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Beefermatic

Adventurer
I understood that but it does not resolve my doubt. Let's go with the Hex of the Witch then. Do you abrogate one or the whole class or just a variant (basic, major, greater)? They don't depend on an ability score (like spellcasting) or another ability (like rage power).
Hex is different as it is a multitude of different supernatural abilities. You don't have to go into a "hex state" to use hexes but rage powers require you to be in a rage first. Think of the Calm Emotions spell, that spell would negate a barbarian using their rage and by proxy their rage powers, but not all the various class features are equivalent.

So, for example, Rogue talents, those are all individual abilities that don't require a specific ability to use first. They're like feats only available to rogues.

Bardic Music and it's various abilities, Spellcasting and all spells, Rage and rage powers, a Paladin's Lay on Hands and their mercies, and a druid and their wildshapes are all a little different though as all those require a key ability that once negated negates all subsequent abilities.

Negate bardic music, they can't use any of their bardic performances, negate spellcasting and all their spells are negated, negate rage and all rage powers are negated, negate Lay on Hands and all mercies are negated, negate the ability to wildshape and all wildshape forms are unusable until you escape the range of the abrogate.

Feats, bloodline powers, various special abilities that don't require a key power, hexes, and monk abilities all don't have a keystone power though, thusly you could only negate them one at a time.

You could negate evasion, a specific hex, a feat, a monk ability, or a single bloodline ability just fine but not like a whole bloodline or all monk abilities, or all hexes or all feats. They all don't have a specific keystone power associated with it to target.
 

Obly99

Adventurer
Ainz Ooal Gown

Human Paragon Dread Lich mythic lich wizard (pact wizard [HH]) 5 / master specialist 10 / incantatrix 10 / cleric 10 / archmage 10

LE medium undead (augmented humanoid, evil, mythic)

Init +73M; Senses darkvision 120 ft., aura sight, enchantment sight, greater arcane sight, read magic, see invisibility, speechreader’s sight, spell perception 60 ft.; Perception +111

Aura absolute terror (60 ft., DC 91), evil, law, paragon presence (135 ft., DC 91, less than 22 HD, 45 damage)

AC 129, touch 105, flat-footed 105 (+12 armor of bones, +29 deflection, +24 Dex, +30 luck, +24 natural)

hp 2.205 hp (45d20+1.305) fast healing 50

Fort +77, Ref +69, Will +90

Defensive Abilities channel resistance +14, formidable animation, death’s embrace, mirror dodge, mythic phylactery, rejuvenation, stable form, sustained by magic; DR 75/cursed and epic, 15/bludgeoning and good, 5/bludgeoning; Immune channel energy from non-mythic source, cold, electricity, undead traits; Resistance Terrestrial Hazards; PR/SR 85

Weakness vulnerability to fire and good

Speed 90 ft., fly 90 ft. (perfect) (Su)

Melee cursed touch +79 (1d10+22 negative energy plus paralysis)

Special Attacks channel negative energy 32/day (DC 74, 5d6), creepying paralysis, channel power, command undead 20/day (DC 92), cursed touch (DC 101), dispelling touch, grave touch 38/day (2 rounds), hand of the acolyte 32/day, immediate counterspell, mythic power (10/day, surge +1d12), necrotic tending 32/day (cure 1d8 + 5 to an undead), seize concentration, snatch spell

+3 caster level for necromancy spells, +4 DC for necromancy spells, Ainz can expend one use of mythic power as part of casting a necromancy spell to force any of the spell’s targets to roll their saving throws twice, taking the lower result.

+14 to caster level checks to overcome SR

Cleric Spells Prepared (CL 50th; concentration +109) save DC (if any): 69 + spell level

Epic Spells per day: (4)

Epic Spells Know: Animus Blizzard, Crown of Vermin, Eidolon, Momento Mori, Rain of Fire, Safe Time, Soul Scry, Summon Behemoth, The Goal of All Life is Death

9th—20 slots

8th—20 slots

7th—20 slots

6th—22 slots

5th—22 slots + 1 domain slot

4th—22 slots + 1 domain slot

3rd—24 slots + 1 domain slot

2nd—24 slots + 1 domain slot

1st—24 slots + 1 domain slot

0 (at will)—8 orisons

Wizard Spells Prepared (CL 65th; concentration +115) save DC (if any): 75 + spell level;

Epic Spells per day: (4)

Epic Spells Know: Animus Blizzard, Crown of Vermin, Eidolon, Momento Mori, Rain of Fire, Rise Island, Safe Time, Soul Scry, Summon Behemoth, The Goal of All Life is Death

17th—4 slots

16th—4 slots

15th—4 slots

14th—4 slots

13th—4 slots

12th—4 slots

11th—4 slots

10th—4 slots

9th—22 slots

8th—22 slots

7th—22 slots

6th—22 slots

5th—22 slots

4th—24 slots

3rd—24 slots

2nd—24 slots

1st—24 slots

0 (at will)—8 cantrips

Spell-Like Abilities (CL 75th, concentration +134)

Constant—greater arcane sight

At will—limited wish

Str 60, Dex 58, Con –, Int 80, Wis 68, Cha 68

Base Atk +24; CMB +79; CMD 142

Feats Combat CastingB, Command UndeadB M, Command Undead Groundwork, Frugal Crafting, (Great Power, Greater Expense) Groundwork, Greater Spell Focus (necromancy)B, Greater Spell PenetrationB, Iron Will, Improved InitiativeM, Mythic Spell LoreB, Presence of Mind, Skill Focus (spellcraft)B, Spell Focus (necromancy)M, Spell PenetrationBM, Spell School Specialization (necromancy)

Metamagic Feats Corrupt Spell, Empower SpellB, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire), Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Maximized SpellB, Quicken SpellM, Reach SpellB, Tanatopic Spell, Widen SpellB

Epic Metamagic Feats Cataclysmic Spell, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell

Epic Feats Epic Spellcasting

Skills All skills 78 + ability modifier; Racial Modifiers +8 racial bonus on Perception, Sense Motive, and Stealth, and a +4 insight bonus on Linguistics, Knowledge (all), Spellcraft, and Use Magic Device checks

Languages Common, Necril; comprehend languages and tongues

SQ arcane bond (staff of Ainz Ooal Gown), arcane metamastery, arcane school (necromancy), augmented spellcasting (wild arcana), caster level increase (necromancy, +2), craft artifacts, crafting mastery, cloak of mysteries, cooperative metamagic, eldritch reciprocation, empowered spells, focused study, domains (death, magic), effortless magic, fortuity, (great power, greater expense) 20/day (+35), improved metamagic, instant metamagic 2/day, mantle of spells (emergency force sphere, greater spell immunity, greater teleport, harm, wish), maven, metamagic effect 17/day, metamagic spell trigger, mythic potency, mythic spellpower, mythic spells, patron (death), perfect preparation, omnicompetent, opposite school (enchantment, evocation, transmutation), oracle curse (foretold), oracle revelation (armor of bones), sanctum, school esoterica minor/moderate/major (necromancy), spontaneous casting (inflict), strong spellweaving, supernatural spell 4/day, true archmage, ultimate versatility, virtual size category +3

Gears amulet of natural armor +5, epic spellcaster rod, ring of freedom of movement, ring of weaponbreaking, Staff of Ainz Ooal Gown

Animate Touch (Su)
As a standard action, Ainz Ooal Gown can touch a dead creature and animate it as a skeleton or zombie, as if using animate dead. He can expend one use of mythic power when using this ability to animate the body as a different type of undead, as if using greater create undead. Ainz Ooal Gown treats his total Hit Dice as his caster level for these effects. Undead created in this way are automatically under his control. Ainz Ooal Gown does not need to expend any material components when using this ability.

Arcane Metamastery (Su)
As a swift action, Ainz Ooal Gown can expend one use of mythic power and pick any one metamagic feat he know that increases the slot level of the spell by 0, 1, 2, 3, or 4 levels. For the next 10 rounds, he can apply this metamagic feat to any spell he cast without increasing the spell slot used or casting time. Ainz Ooal Gown can also use this ability on a spell he cast from a scroll, staff, or wand. Ainz Ooal Gown can’t have more than one use of this ability active at a time. If Ainz Ooal Gown use this ability again, any previous use immediately ends (though this doesn’t affect spells already cast).

Aura of Absolute Terror (Su)
Living creatures within 60 feet of Ainz Ooal Gown are paralyzed by absolute terror for 1d4 rounds, after which they are panicked as long as they remain within his aura and for 1d8 rounds thereafter. Creatures with 5 HD or more are frightened instead of panicked. Once a creature has been paralyzed by this aura, it is immune for 24 hours. Mythic creatures receive a DC 91 Will save to negate the aura, but are shaken as long as they remain within his aura and for 1d6 rounds thereafter if they succeed the save. This is a fear, mind-affecting effect. The save DC is Charisma-based. This ability replaces the dread fear aura ability of the dread lich.

Channel Power (Su)
Ainz Ooal Gown can channel raw arcane power into a spell. Ainz Ooal Gown can expend one use of mythic power when casting a spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.

Creeping Paralysis (Su)
A creature that strikes a mythic lich with a natural weapon, unarmed strike, or non-reach manufactured weapon, or otherwise touches the lich must save or be affected by the lich’s paralyzing touch ability (or in this case the Cursed Touch). This triggers only once per round per creature.

Craft Artifacts
Ainz Ooal Gown can craft magic arms and armor, staffs, wands, wondrous items, rings, and scrolls that exceed the normal limits for such items and with unique powers, and has done so to great extent, the greatest of which is the Staff of Ainz Ooal Gown. For instance, Ainz Ooal Gown could create a magic sword with an enhancement bonus higher than +5, a staff that allows the use of spells of higher than 9th level, a cloak of Charisma with an enhancement bonus higher than +6, and so on.

Crafting Mastery (Ex)
Ainz Ooal Gown can craft any magic item as if he had the necessary item creation feats (and its mythic version, if existent). Ainz Ooal Gown make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.

Eldritch Reciprocation (Su)
Ainz Ooal Gown can choose to take extra damage from a spell to replenish mythic power. When Ainz Ooal Gown is hit by or fail a saving throw against a spell that deals hit point damage, as an immediate action he can choose to take damage as if that spell were affected by the Maximize Spell feat. If the spell’s damage can’t be increased by the Maximize Spell feat or is already under the effect of the Maximize Spell feat, Ainz Ooal Gown instead take double damage from it. The spell’s damage ignores his spell resistance, energy resistance, energy immunities, and other protections against damage. If Ainz Ooal Gown take at least 25 points of damage from the spell, he regain one use of mythic power.

