)
Fiery Blood: 50d6 fire damage (Reflex DC 187 negates) when struck in melee
Fiery Breath: 525-ft. cone, 200d6 fire damage (Reflex DC 187 half).
Hand: Touch, 300d6 fire damage.
Immolation: 300d6 fire damage (Reflex DC 187 half) in 8400-ft. radius upon destruction
Storm: 50d6 fire damage/round, aura (8400-ft. radius)
Strike: +50d6 fire damage on every melee attack
Wrath: Gaze, range 525 ft., 100d6 fire damage (Will DC 187 negates).

Slipstream: The Sun cannot be undermined by time travel.

Transversal: The Sun's reach is infinite.

Virtual Size Categories: The Sun has five Virtual Size Categories.

Chosen of the Demiurge: The Sun receives double benefits of the Chosen template, the only being in the universe to do so. This grants him the following bonuses:
Deific Gift: 24 additional Divine Ability Slots
Transcendent Hand: +40 bonus to all skill checks
Greater Alter Reality: The Sun's Alter Reality is augmented by 24 free levels of Automatic Metamagic Capacity and the following Metamagic Feats (ignoring prerequisites): Empower Spell, Enlarge Spell, Maximize Spell, Widen Spell.

Double Sun Portfolio:

Spell-Like Abilities: The Sun has all Sun domain spells (endure elements, heat metal, searing light, fire shield, flame strike, fire seeds, sunbeam, sunburst, prismatic sphere) as spell-like abilities. He can use one as a quickened action every round, even if he uses one of these spell like abilities with his standard action that round.

Light Immunity: The Sun is immune to light spells and effects

Scion of the Sun: The Sun gains a +64 competence bonus to all rolls in sunlight*, but suffers a -64 competence penalty to all rolls in darkness

Shining Soul: The Sun gains regeneration 400 when in sunlight*

Shining Messiah: Creatures with the Light subtype and of lesser divine status (Elder One or below) cannot harm the Sun

Sun King: The Sun automatically dominates (as dominate monster) any creature with the Light subtype in his divine aura.

*Obviously, since he emits sunlight himself, the Sun is always in sunlight; thus, he receives these benefits unless affected by a spell like darkness, deeper darkness, or epic versions thereof


---

Godly Realm: The Sun's Godly Realm is a domain of Astral Space (the Astral Plane) known as Solgard. It is 3200 miles in radius, thus extending to the Astral-Material Plane boundary 20 miles above the mortal world's surface, and is marked out from the rest of the Astral Plane only by its clearer, more intense light and mildly lawful-aligned planar trait. Those who attack or oppose the Sun within his realm suffer a -32 divine penalty on all rolls, as the light becomes blinding and unbearable.

When the Sun departs his realm on one of his Long Night quests, the area dims only slowly, its immense stores of light taking much time to deplete.

---
Artifacts:

Chromosphere (Star Eater): The greatest of all armors made within Time, the personal craftsmanship of Kadmon once worn by the Eternal Warder himself, then given to the Sun in preparation for his battle against the great horde of Chaos led by Teteoinnan and Cipactli. Chromosphere would appear as a mighty suit of plate glowing orichalcum-red, save that the varicolored light that shines from it is too bright for mortal, or even Immortal, eyes to see through to the metal beneath.

Chromosphere is +102 intensifying negating nova panchromatic orichalcum full plate. In addition, any time the wearer reduces a Sidereal or other being with 24 divine ranks or more (or the equivalent - such as young or older Adamic Dragons) to 0 hit points or below, the wearer is healed of 50,000 damage - receiving any excess healing as temporary hit points which last for 24 hours if not lost first. This latter ability has given the armor its older, legendary name by which it was called among the hordes of Teteoinnan - Star Eater.

Solarflare (Burner of Oceans): The weapon of apocalypse, waiting ever ready to destroy the world if Cipactli begins to awaken. The ultimate weapon of fire, swift as light, Solarflare burns with a heat which destroys all protections. It is a +100 fiery blast speed longsword that deals an additional 100 points of fire damage whenever it hits. Furthermore, any creature hit by it has its fire resistance reduced by 100 (200 on a critical hit). Fire-immune creatures struck by Solarflare have their immunity reduced to resistance 1000, which can be further reduced by later hits. Creatures without fire resistance gain vulnerability to fire, after which Solarflare's resistance-breaking power can have no further effect.

Sunbeam (Unanswerable Blade): The radiant blade, luminous in glory, symbol of transcendent authority as well as an unstoppable weapon. Sunbeam is a +80 axiomatic power longsword with a quadrupled critical multiplier (x6 rather than x2) that grants its wielder the cosmic ability Authority.

Corona: Resembling simply a hoop or halo of light, this artifact is functionally a belt of epic strength +40.

--
New Divine Ability: Polystrength
Prerequisites: Str 40, Abnormality (arms)
Benefit: Your effective Strength no longer decreases with additional arms.
 
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What happens if someone kills The Sun?

Then someone better research an epic spell to warm and light the world :p


(As I mentioned, *some* places have prepared with magical spells and artifacts - basically a lighting infrastructure on a huge scale.)

Not much chance of it happening, though, as there are very few things that would pose a threat to him "awake" in this universe. (Xanou & the Time Lords are out in the 8th dimension; both Demiurges and all four First Ones are at least semidormant or imprisoned.)
 


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