Empowered Spells (Ex)
All of a dread lich’s spells from the necromancy school, spells with the evil descriptor, and spell-like abilities are automatically affected as if by the Empower Spell feat. Such spells do not require higher-level spell slots or increased casting times. The Empower Spell feat cannot be used to further augment these spells.

Enhanced Spellcasting (Su)
At 9th rank, a mythic lich gains the ability to treat its 1st-level spells like cantrips or orisons. If the mythic lich is a spontaneous caster, its 1st-level spells known don’t consume spell slots and can be used again. If the mythic lich prepares spells, its 1st-level spell slots aren’t expended when cast and can be used again. Using metamagic feats or other abilities that alter the spell slot of a spell aren’t affected by this ability (for example, a quickened magic missile uses a 5th-level spell slot and is expended when cast).

Formidable Animation (Su)
At 10th rank, a mythic lich gains a +4 deflection bonus to AC and a +4 resistance bonus on saving throws. Any opponent attempting a dispel check against an effect on the lich rolls twice and uses the lower result. Anytime the lich attempts a dispel check, it rolls twice and uses the higher result.

Immediate Counterspell (Su)
At 8th rank, a mythic lich can expend one use of mythic power as an immediate action to attempt to counter a spell. The lich must use a spell, spell slot, or dispel magic to counterspell as normal. This ability allows the lich to counterspell without first readying an action.

Improved Initiative (Su)
When Ainz Ooal Gown expent one use of mythic power using his Mythic Improved Initiative feat, he count as having the Perfect Initiative Divine Ability.

Mirror Dodge (Su)
When hit by a melee or ranged attack, Ainz Ooal Gown can expend one use of mythic power as an immediate action to replace himself with an illusory duplicate and teleport to any open square within 30 feet of his current position. Ainz Ooal Gown take no damage from this attack, which instead destroys his illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the square into which he teleport.

Mythic Phylactery (Su)
A mythic lich’s phylactery can’t be harmed by non-mythic sources. At 8th rank, the phylactery becomes a minor artifact, and can be destroyed by only one specific method.

Mythic Spells (Su)
Unlike a normal mythic lich, Ainz Ooal Gown does not gain Mythic Spell Lore as a bonus feat. Ainz Ooal Gown can instead use any of his spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. Ainz Ooal Gown can also expend Mythic Power to use the augmented versions of these effects. Up to three times per day, Ainz Ooal Gown can cast a mythic spell or spell-like ability (and any of its appropriated augmented version) without expending any uses of mythic power. This alter the base mythic spells ability of the mythic lich.

Perfect Necromancer (Ex)
Ainz Ooal Gown can prepare spells from his opposition schools without needing to expend an additional spell slot. He always succeeds at concentration checks to cast spells. He can have any number of undead under his control, and he is not limited by the total Hit Dice of those undead.

Perfect Preparation (Ex)
Ainz Ooal Gown has discovered the secret to preparing spells without having to refer to outside sources. Ainz Ooal Gown no longer need to prepare spells from a spellbook. He still must spend 1 or 15 minutes of time preparing spells.

Permanent Spells
Through the use of permanency, Ainz Ooal Gown is constantly under the effect of the following spells: aura sight, comprehend languages, enchantment sight, read magic, see invisibility, speechreader’s sight, and tongues.

Sanctum (Su)
Ainz Ooal Gown has access to his own personal extradimensional sanctum. By concentrating for 1 minute without interruption, Ainz Ooal Gown can conjure the door to his own personal sanctum, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per mythic rank, shapeable when he first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so Ainz Ooal Gown can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per mythic rank. When Ainz Ooal Gown conjure the sanctum’s door, he decide which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until Ainz Ooal Gown dismiss it—a standard action with unlimited range as long as he is on the same plane as the door. If Ainz Ooal Gown dismiss the door while he is outside the sanctum, all creatures are immediately shunted outside. Conjuring the door automatically dismisses any other active door.

Spell Perception (Su)
A mythic lich automatically notices spellcasting within 60 feet. The lich automatically pinpoints the location of the caster, identifies the spell being cast, and knows the intended target or area of the spell.

Sustained by Magic (Su)
At 9th rank, each time a mythic lich casts a spell it regains hit points equal to three times the level of the spell slot used to cast the spell.

True Archmage (Ex)
Whenever Ainz Ooal Gown cast a spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. Once per round, when Ainz Ooal Gown's spell resistance protects him from a spell cast by an enemy mythic creature, he regain one use of mythic power.

Ultimate Versatility (Ex)
Once per day, Ainz Ooal Gown can temporarily change one decision made for one of his class features. This change lasts for a number of minutes equal to his rank. During this time, he’s treated as if he had always had the new class feature. This doesn’t affect any prepared spells or spells he has already cast. If the new ability is limited in its uses per day, he receive half the normal number of uses (minimum 1). When this ability ends, his previous choice returns with the same number of uses as before he used this ability. If he use this ability to change a class feature that grants access to spells (such as a patron, domain, or school), he lose access to any spells from the old choice but don’t gain the ability to cast new spells. When the effect ends, the previous spells return and can be cast again. He can use this ability to change a feat or skill if he receive it from a class feature, but any other abilities that rely on the missing feat or skill as a prerequisite don’t function while this ability is in effect.


Staff of Ainz Ooal Gown
The Staff of Ainz Ooal Gown takes on traits similar to that of the Greek God Hermes' caduceus. It is entwined by seven serpents and in each of the squirming serpents’ mouths hold a jewel of a different color. Its grip has a transparent quality like crystal and emits a bluish white light. When touched, it spews a dark red aura. Sometimes, the faces of humans in agony would appear and crumble away dance on its surface. Such of an effect from the staff is so vivid that it felt as though one could hear their voices of pain. If needed, Ainz could deactivate the special effects like the malevolent aura wreathing from the Staff of Ainz Ooal Gown to disappear. The seven gemstones in the Staff’s snake mouths are all purely made up of divine-class artifacts stolen by deities he defeat, with the elemental alignments of Sun, Moon, Earth, Fire, Wind, Water, and Time. A gem can be activated for casting one of its spell-like ability 1/day with CL 50th, the save DC (if any) is 64:

Earth: Mythic Earthquake (mythic tier 10th, augmented 8th) or Summon Primal Earth Elemental (as Summon Monster XIX)

Fire: Rain of Fire or Summon Primal Fire Elemental (as Summon Monster XIX)

Water: Mythic Tsunami (mythic tier 10th, augmented 5th) or Summon Primal Water Elemental (as Summon Monster XIX)

Wind: Mythic Whirlwind (mythic tier 10th, augmented 8th) or Summon Primal Air Elemental (as Summon Monster XIX)

Sun: Maximized Mythic Sunburst (mythic tier 10th) or Summon Greatx9 Solar Outer Dragon (as Summon Monster XIX)

Moon: Protection Barrier (see below) or Summon Umbral Blot (as Summon Monster XVIII)

Time: Mythic Time Stop (mythic tier 10th, augmented 8th) or Summon Emperor Time Elemental (Paragon Royal Time Elemental) (as Summon Monster XIX)

Protection Barrier: The Staff of Ainz Ooal Gown create a magic barrier that absorb up to 750 points of damage before broken. Any excessive damage when it broken is transferred to the owner. Duration 2 round/per CL.

When the Staff of Ainz Ooal Gown is held, it give the owner the divine sorcery, divine wizardry, maven, and omnicompetent Divine Ability (all of them already calculate in the statistics of Ainz Ooal Gown). When the owner prepare his spells, the Staff reduce by 3 the total cost of any metamagic feat is applied (to a minimum of +0) which stack with any ability of the same type (Ainz Ooal Gown with this reduce the cost of -5, combining it with Improved Metamagic of the Incantatrix and Cloak of Mysteries of the Archmage). If the user is a spontaneous spellcaster that only prepare the spell slots, the Staff reduce by 3 the total cost of any metamagic feat is applied during the day (to a minimum of +0) which stack with any ability of the same type.
 

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Obly99

Adventurer
I think the Mythic werewolf definitely sucks a lot less than the base werewolf, that's for sure. But if you wanted to make an updated werewolf that would rock.
I use the Monstrous Lycanthrope as the base (Monstrous Lycanthrope (CR special)[3pp] – d20PFSRD), plus the Silverblood Lycanthrope (Silverblood Lycanthrope (CR +2) – d20PFSRD), the Bestial Werewolf (Bestial Werewolf (CR +1) – d20PFSRD), the Enhanced-Werewolf ([3.5] Enhanced Werewolf P.E.A.C.H.) and the Mythic Lycanthrope (Lycanthrope, Mythic (Template) - Spheres of Power Wiki) for create this template
Lycanthrope

A lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.

A lycanthrope can take any of three forms: the base creature’s form (called normal form), a hybrid form, or the werecreature’s form (called monster form). The hybrid form has the normal form’s body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form’s wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

Creating a Lycanthrope
“Lycanthrope” is a template that can be added to any living creature with a generally humanoid form—namely, two arms, two legs, and a head (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes).

A lycanthrope uses either the original creature’s (referred to hereafter as the base creature) statistics and special abilities or those of some other kind of creature (referred to hereafter as the base monster) as described here.

Challenge Rating: Same as base creature + 1/3 the CR of the base monster (minimum +3). Compare the CR of the lycanthrope’s monster form to creatures of the same CR and adjust as necessary using the Monster Creation rules as a guide.

Size: The base monster can be any creature whose size is within one step of the base creature’s size. A lycanthrope can also adopt a hybrid shape that combines features of the base creature with those of the base monster. A lycanthrope’s hybrid form is the same size as the base monster or the base creature, whichever is larger.

Type: The base creature’s type does not change, but does gain the shapechanger subtype and the subtypes of the base monster even if they conflict with the base creature. The lycanthrope gains all the abilities of the gained subtypes in all of its forms.

Senses: In hybrid and monstrous forms the lycanthrope has the senses of the base monster. In base and hybrid forms the lycanthrope has the senses of the base creature. If the base monster has low-light vision or scent abilities, the lycanthrope has them in all forms. In hybrid and monstrous forms the lycanthrope gains bloodscent.

Bloodscent (Ex)
If a lycanthrope doesn’t have the scent ability, he gains it but can only use it for track creatures taking bleed damage or under their maximum hit points. If a lycanthrope has the scent ability, he multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by ½ his HD (minimum 2). He also gains a bonus equal to ½ his HD on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.

Aura: In hybrid and monstrous forms the lycanthrope has the auras of the base monster. In base and hybrid forms it has the auras of the base creature.

AC: In hybrid or monster form the monstrous lycanthrope has the natural armor bonus of the base monster +2.

Defensive Abilities: A natural lycanthrope gains DR 10/silver in monster or hybrid form. An afflicted lycanthrope gains DR 5/silver in monster or hybrid form. A lycanthrope gains all the defensive abilities of the base monster (even those based on type or subtype, such as those of the undead or constructs) in monster or hybrid form. A natural lycanthrope gains all the immunities of the base monster (even those based on type or subtype, such as those of the undead or constructs) in monster or hybrid form. A lycanthrope also gains the following abilities.

Beast of Legends (Ex)
A lycanthrope’s DR/silver cannot be overcome by weapons that are not silver, regardless of their enhancement bonus. Abilities that normally bypass damage reduction, such as a paladin’s smite evil, or that allow the weapon to count as made of special material, such as a lycanthrope hunter’s anathema or the mithral material, still work as normal. A natural lycanthrope in monster or hybrid form gains fortification (25%); this fortification does not apply against critical hits or precision damages with silver weapons. This increases to fortification (50%) at 9 HD and fortification (75%) at 16 HD. At 20 HD a natural lycanthrope in monster or hybrid form gains immunity to critical hits or precision damages not dealts with silver weapons.

Feral Counter (Ex)
The first time each round that a creature damages the lycanthrope, the lycanthrope can take an attack of opportunity against the creature. The lycanthrope must threaten the triggering creature to use this ability.

Rapid Recovery (Ex)
A lycanthrope regains hp every hour as though he rested for 8 hours. He also regrow any lost limbs in 1d4 days, but he must remain in monster or hybrid form for the entire duration.

Regeneration (Ex)
A lycanthrope in monster or hybrid form gains regeneration (silver) equal to ½ his HD (minimum 1).

Weaknesses: A lycanthrope has all the weaknesses of the base monster in hybrid or monster form, except those given by its new subtypes which it has in all forms.

Speed: Same as the base creature or base monster, depending on which form the lycanthrope is using. Hybrids use the base creature’s land speed and the additional movement modes of the base monster. In monster form use only the base monster’s speed.

Attacks: A lycanthrope gains all applicable natural attacks of the base monster in monster and hybrid forms.

Special Attacks: A lycanthrope retains all special attacks, qualities, and abilities of the base creature. In hybrid or monster form he gains the applicable special attacks, qualities, and abilities of the base monster.

Bloodthirsty (Ex)
One of a lycanthrope’s natural attacks (usually bite) deals bleed damage equal to ½ his HD (minimum 1) on a hit. This bleed damage does not stacks. On a critical hit with this attack, the target also takes 1 point of Constitution damage as the lycanthrope rips off the flesh of the victim.

Curse of Lycanthropy (Su)
One of a lycanthrope’s natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.

Pheromones (Ex)
All creatures of the same species (base species, not necessarily a lycanthrope) within a 15 ft. radius of a lycanthrope in his base form must succeed a Will save (DC 10 + ½ lycanthrope HD + lycanthrope Con modifier) or be charmed as if by a charm monster spell. This status lasts as long as the charmed creature remains within 15 ft. of the lycanthrope and for 2 hours. Any hostile action taken by the lycanthrope against the creature break the effect and for 24 hours the creature is immune to the pheromones ability from the same lycanthrope. This is a charm, mind-affecting effect based on smell and creatures without the ability to smell are immune to this ability. Any creature who succeeds against this ability is immune to the pheromones ability from the same lycanthrope for the next 24 hours.

Roar (Ex)
As a standard action, the lycanthrope’s with a roar (or any type of typical sonic communication of the base monster, like howl for a werewolf) strikes fear into all enemies who hear it. This is a sonic effect and doesn’t work in an area of silence or against deafness opponent. All foes within 30 feet who can hear the lycanthrope must make a successful Will save (DC 10 + ½ lycanthrope HD + lycanthrope Cha modifier) or become shaken for 5d6 rounds. If a creature fail the save by more of 5, he’s instead frightened for the same duration. This is a fear, mind-affecting, sonic effect. Any creature who succeeds against this ability is immune to the howl ability from the same lycanthrope for the next 24 hours. This ability may only affect opponents with fewer Hit Dice or levels than the lycanthrope.

Spell-like Abilities: A lycanthrope gains the spell-like abilities of the base monster in hybrid and monster form.

Spell Resistance: A lycanthrope is naturally resistant to magic. A lycanthrope in hybrid or monster form gains spell resistance equal to 11 + HD. This spell resistance does not stack with spell resistance from other sources.

Spellcasting: If the base monster is a natural spellcaster, the lycanthrope gains natural spellcasting only in monstrous form.

Abilities: +2 Wis, –2 Cha (minimum 1) in all forms; +2 Str, +2 Con in hybrid and monster forms.

Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a monstrous lycanthrope’s physical ability scores (Strength, Dexterity and Constitution) change when he assumes hybrid or monster form. In base form, the monstrous lycanthrope’s physical ability scores are unchanged from the base creature’s form. In monster and hybrid forms the monstrous lycanthrope’s physical ability scores are the same as the base creature’s or the base monster’s, whichever ability score is higher (plus the +2 to Str and Con). If the base monster has no score in an ability, the lycanthrope uses the base creature’s score in all forms. If the base creature has no score in an ability, it gains the base monster’s score in hybrid and monster form.

Feats: A lycanthrope gains the bonus feats of both the base creature and base monster in all forms. A lycanthrope gains Alertness, Combat Reflexes, Diehard, Dodge, Endurance, Improved Initiative, Run, Toughness and Skill Focus (survival) as bonus feats in hybrid and monster forms.

Skills: A lycanthrope keeps the bonus racial modifiers of the base monster in hybrid and monster forms. In base and hybrid forms it has the racial modifiers of the base creature. The lycanthrope’s class skills are those of both the base creature and base monster.

Languages: In all forms, the lycanthrope can speak the languages of the base creature and base monster. If the base creature or base monster has a supernatural or spell-like mode of communication, such as telepathy, it gains that mode of communication in monster and hybrid forms. If the base monster cannot speak, the lycanthrope cannot speak in monster form.

Special Qualities: A lycanthrope gains the following.

Change Shape (Su)
All lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Child of The Moon (Su)
The lycanthrope is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the lycanthrope gains the benefit of bless whenever he is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the lycanthrope gains the effect of heroism rather than bless, and retains the benefit indoors. When the moon is less than half full, the lycanthrope becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the lycanthrope becomes exhausted.

Lycanthropic Empathy (Ex)
In any form, natural lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex)
In all forms, a lycanthrope is considered both the base creature’s and base monster’s type (if different) for purposes and spell and effects that affect a specific monster type.

Survival Instinct (Ex)
If at anytime a lycanthrope in base form is reduced to 10% Hit Points (or if he ever takes damage which exceeds his massive damage threshold), the creature must make a Will save DC (DC 10 + ½ lycanthrope HD + lycanthrope Con modifier) or automatically change into hybrid form or monster form. When triggered in this way, the lycanthrope brain reverts to the most basic form of fight or flight: he cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration and must chose (player’s choice) or to fight until the end (in this case, he cannot flee the fight in any willing way and this state ends when all foe are kill or incapacitated; regardless, the lycanthrope can distinguishes enemies and allies in this state) or to flee at the best of his abilities (in this case, the lycanthrope cannot make attack or use offensive action but gains a +4 dodge bonus to Armor Class against attacks of opportunity caused when he move out of or within a threatened area, this state work as frightened [this is not mind-affecting or fear and overcome any immunity of the lycanthrope] but without the -2 penalty to attack, saving throws, skill and ability checks and ends when the lycanthrope is no longer in peril).
 

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Beefermatic

Adventurer
I use the Monstrous Lycanthrope as the base (Monstrous Lycanthrope (CR special)[3pp] – d20PFSRD), plus the Silverblood Lycanthrope (Silverblood Lycanthrope (CR +2) – d20PFSRD), the Bestial Werewolf (Bestial Werewolf (CR +1) – d20PFSRD), the Enhanced-Werewolf ([3.5] Enhanced Werewolf P.E.A.C.H.) and the Mythic Lycanthrope (Lycanthrope, Mythic (Template) - Spheres of Power Wiki) for create this template
Lycanthrope

A lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.

A lycanthrope can take any of three forms: the base creature’s form (called normal form), a hybrid form, or the werecreature’s form (called monster form). The hybrid form has the normal form’s body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form’s wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

Creating a Lycanthrope
“Lycanthrope” is a template that can be added to any living creature with a generally humanoid form—namely, two arms, two legs, and a head (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes).

A lycanthrope uses either the original creature’s (referred to hereafter as the base creature) statistics and special abilities or those of some other kind of living creature (referred to hereafter as the base monster) as described here.

Challenge Rating: Same as base creature + 1/3 the CR of the base monster (minimum +3). Compare the CR of the lycanthrope’s monster form to creatures of the same CR and adjust as necessary using the Monster Creation rules as a guide.

Size: The base monster can be any creature whose size is within one step of the base creature’s size. A lycanthrope can also adopt a hybrid shape that combines features of the base creature with those of the base monster. A lycanthrope’s hybrid form is the same size as the base monster or the base creature, whichever is larger.

Type: The base creature’s type does not change, but does gain the shapechanger subtype and the subtypes of the base monster even if they conflict with the base creature. The lycanthrope gains all the abilities of the gained subtypes in all of its forms.

Senses: In hybrid and monstrous forms the lycanthrope has the senses of the base monster. In base and hybrid forms the lycanthrope has the senses of the base creature. If the base monster has low-light vision or scent abilities, the lycanthrope has them in all forms. In hybrid and monstrous forms the lycanthrope gains bloodscent.

Bloodscent (Ex)
If a lycanthrope doesn’t have the scent ability, he gains it but can only use it for track creatures taking bleed damage or under their maximum hit points. If a lycanthrope has the scent ability, he multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by ½ his HD (minimum 2). He also gains a bonus equal to ½ his HD on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.

Aura: In hybrid and monstrous forms the lycanthrope has the auras of the base monster. In base and hybrid forms it has the auras of the base creature.

AC: In hybrid or monster form the monstrous lycanthrope has the natural armor bonus of the base monster +2.

Defensive Abilities: A natural lycanthrope gains DR 10/silver in monster or hybrid form. An afflicted lycanthrope gains DR 5/silver in monster or hybrid form. A lycanthrope gains all the defensive abilities of the base monster (even those based on type or subtype, such as those of the undead or constructs) in monster or hybrid form. A natural lycanthrope gains all the immunities of the base monster (even those based on type or subtype, such as those of the undead or constructs) in monster or hybrid form. A lycanthrope also gains the following abilities.

Beast of Legends (Ex)
A lycanthrope’s DR/silver cannot be overcome by weapons that are not silver, regardless of their enhancement bonus. Abilities that normally bypass damage reduction, such as a paladin’s smite evil, or that allow the weapon to count as made of special material, such as a lycanthrope hunter’s anathema or the mithral material, still work as normal. A natural lycanthrope in monster or hybrid form gains fortification (25%); this fortification does not apply against critical hits or precision damages with silver weapons. This increases to fortification (50%) at 9 HD and fortification (75%) at 16 HD. At 20 HD a natural lycanthrope in monster or hybrid form gains immunity to critical hits or precision damages not dealts with silver weapons.

Feral Counter (Ex)
The first time each round that a creature damages the lycanthrope, the lycanthrope can take an attack of opportunity against the creature. The lycanthrope must threaten the triggering creature to use this ability.

Rapid Recovery (Ex)
A lycanthrope regains hp every hour as though he rested for 8 hours. He also regrow any lost limbs in 1d4 days, but he must remain in monster or hybrid form for the entire duration.

Regeneration (Ex)
A lycanthrope in monster or hybrid form gains regeneration (silver) equal to ½ his HD (minimum 1).

Weaknesses: A lycanthrope has all the weaknesses of the base monster in hybrid or monster form, except those given by its new subtypes which it has in all forms.

Speed: Same as the base creature or base monster, depending on which form the lycanthrope is using. Hybrids use the base creature’s land speed and the additional movement modes of the base monster. In monster form use only the base monster’s speed.

Attacks: A lycanthrope gains all applicable natural attacks of the base monster in monster and hybrid forms.

Special Attacks: A lycanthrope retains all special attacks, qualities, and abilities of the base creature. In hybrid or monster form he gains the applicable special attacks, qualities, and abilities of the base monster.

Bloodthirsty (Ex)
One of a lycanthrope’s natural attacks (usually bite) deals bleed damage equal to ½ his HD (minimum 1) on a hit. This bleed damage does not stacks. On a critical hit with this attack, the target also takes 1 point of Constitution damage as the lycanthrope rips off the flesh of the victim.

Curse of Lycanthropy (Su)
One of a lycanthrope’s natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.

Pheromones (Ex)
All creatures of the same species (base species, not necessarily a lycanthrope) within a 15 ft. radius of a lycanthrope in his base form must succeed a Will save (DC 10 + ½ lycanthrope HD + lycanthrope Con modifier) or be charmed as if by a charm monster spell. This status lasts as long as the charmed creature remains within 15 ft. of the lycanthrope and for 2 hours. Any hostile action taken by the lycanthrope against the creature break the effect and for 24 hours the creature is immune to the pheromones ability from the same lycanthrope. This is a charm, mind-affecting effect based on smell and creatures without the ability to smell are immune to this ability. Any creature who succeeds against this ability is immune to the pheromones ability from the same lycanthrope for the next 24 hours.

Roar (Ex)
As a standard action, the lycanthrope’s with a roar (or any type of typical sonic communication of the base monster, like howl for a werewolf) strikes fear into all enemies who hear it. This is a sonic effect and doesn’t work in an area of silence or against deafness opponent. All foes within 30 feet who can hear the lycanthrope must make a successful Will save (DC 10 + ½ lycanthrope HD + lycanthrope Cha modifier) or become shaken for 5d6 rounds. If a creature fail the save by more of 5, he’s instead frightened for the same duration. This is a fear, mind-affecting, sonic effect. Any creature who succeeds against this ability is immune to the howl ability from the same lycanthrope for the next 24 hours. This ability may only affect opponents with fewer Hit Dice or levels than the werewolf.

Spell-like Abilities: A lycanthrope gains the spell-like abilities of the base monster in hybrid and monster form.

Spell Resistance: A lycanthrope is naturally resistant to magic. A lycanthrope in hybrid or monster form gains spell resistance equal to 11 + HD. This spell resistance does not stack with spell resistance from other sources.

Spellcasting: If the base monster is a natural spellcaster, the lycanthrope gains natural spellcasting only in monstrous form.

Abilities: +2 Wis, –2 Cha (minimum 1) in all forms; +2 Str, +2 Con in hybrid and monster forms.

Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a monstrous lycanthrope’s physical ability scores (Strength, Dexterity and Constitution) change when he assumes hybrid or monster form. In base form, the monstrous lycanthrope’s physical ability scores are unchanged from the base creature’s form. In monster and hybrid forms the monstrous lycanthrope’s physical ability scores are the same as the base creature’s or the base monster’s, whichever ability score is higher (plus the +2 to Str and Con). If the base monster has no score in an ability, the lycanthrope uses the base creature’s score in all forms. If the base creature has no score in an ability, it gains the base monster’s score in hybrid and monster form.

Feats: A lycanthrope gains the bonus feats of both the base creature and base monster in all forms. A lycanthrope gains Alertness, Combat Reflexes, Diehard, Dodge, Endurance, Improved Initiative, Run, Toughness and Skill Focus (survival) as bonus feats in hybrid and monster forms.

Skills: A lycanthrope keeps the bonus racial modifiers of the base monster in hybrid and monster forms. In base and hybrid forms it has the racial modifiers of the base creature. The lycanthrope’s class skills are those of both the base creature and base monster.

Languages: In all forms, the lycanthrope can speak the languages of the base creature and base monster. If the base creature or base monster has a supernatural or spell-like mode of communication, such as telepathy, it gains that mode of communication in monster and hybrid forms. If the base monster cannot speak, the lycanthrope cannot speak in monster form.

Special Qualities: A lycanthrope gains the following.

Change Shape (Su)
All lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Child of The Moon (Su)
The lycanthrope is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the lycanthrope gains the benefit of bless whenever he is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the lycanthrope gains the effect of heroism rather than bless, and retains the benefit indoors. When the moon is less than half full, the lycanthrope becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the lycanthrope becomes exhausted.

Lycanthropic Empathy (Ex)
In any form, natural lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex)
In all forms, a lycanthrope is considered both the base creature’s and base monster’s type (if different) for purposes and spell and effects that affect a specific monster type.

Survival Instinct (Ex)
If at anytime a lycanthrope in base form is reduced to 10% Hit Points (or if he ever takes damage which exceeds his massive damage threshold), the creature must make a Will save DC (DC 10 + ½ lycanthrope HD + lycanthrope Con modifier) or automatically change into hybrid form or monster form. When triggered in this way, the lycanthrope brain reverts to the most basic form of fight or flight: he cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration and must chose (player’s choice) or to fight until the end (in this case, he cannot flee the fight in any willing way and this state ends when all foe are kill or incapacitated; regardless, the lycanthrope can distinguishes enemies and allies in this state) or to flee at the best of his abilities (in this case, the lycanthrope cannot make attack or use offensive action but gains a +4 dodge bonus to Armor Class against attacks of opportunity caused when he move out of or within a threatened area, this state work as frightened [this is not mind-affecting or fear and overcome any immunity of the lycanthrope] but without the -2 penalty to attack, saving throws, skill and ability checks and ends when the lycanthrope is no longer in peril).
Wow that's pretty bad ass, question, when it says increase CR by 1/3rd of base monster, is that based on hit dice or just the base? So for example, a minotaur lycanthrope would be CR 7 but if he gained let's say 10 levels of barbarian would it then be CR 17 or would it be CR 21? Would that 1/3rd go up based on current hit dice or just racial base hit dice?
 

Obly99

Adventurer
Wow that's pretty bad ass, question, when it says increase CR by 1/3rd of base monster, is that based on hit dice or just the base? So for example, a minotaur lycanthrope would be CR 7 but if he gained let's say 10 levels of barbarian would it then be CR 17 or would it be CR 21? Would that 1/3rd go up based on current hit dice or just racial base hit dice?
Okay, there has been a misunderstanding. The lycanthrope template you can now use it to create various types of lycanthrope, not just based on animals (such as werewolves or werebears). The base monster refers to the creature into which the base creature transmutes. A minotaur (CR 4) with the lycanthrope template (adult red dragon, CR 14), is a CR 8 (4 + 1/3 of 14).
 



Beefermatic

Adventurer
Okay, there has been a misunderstanding. The lycanthrope template you can now use it to create various types of lycanthrope, not just based on animals (such as werewolves or werebears). The base monster refers to the creature into which the base creature transmutes. A minotaur (CR 4) with the lycanthrope template (adult red dragon, CR 14), is a CR 8 (4 + 1/3 of 14).
Ah roger, thanks for clearing that up
 

Obly99

Adventurer
At the request of @Bootlebat I created the Clash of Titans Kraken. I had to give it a little more abilities than the ones shown in the film because otherwise he would have been just a big fish.
Kraken

LE Macro-Diminutive aberration (abomination, aquatic)

Init +49; Senses darkvision 60 ft., eyes of the deep; Perception +80

DEFENSE

AC 80, touch 15, flat-footed 68 (+13 deflection, +6 Dex, +4 divine, +6 dodge, +65 natural, -24 size)

hp 1.560 (60d8+1.080) fast healing 30, regeneration 30 (chaotic and epic)

Fort +54, Ref +30, Will +45

Defensive Abilities sixth sense; DR 30/chaotic and epic; Immune ability damage or drain, cold, energy drain, enchantment, illusionist and transmutation magic, death from massive damage, water pressure; Resistance Terrestrial Hazards; SR/PR 74

Weakness vulnerable to petrification

OFFENSE

Speed 20 ft., swim 600 ft.

Melee bite +57 (8d10+35), 2 claws +57 (8d10+35), 8 tentacles +55 (4d10+17 plus grab)

Special Attacks constrict (4d10+17), devastation, lord of lightless depths, mythic power (4/day, surge +1d8), rend ship, swallow whole (10d10 acid and 10d10 bludgeoning, AC 42, hp 156), vortex (DC 79, 10-160 ft. high, 4d10+17 initial and 30d8 damage every round)

Space 1.020 ft.; Reach 680 ft. (1.000 ft. with tentacles)

Spell-Like Abilities (CL 64th, concentration +81)

At will—control water, control winds, heavy water (DC 31), hydraulic torren, tail current, tidal surge (DC 32)

3/day—control weather, tsunami (DC 36)

STATISTICS

Str 80, Dex 22, Con 46, Int 6, Wis 28, Cha 36

Base Atk +45; CMB +108; CMD 143 (can’t be tripped)

Feats Alertness, Bloody Assault, Combat Reflexes, Cornugon Smash, Dazing Assault, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Mobility, Multiattack, Muscle Reaction, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (bite, claws, tentacles), Whirlwind Attack

Epic Feats Improved Combat Reflexes, Epic Skill Focus (intimidate, swim), Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative

Skills Intimidate +125, Perception +80, Sense Motive +15, Swim +57

Languages Ancient Greek; telepathy 1.000 ft.

SQ amphibious, might, siege monster, tenacious grapple

Devastation (Ex)
As a full-round action, the Kraken can assault a structure, dealing 40d20+400 points of damage to the structure in that round (this damage is already increased by siege monster).

Eyes of the Deep (Ex)
The Kraken gains blindsight to a range of 120 feet underwater; this blindsight does not otherwise extend out of the water.

Divine Traits (Abomination) (Ex)
As an abomination, the Kraken gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Kraken’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. Am abomiantion does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Lord of the Lightless Depths (Su)
The Kraken may expend one use of its mythic power to make the waters filling its space and adjacent squares as dark, chilly, and pressurized as those a thousand fathoms below for 1 minute. The waters offer total concealment (or concealment against creatures with darkvision), and creatures beginning their turn in the area take 20d6 points of pressure damage and 10d6 points of cold damage and becomes fatigued from hypothermia; a DC 60 Fortitude save halves damage and negates fatigue. The save DC is Constitution-based.

Might (Ex)
The Kraken deals d10'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 the Kraken HD.

Mythic (Ex)
The Kraken has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. The Kraken can use any of its spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. The Kraken can also expend Mythic Power to use the augmented versions of these effects.

Rend Ship (Ex)
As a full-round action, the Kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the Kraken gets a cumulative +4 bonus on the check for each size category smaller than Macro-Diminutive the ship is. If the Kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but with its claws can only attack foes on deck and can’t attack foes at all with its bite. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s hull.

Siege Monster (Ex)
The Kraken against an object or structure deals double damage.

Swallow Whole (Ex)
If the Kraken manage to grapple a creature, it can put the grappled creature in its mouth as a free action and attempt another grapple combat maneuver check (as though attempting to pin the opponent). If it succeed, it swallow the opponent as for the swallow whole special ability. If a creature that is swallowed whole by the Kraken manages to escape by cutting itself free, the Kraken’s muscles simply seals over the hole created so that other swallowed creatures must cut their own way out.

Tenacious Grapple (Ex)
The Kraken does not gain the grappled condition if it grapples a foe with its tentacles.

Vortex (Su)
The Kraken can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Vulnerable to Petrification (Ex)
The Kraken is vulnerable to all effects of petrification and can never apply its resistance or immunity against them (a flesh to stone spell can affect the Kraken even if its normally immune to transmutation magic). A spell or power that has the petrification as a consequence gains a +30 to pass the Kraken PR/SR. The Kraken suffer a -30 penalty to all saves against an effect, spell or power that has the petrification as a consequence.
 

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Beefermatic

Adventurer
At the request of @Bootlebat I created the Clash of Titans Kraken. I had to give it a little more abilities than the ones shown in the film because otherwise he would have been just a big fish.
Kraken

LE Macro-Diminutive aberration (abomination, aquatic)

Init +49; Senses darkvision 60 ft., eyes of the deep; Perception +80

DEFENSE

AC 80, touch 15, flat-footed 68 (+13 deflection, +6 Dex, +4 divine, +6 dodge, +65 natural, -24 size)

hp 1.560 (60d8+1.080) fast healing 30, regeneration 30 (chaotic and epic)

Fort +54, Ref +30, Will +45

Defensive Abilities sixth sense; DR 30/chaotic and epic; Immune ability damage or drain, cold, energy drain, enchantment, illusionist and transmutation magic, death from massive damage, water pressure; Resistance Terrestrial Hazards; SR/PR 74

Weakness vulnerable to petrification

OFFENSE

Speed 20 ft., swim 600 ft.

Melee bite +57 (8d10+35), 2 claws +57 (8d10+35), 8 tentacles +55 (4d10+17 plus grab)

Special Attacks constrict (4d10+17), devastation, lord of lightless depths, mythic power (4/day, surge +1d8), rend ship, swallow whole (10d10 acid and 10d10 bludgeoning, AC 42, hp 156), vortex (DC 79, 10-160 ft. high, 4d10+17 initial and 30d8 damage every round)

Space 1.020 ft.; Reach 680 ft. (1.000 ft. with tentacles)

Spell-Like Abilities (CL 64th, concentration +81)

At will—control water, control winds, heavy water (DC 31), hydraulic torren, tail current, tidal surge (DC 32)

3/day—control weather, tsunami (DC 36)

STATISTICS

Str 80, Dex 22, Con 46, Int 6, Wis 28, Cha 36

Base Atk +45; CMB +108; CMD 143 (can’t be tripped)

Feats Alertness, Bloody Assault, Combat Reflexes, Cornugon Smash, Dazing Assault, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Mobility, Multiattack, Muscle Reaction, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (bite, claws, tentacles), Whirlwind Attack

Epic Feats Improved Combat Reflexes, Epic Skill Focus (intimidate, swim), Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative

Skills Intimidate +125, Perception +80, Sense Motive +15, Swim +57

Languages Ancient Greek; telepathy 1.000 ft.

SQ amphibious, might, siege monster, tenacious grapple

Devastation (Ex)
As a full-round action, the Kraken can assault a structure, dealing 40d20+400 points of damage to the structure in that round (this damage is already increased by siege monster).

Eyes of the Deep (Ex)
The Kraken gains blindsight to a range of 120 feet underwater; this blindsight does not otherwise extend out of the water.

Divine Traits (Abomination) (Ex)
As an abomination, the Kraken gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Kraken’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. Am abomiantion does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Lord of the Lightless Depths (Su)
The Kraken may expend one use of its mythic power to make the waters filling its space and adjacent squares as dark, chilly, and pressurized as those a thousand fathoms below for 1 minute. The waters offer total concealment (or concealment against creatures with darkvision), and creatures beginning their turn in the area take 20d6 points of pressure damage and 10d6 points of cold damage and becomes fatigued from hypothermia; a DC 60 Fortitude save halves damage and negates fatigue. The save DC is Constitution-based.

Might (Ex)
The Kraken deals d10'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 the Kraken HD.

Mythic (Ex)
The Kraken has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. The Kraken can use any of its spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. The Kraken can also expend Mythic Power to use the augmented versions of these effects.

Rend Ship (Ex)
As a full-round action, the Kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the Kraken gets a cumulative +4 bonus on the check for each size category smaller than Macro-Diminutive the ship is. If the Kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but with its claws can only attack foes on deck and can’t attack foes at all with its bite. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s hull.

Siege Monster (Ex)
The Kraken against an object or structure deals double damage.

Swallow Whole (Ex)
If the Kraken manage to grapple a creature, it can put the grappled creature in its mouth as a free action and attempt another grapple combat maneuver check (as though attempting to pin the opponent). If it succeed, it swallow the opponent as for the swallow whole special ability. If a creature that is swallowed whole by the Kraken manages to escape by cutting itself free, the Kraken’s muscles simply seals over the hole created so that other swallowed creatures must cut their own way out.

Tenacious Grapple (Ex)
The Kraken does not gain the grappled condition if it grapples a foe with its tentacles.

Vortex (Su)
The Kraken can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Vulnerable to Petrification (Ex)
The Kraken is vulnerable to all effects of petrification and can never apply its resistance or immunity against them (a flesh to stone spell can affect the Kraken even if its normally immune to transmutation magic). A spell or power that has the petrification as a consequence gains a +30 to pass the Kraken PR/SR. The Kraken suffer a -30 penalty to all saves against an effect, spell or power that has the petrification as a consequence.
Oh cool! I love how you kept it thematic with the petrification vulnerability
 



Obly99

Adventurer
Hello, today i will put her the Slaughterhouse of Elden Ring. For triggering her Goddess of Rot I use the idea behind the mechanic of @dave2008 called Bloodied (D&D 5E - 5e Updates: Monstrous Compendium). For her abilities from which I drew inspiration, I thank Yrolc95 who posted its version for 5e on Reddit. (https://www.reddit. com/r/Eldenring/comments/vcid1b/oc_dd_stat_blocks_of_all_demigods_from_elden_ring/)

Malenia, Blade of Miquella

Female LN medium outsider (native)

Init +24; Senses blind warrior, darkvision 600 ft., divine senses (x10); Perception +57

Aura divine (DC 28, 450 ft.)

DEFENSE

AC 60, touch 50, flat-footed 38 (+12 deflection, +12 Dex, +6 divine, +10 dodge, +10 natural) or

with Goddess of Rot active AC 87, touch 50, flat-footed 65 (+12 deflection, +12 Dex, +6 divine, +10 dodge, +37 natural)

hp 1.120 (35d20+420) (2.240 in godly realm or with Goddess of Rot active)

Fort +49, Ref +49, Will +48

Defensive Abilities improved evasion, improved uncanny dodge (17th level), nimble (+4), sixth sense, uncanny dodge; DR 15/epic; Immune disease, poison, rot, scarlet rot and corruption effects (GM’s discretion); Resistance Terrestrial Hazards; PR/SR 49

OFFENSE

Speed 90 ft. or

with Goddess of Rot active speed 90 ft., fly 270 ft. (perfect)

Melee hand of malenia +67/+67/+62/+57/+52 (2d10+30/12-20x4 plus 17 precision damage, 1 bleed and disease) or

with Goddess of Rot active hand of malenia +67/+67/+62/+57/+52 (2d10+30/12-20x4 plus 17 precision damage, 1 bleed and disease) and 2 wings slap +45 (1d10+9 and disease) or 2 wings slap +50 (1d10+15 and disease)

Special Attacks disease (scarlet rot, DC 45), mythic power (6/day, surge +1d8), phantom spirits, scarlet aeonia (DC 45), waterfowl dance

Spell-Like Abilities (CL 41th, concentration +59)

At will—blood mist (DC 35), commune, creeping doom, decompose corpse, dream, etherealness, explosion of rot (DC 34), fungal infestation (DC 31), geas/quest, greater dispel magic, greater teleport, horrid wilting (DC 36), magic jar (DC 33), pox pustules (DC 30), sending, storm of vengeance (DC 36), swarm skin, tongues

6/day—wish

STATISTICS

Str 30, Dex 34, Con 34, Int 28, Wis 28, Cha 35

Base Atk +35; CMB +51; CMD 95

Feats Alertness, Dodge, Greater Weapon Focus (katana), Improved Initiative, Iron Will, Lunge, Mobility, Quick Draw, Run, Weapon Focus (katana)

Swashbuckler Bonus Feats Combat Reflexes, Greater Weapon Specialization (katana), Improved Critical (katana), Nimble MoveB, Spring AttackB, Weapon Specialization (katana)

Epic Feats Epic Weapon Focus (katana), Epic Weapon Specialization (katana), Good Will, Greater Critical (katana), Greater Critical Multiplier (katana), Improved Critical Multiplier (katana), Improved Dodge, Sixth Sense

Skills Acrobatics +56, Bluff +56, Craft [metalworking] +53, Climb +51, Disable Device +53, Fly +56, Heal +53, Intimidate +56, Knowledge (arcane, dungeoneering, engineering, geography, history, local, nature, nobility, religion) +50, Knowledge (planes) +53, Perception +57, Perform (Act) +53, Ride +53, Sense Motive +53, Spellcraft +50, Stealth +56, Survival +50, Swim +51

or with Goddess of Rot active Fly +64

Languages Celestial, Common, Giant

SQ deeds (derrin-do, opportune parry and riposte, precise strike, charmed life, daring stride, kip-up, swashbuckler’s initiative [already calculated], daredevil’s charge, targeted strike, daredevil’s dart, bleeding wound, subtle blade, daredevil’s pounce, perfect thrust, swashbuckler’s edge, rapid attack), finesse training, goddess of rot, integrated class feature (legendary swashbuckler, 17 levels [https://libraryofmetzofitz.fandom.com/wiki/Swashbuckler_(Legendary)s]), katana proficiency, maven, might, panache (12), personage (daredevil, brazenness, spring attack), portfolio (rot), swashbuckler weapon training (natural weapons, +3; heavy blades, +4), virtual size category +1

Gears hand of malenia (+10 ghost touch, nullifying, phase locking, speed, wounding katana)

Divine Abilities

• Agile Soul (Ex): Dex as circumstance to saving throw

• Rot Mastery (Su): Assault your enemies with constant hit point damage


Rot Portfolio Traits (Demi-Deity)

Granted Power: You cast necromancy spells at +1 caster level

Hostile Environment (Unrotted) (Ex): Competence penalty (equal to your divine rank) on all die rolls when in an unrotted environment

Pure Vulnerability (Ex): Suffer 50% extra damage from weapon made of noble metal

At Home in the Rot (Ex): You are immune to disease, poison, rot and corruption effects (GM’s discretion)

• Vampiric Effect (Su): The effect draws life from the target into the deity

• Scion of Rot (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when in a rotted environment

• Improved Summoning (rot) (Ex): Vermin and fungus summoned have 50% more HD

• Crimson Butterflies (Ex): Immunities against your disease, poison, rot and corruption effects only 50%


Double Rot Portfolio Traits (Demi-Deity) (when goddess of rot activated)

Granted Power: You cast necromancy spells at +1 caster level

Hostile Environment (Unrotted) (Ex): Competence penalty (equal to double your divine rank) on all die rolls when in an unrotted environment

Pure Vulnerability (Ex): Suffer 100% extra damage from weapon made of noble metal

At Home in the Rot (Ex): You are immune to disease, poison, rot and corruption effects (GM’s discretion)

• Vampiric Effect (Su): The effect draws life from the target into the deity

• Greater Scion of Rot (Ex): Competence bonus to attack rolls damage rolls and armor class equal to double your divine rank when in a rotted environment

• Perfect Summoning (rot) (Ex): Vermin and fungus summoned have 200% more HD

• Crimson Butterflies (Ex): Immunities against your disease, poison, rot and corruption totally ineffective

Rot Mastery

Beam (Ray) 11d6; 1.800 ft.

Blast 5d6; 1.800 ft./110 ft. Standard action Ref 38/half

Blood 2d6; Melee automatic ability Ref DC 38/negate

Breath* 11d6; 110 ft. (cone) 450 ft. (line) Standard Ref 38/half

Hand 17d6; Melee Touch

Immolation 17d6; 450 ft. radius Free/Standard Ref 38/half

Storm 2d6; 450 ft. radius Standard/Free – Special Ref 38/half

Strike 2d6; Melee (bonus) Free -

Wrath (Gaze) 5d6; all creature in 110 ft. Will 38/negate


Rot Mastery (x2 HD) (when goddess of rot activated)

Beam (Ray) 23d6; 3.200 ft.

Blast 11d6; 3.200 ft./110 ft. Standard action Ref 38/half

Blood 5d6; Melee automatic ability Ref DC 38/negate

Breath* 23d6; 200 ft. (cone) 800 ft. (line) Standard Ref 38/half

Hand 35d6; Melee Touch

Immolation 35d6; 450 ft. radius Free/Standard Ref 38/half

Storm 5d6; 450 ft. radius Standard/Free – Special Ref 38/half

Strike 5d6; Melee (bonus) Free -

Wrath (Gaze) 11d6; all creature in 200 ft. Will 38/negate

Blind Warrior (Ex)
Due to her long periods with her eyes covered due to her "blessing", Malenia has learned to move with her eyes covered without difficulty. Malenia gains blindsense 85 feet and blindsight 35 feet as long as she is unable to see.

Disease (Ex)
Malenia is a healthy carrier of the Scarlet Rot, a terrifying pathogen that mutate or kill.

Type disease, (contact, natural weapon, Rot [Effect], and Scarlet Aeonia); Save Fortitude DC 45

Onset 1 round; Frequency 1/round

Effect 1d8 Con damage and 1d8 Cha damage (roll separately) and target is fatigued; Cure 6 consecutive saves

If any of the damage rolls is 5 or more, 2 damage are instead drain.

  • If a creature infected with scarlet rot Con score is reduced to 0 while his Cha score is still 1 or more, the creature liquefies in a repulsive scarlet liquid. If a creature comes into contact with this liquid, it must make a saving throw or contract lesser scarlet rot (see below).​
  • If a creature infected with scarlet rot Cha score is reduced to 0 while his Con score is still 1 or more, the creature undergoes a horrible mutation. All the ability damage and drain inflicted with the scarlet rot are removed, become a healthy carrier of the scarlet rot, the Alignment change to Chaotic Insane, and gains the Walking Wasteland template (Pathway Bestiary) [Walking Wasteland Creature (CR +2)[3pp] – d20PFSRD] (its special attack poisonous blood and poisonous cloud inflict the lesser scarlet rot disease instead of the normal poison [DC based on the creature instead of 22] and without the +8 to Con of the template) and the Antagonized condition (Psychological Combat [Conditions – d20PFSRD]) (without the possibility to make the Sense Motive check to stop) against all creatures with the exception with creature infected by the scarled rot and Malenia. A wish spell can restore the creature in his previous state.​
  • If a creature infected with scarlet rot Con score is reduced to 0 at the same time of his Cha score, the creature explodes horribly in a cloud of scarlet rot. All creatures within 30 ft. of the creature must make a Fort save or contract the lesser scarlet rot. A cloud of lesser scarlet rot persist in the area for a number of rounds equal to the HD of the killed creature. All creature that enter the area for this duration must make the save or contract the disease. The save must be repeated at the start of every round the creature pass inside the area.​
  • If a creature die while infected with scarlet rot, the creature liquefies in a repulsive scarlet liquid. If a creature comes into contact with this liquid, it must make a saving throw or contract lesser scarlet rot (see below).​
Lesser Scarlet Rot

Type disease, contact; Save Fortitude DC 22

Onset 1 round; Frequency 1/day

Effect 1d6 Con damage and 1d6 Cha damage (roll separately) and target is sickened; Cure 2 consecutive saves

If any of the damage rolls is 4 or more, 1 damage is instead drain.

See the normal scarlet rot for events in which the creature Con and/or Cha is reduced to 0 while infected with lesser scarlet rot.

This ability cannot be directly abrogated (see goddess of rot).

Goddess of Rot (Ex)
Malenia is the unwilling herald of the Outer God of Rot, a powerful First One-like monster that lurk in the void outside the dimensions. Malenia can normally suppress its influence, but when heavily damaged, she lost control of her power. Malenia is immune to the scarlet rot. When Malenia is reduced to 0 hit points or less, suffer negative levels equal to her HD or Con damage or drain equal to her Con, while this ability is not active, instead of starting dying, die, or returning to her godly realm for reforming, goddess of rot activate. Malenia falls prone immediately without causing AoO and activating automatically Scarlet Aeonia (see below) without using actions. Until the start of her next turn, she cannot take actions but as well she cannot be damaged or be affected by any abilities. Goddess of rot last until the end of the combat or 1 hour, whichever is longer. During this period Malenia gains a x2 hit points multiplier like she is within her godly realm, return to 1.680 hit points (¾ her maximum hit points, this overcome even permanent damage), remove any negative levels or Con damage or drain, her equivalent mythic rank increase to 10th (the use and power of surge increase to 10/day, surge +1d12), her natural armor to AC increase to equal her HD (plus bonus of virtual size category), her Rot [Effect] increase to x2 HD, her Rot Portfolio increase to Double Rot Portfolio, her Vampiric Effect cure for all the damage inflicted with Rot [Effect] (instead of only one opponent per round) and gains the Divine Ability Abnormality (Extra Wings [Fly speed 270 ft. (perfect), 2 wings slaps 1d10 damage]) as bonus ability. Due to the capriciousness of the Outer God, Malenia cannot select Rot [Effect] for the sixth time and cannot deactivate her Rot [Effect], always risking injuring or killing her allies and even when she gains the Double Portfolio, Malenia does not get Ward of Rot. Because of this, she tends to isolate herself and fight with the eyes covered (see blind warrior). This ability cannot be removed with abilities that remove Ex (like baleful polymorph). This ability can be abrogated but all non-sidereals that try to abrogate it must make a Divine Rank check (their DR + d20 [without again adding their divine rank like in a normal check, but can try using the mythic surge]) against a DC of 48. Success indicate that for 1 day x DR of the creature that use abrogate, Malenia lost Goddess of rot, disease (scarlet rot), scarlet aeonia, phantom spirits and her rot portfolio. If a creature fail the check, that creature cannot try again to abrogate it again for 48 days.

Katana Proficiency (Ex)
Malenia has competence with the katana and can use it one-handed without penalty.

Mythic (Ex)
Malenia has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. Malenia can use any of her spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. In her godly realm or when goddess of rot activate, she count as a 10th-rank Mythic creature and her Mythic Power increase to (10/day, surge +1d12)

Might (Ex)
Melenia deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.

Phantom Spirits (Su)
As a standard action while goddess of rot is active, Malenia can fly 20 ft. into the air and consecutively fire out four phantom of herself, attacking her target. Malenia chose up to four creatures within 60 ft. from her. Each Phantom Spirit makes an attack with hand of malenia at her highest BaB as they where exactly copies of Malenia and disappears right after it. After using this ability Malenia must wait 1d4+1 round before she can use it again.

Scarlet Aeonia (Ex)
As a full-round action while goddess of rot is active, Malenia can fly and dive against a point on a solid ground within 60 ft. from herself, and generate a giant flower that explode around her. All creatures, with the exception of Malenia, in a 20-foot radius sphere centered on her suffer 40d8 divine bludgeoning damage, are knocked prone and must immediately make a saving throw against scarlet rot. A successful Reflex save DC 45 half the damage and negate the prone and the exposure to scarlet rot. After using this ability Malenia must wait 1d4+1 round before she can use it again.

Waterfowl Dance (Ex)
As a full-round action, Malenia leaps into the air and dive against a point on a solid ground within 30 ft. from herself. Where she land, she can make a similar Whirlwind Attack modified with the Uncanny Whirlwind Attack Divine Ability. When Malenia attacks with her katana, she rolls her attacks normally (five as a full attack) and hits every creature in her reach (usually augmented with Lunge) each time an attack roll exceeds that creature’s AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of Malenia’s choosing. After landing and making the attacks she can make up to 2 movement of up 20 ft. each. At the end of each movement she can make the area full attack. A creature cannot suffer this full attack more than once, regardless of how many times he is in the threatened area at the end of the Malenia movement. After using this ability Malenia must wait 1d6+2 round before she can use it again.
 

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Obly99

Adventurer
If you want to be funny, give her this weakness
Vulnerability to Let Me Solo Her (Ex)
Malenia, even though she is a demi-deity, has her archenemy: Let Me Solo Her. This mythical being is not known who he is, where he comes from or his true identity but it doesn't matter. Some speak of a Supernal descending among mortals after hearing their desperate cries after they were defeated for the 40th time in a row by Malenia. Others speak of a master of the art of katana. Or maybe he was just a madman with a pot in his head, who can hope to understand such a mythical entity. What is certain is that dressing like him gives incredible powers against her. If a creature confronts Malenia with only a white fabric loincloth, a pot on his head and two katanas (1 in each hand, even if she has more than one hand) he gains incredible bonuses against her: he can use the two katanas in one hand and to do Two-Weapon Fighting with no attack roll penalty as long as all attacks are against her, improved evasion, mettle, +100 insight bonus to attack rolls, damage rolls, saving throws, AC and all checks. Even though he has a pot in his head he can see as if it is not there and benefits from a constant true seeing effect against all of Malenia's effects. He always gets a Reflex roll against the Storm (aura) Rot [Effect] as if he were trying to get out of her aura. Because of the incredible concentration (the spirit of the original Let Me Solo Her is said to descend on whoever wears its set against Malenia) he can treat all rolls on the d20 as 10 (as if he had rolled 10 on the die) as long as the roll is about Malenia (such as an attack roll against her or a saving throw against one of her abilities).
 

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Beefermatic

Adventurer
If you want to be funny, give her this weakness
Vulnerability to Let Me Solo Her (Ex)
Malenia, even though she is a demi-deity, has her archenemy: Let Me Solo Her. This mythical being is not known who he is, where he comes from or his true identity but it doesn't matter. Some speak of a Supernal descending among mortals after hearing their desperate cries after they were defeated for the 40th time in a row by Malenia. Others speak of a master of the art of katana. Or maybe he was just a madman with a pot in his head, who can hope to understand such a mythical entity. What is certain is that dressing like him gives incredible powers against her. If a creature confronts Malenia with only a white fabric loincloth, a pot on his head and two katanas (1 in each hand, even if she has more than one hand) he gains incredible bonuses against her: he can use the two katanas in one hand and to do Two-Weapon Fighting with no attack roll penalty as long as all attacks are against her, improved evasion, mettle, +100 insight bonus to attack rolls, damage rolls, saving throws, AC and all checks. Even though he has a pot in his head he can see as if it is not there and benefits from a constant true seeing effect against all of Malenia's effects. He always gets a Reflex roll against the Storm (aura) Rot [Effect] as if he were trying to get out of her aura. Because of the incredible concentration (the spirit of the original Let Me Solo Her is said to descend on whoever wears its set against Malenia) he can treat all rolls on the d20 as 10 (as if he had rolled 10 on the die) as long as the roll is about Malenia (such as an attack roll against her or a saving throw against one of her abilities).
You got to do Let Me Solo Her next! Great work btw!
 


THExFALLEN

Villager
Ok tonight I bring you a revisiting of my setting. User Beefermatic created Hyperboreans, powerful warriors who gained powers through spiritual growth (Enemies, Allies, and Ideas for Sidereals, Eternals, and above). His template is great and well done. For my setting I changed the cards on the table though: as the Elder Mythos / Helioeides of my setting are a separate and parallel system, so are the Hyperboreans from me. While in Beefermatic setting they are an expanding empire that assimilates various cultures, in my setting they are a terrorist group that does not even reach ten thousand members (of which only a hundred above 1000 HD). Their degree of power gain was even if not in some cases higher than that of normal deities. They are a brutal group who want to eliminate the gods to replace them, and they do so in the fastest and most brutal way possible. If this leads to the deaths of billions of innocent people (like killing a Time Lord by collapsing a universe with all its inhabitants) it doesn't matter to them in the least. The only thing is that a dirty deity is dead. Although they are so few (compared to an entire multiverse), they are extremely feared by the gods (for a more than fair reason since my template makes them god killer) and there have been many wars in the past with even Highlord coalitions to annihilate the empire of the Hyperboreans and exterminate them but without succeeding completely. It will greatly reduce the number and destroyed their empire, certain, but they never completely erased them. In fact, their story in my setting is very similar to that of the Sith from Star Wars: a group of dissidents with the current order of things that grows into a large empire that rules over multiple universes only to be crushed by multiple coalitions, to disperse into small groups that are difficult to trace.
Small clarification if you ever use it: DO NOT repeat DO NOT put a Hyperborean against your players if they are gods and he has more perfection bonus than them divine rank (especially if the Hyperborean is above 500 HD). The poor player will be slaughtered very badly with almost no chance of fighting back. Conversely, if your players are Hyperboreans expect that almost any Immortal will end up in the meat grinder and many fights will become useless. That said, the template is deliberately broken. It is actually an exterminator of gods. :)

Spike them
Poke them
Taunt and provoke them
Laugh and tease them
Mess with their heads
Score them
Gore them
Skin them and wear them
Burn them
Grill them
Rattle their bones
Bite them
Eat them
Torture and beat them
Maim them kill them
Cut of their heads
Slay them
Flay them
Kick them and roll them
Dance on their graves
Cos now they're dead!

Ode to the massacre of the immortals. Hyperborean Empire. Approximately ATW 23455

Hyperborean Code:
  • A battle of any kind is a battle regardless, I'll give my best.​
  • There is honor in a death in battle, but my companions would suffer, I can withdraw from a lost battle, but only after my companions have withdrawn.​
  • I will not accept to absorb Quintessence and become a "Divinity", they are cowards who have chosen the easy way to a false power that depends on others.​
  • Once an oath is made, my honor requires me to keep it, even if I can interpret it however I want if it is not formulated well.​

Hyperboreans template

Gained: Hyperborean is a template that can be applied to any being hereafter referred to as the "base creature". The creature's type and size remain unchanged, however it gains the "Augmented" subtype.

Alignment: Any, but almost always any Evil.

-Hit Dice: The base creature gain max Hit Points, at 30 HD their base Hit Dice become d20s, at 120 HD their Hit Dice change to d100s, at 200 HD and every 100 HD thereafter their hit point multiplier increases by +1 (ie: a being with 200 HD of Spiritual Strength would have x2 health, 300 HD would have x3, and so on..), at 480 HD their base HD increases to d1000s. At 1000 HD, their hit point Multiplier increases from +1 per 100 HD, to +10 per 100 HD (1000 HD being would have x100 hp) this is retroactive. At 2000 HD their hit point multiplier increases to +1/4 their total hit dice (2000 HD would have x500 hp). Finally at 10.000 HD their base HD increases to d10.000s.

-Senses: At 30 HD the base creature's senses increase x3. At 60 HD the sense multiplier increase to x10. At 120 HD the creature gains Cosmic Consciousness that extend to the borders of the current Layer they inhabit. At 160 HD this increase to the Plane they inhabit. At 240 HD this increase to the current Dimension they inhabit. At 480 HD this increase to the current Universe they inhabit. While outside an Universe (like in the Pleroma) the Cosmic Consciousness is limited to 50 billion lightyears in radius centered on the Hyperborean.

-Speed: At 30 HD the base creature's speed increases by x3. At 120 HD the speed multiplier increases to x10 and they gain standard Starflight with a speed of 3d20 days to reach any point in the Kosmos. At 480 HD they become Superluminal. At 2000 HD their Starflight increases to 10d20 minutes, on par with a Time Lord. At 10.000 HD they gain Space Folding.

Space Folding (Ex)

The creature is able to fold space to instantly travel to any point in the universe at any time, this effectively makes the creature occupy all spaces for all positive benefits or effects, and not occupy any space that would be considered non beneficial. Essentially allowing the creature to target a foe without being able to be targeted itself. Only other creature with space-folding can target this creature.

-BaB: A Hyperborean has BaB equal to her HD, despite any class BaB or racial BaB.

-Spellcasting: A Hyperborean caster level, for all, is equal to her total Hit Die + Perfection Bonus unless is higher.

Armor Class
-Deflection and Insight: The base creature gains a Deflection bonus to their AC equal to their Charisma Modifier and an Insight bonus equal to their Wisdom Modifier.

-Perfection Bonus: They also gain a +1 Perfection bonus to their AC for every 5 HD.

-Cosmic String (Ex): A Hyperborean with 120 HD gains the Cosmic String Cosmic Ability as a bonus ability withouth the need to meet its prerequisite. A Hyperborean can be permanent killed everywhere (unlike Sidereals), but only by entities with divine rank or perfection bonus equal or higher than her perfection bonus. She reform instantly (like the Eternals) in the same spot if not killed by entities with divine rank or perfection bonus equal or higher than her perfection bonus.

-Natural Armor Bonus: The base creature gains an amount of Natural Armor bonus that varies depending on how naturally tough they are (this replace the base natural armor of the creature, if lessere). If the base creature has little or no natural armor normally, they gain 1/4th their HD in Nat AC. If the base being is naturally scaly or tough, they gain 1/2 their HD in Nat AC. If the base creature naturally has heavy armor plating or is incredibly tough to hurt, they gain Nat AC equal to their Hit Dice.

-Butcher of the gods (Ex): A Hyperborean of 2.000 HD gain immunity to Abrogate and Evil Eye unless generated by a Time Lord or equivalent.

Special Attacks:

-Aura: This work like the divine aura with the following difference: The aura is range close with HD 1-14, Medium with HD 15-84, Long with HD 85-244 and extreme with 245+ HD. The save DC is 10 + the hyperborean Charisma modifier + the perfection bonus.

-Integrated Class Features: The base creature gains class features equal to ½ her racial HD (for creature with only 1 racial HD, no Integrated Class Features).

-Spell Like Abilities: At 10th HD, they gain Limited Wish 1/day (CL= 10 + Hit Dice + perfection bonus), at 30 HD this improved to Wish 1/day, and at 120 HD this improved to Wish at-will. At 240 HD they gain Alter Reality as the Sidereals ability.

-Prana Blast (Su): Treated as an "Effect" power, the base creature begins to be able to manipulate it's own life force to assault it's foes. The base creature radiates an aura of bright light (color of your choice) that can be extinguished at will. Initially it deals 1d3 divine damage per HD of the base creature, though it does not destroy magic barriers, and dazzles targets that fail a DC 10 + ½ HD + their Perfection bonus save for 1 round, and manifests as a single Effect type power of the Hyperborean choosing (ray, blast, strike, touch, etc), every 10 HD he gains an additional attack form and it grows in strength as per the Effect list in the Ascension handbook (each power grows in strength as if it were selected one more time). At 30 HD, it is treated as an Uncanny Effect with the Hyperborean gaining access to all Effect type attack forms and dazzles targets for a number of rounds equal to the dice damage done and the -1 to attack rolls and sight based perception is replaced with a minus equal to the Hyperborean's Perfection modifier (and any Divine bonus they may also have) and also affects the armor class of an opponent reducing dodge and Dex based AC equal to the Perfection and Divine Bonus of the Hyperborean to a maximum of the opponent's total dodge and dex based armor bonus (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus). At 60 HD the damage increase to d10's. At 120 HD the damage increase to d20's. At 480 HD the damage increase to d100's. At 1.000 HD the damage increase to d1000's. At 10.000 HD the damage increase to d10.000's.

-Terminus (Ex): A Hyperborean count her perfection bonus as divine rank for overcome the Cosmic String. A Hyperborean of 500 HD, ignore the Transmortality Trascendental ability of enemy if her perfection bonus is equal or greater than her opponent divine rank. When a Hyperborean kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. A Hyperborean attacks, effects, and spells always count as epic for the purpose of overcome the DR and affect gods (immortals have DR/epic and Sidereal and above are immune to non epic effects).

Special Abilities:
-Ageless (Ex): The base creature at 15 HD takes no penalty to her physical ability scores from advanced age. If she is already taking such penalties, they are removed at this time. The base creature stop aging and gains immune to aging affect. An Hyperborean can live forever. They do not need to breathe, eat or sleep.

-Damage Reduction (Ex): The base creature gains DR/— equal to ½ its HD. At 30 HD this increases to equal its HD. At 120 HD DR is increased to 10xHD, and at 1000 HD to 1000xHD (1,000,000 at 1000 HD).

-Perfection (Ex): The base creature gains a Perfection Bonus equal to 1/5 his HD on AC, Attack Rolls, all Checks, DCs, Initiative, Saves, and SR. At 480 HD the Hyperborean gains a single ability between Elusion, Invincibility or Sophism based on their character concept as they learn to tap into the higher reality of true Perfection.

-Purity of Body (Ex): A Hyperborean is immune to disease and poison.

-God Hunter (Var): A Hyperborean of 20 HD gains the Deicide portfolio using her Perfection bonus as Divine Rank for calculate when they gain the powers but unlike the normal Deicide portfolio in which the bonus are obtained at minimum rank, the bonus are obtained at maximum rank (8 rank for Lesser Deity, 16 for Greater Deity, 48 for First One, etc.). At 500 HD this increase to double Deicide portfolio.

-Might (Ex): A Hyperborean of 60 HD deals d10's for base damage dice of all melee, ranged weapon, natural weapon, and unarmed attacks with virtual size categories, and their damage dice cannot go below this dice but they cannot deal more dice than their HD (Ie: a dagger wielded by a Hyperborean with 60 HD and 500 Str would deal 60d10 damage). An Hyperborean of 160 HD increase the d10's to d20's. An Hyperborean of 480 HD increase the d20's to d100's. An Hyperborean of 1000 HD increase the d100's to d1000's. An Hyperborean of 10.000 HD increase the d1000's to d10.000's.

-Mythic (Ex): A Hyperborean has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. A Hyperborean can use any of their spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to the Perfection bonus of the Hyperborean and Y is the Surge suitable for the rank.

-Spell Resistance (Ex): Gain an SR equal to 10 + HD + Their Perfection Bonus. At 300 HD they become immune to non-epic spells (unless the Hyperborean want to suffer the effect).

-Adaption (Ex): At 30 HD the base creature's form has grown tough enough to survive the test of space and time. They gain resistance* to Terrestrial Hazards: Volcano High temperatures, Arctic Freezing Temperatures, Sea Trench Pressures, Lightning Storms, etc. At 80 HD they gain immunity to Terrestrial Hazards and resistance to Stellar Hazards: Surface of the Sun, Outer Space, Extreme Pressure Environments (Planetary/Stellar cores), Heavy Gravity, Cosmic Storms, etc. At 160 HD they gain immunity to Stellar Hazards and resistance to Dimensional Hazards: Black Holes, Worm Holes, Quasars, Gamma Rays, Time Storms, etc. At 480 HD they gain immunity to Dimensional Hazards and resistance to Universal Hazards: Big Bang (planck) effects, Tears in Reality, Cosmic Cysts, Star Plagues, Collapsing Space, etc and to the effects of the Pleroma Space. At 1000 HD they gain immunity to Universal Hazards, to the effects of the Pleroma Space and resistance to Multiversal Hazards: Probability Crack, Logic Paradox, Anti-Maxim, etc. At 10.000 HD they gain immunity to Multiversal Hazards.

*Resistance is different from immunity and the GM’s is the judge to how they are affected by a given phenomenon (to give an example, Sidereals are resistant but not immune to Dimensional Hazard: a black hole might be used to imprison a sidereal with the high EMF essentially functioning as dead-magic zones)..

-Antimagic Resistance (Ex): At 20 HD the Hyperborean gains immunity to antimagic effects (like antimagic field) and can freely cast spell, spell-like abilities and use supernatural abilities but non-epic items or magic (spells of 9th-level or below) even when used by an Hyperborean are affected by anti-magic.

-Divine Power: The base creature gains 1 Divine Ability for every 5 HD it has (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus) and every time they gains a HD/level they can change feats with divine abilities with a ratio of 6:1.

-Multifaceted: At 30 HD a Hyperborean is considered to have effectively mastered mortal and epic techniques and gains Mutifaceted as a bonus Divine Ability.

-Cosmic Power: At 120 HD, they gain a single Cosmic Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities with a ratio of 6:1.

-Transcendent Power: At 480 HD, they gain a single Transcendental Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities or transcendental abilities with a ratio of 36:6:1.

-Omnific Power: At 2000 HD, they gain a single Omnific Power of their choice and every time they gains a HD/level they can change divine abilities with omnific abilities with a ratio of 200:1.

-Metempiric Power: At 10.000 HD, they gain a single Metempiric Power of their choice and every time they gains a HD/level they can change divine abilities with metempiric abilities with a ratio of 2000:1.

-Saves: The base creature adds it's Perfection bonus to all Saving Throws.

-Abilities: Add +2 to all ability scores for every 5 HD the base creature possesses.

-Skills: The base creature gains it's Perfection bonus to all Skills

I was curious about Terminus. As far as the RAI of the ability goes. Would it negate the effects of a vampire's gaseous form or a lich's phylactery if the undead in question were deities? or is it just specifically their cosmic string that is negated?
 

Obly99

Adventurer
I was curious about Terminus. As far as the RAI of the ability goes. Would it negate the effects of a vampire's gaseous form or a lich's phylactery if the undead in question were deities? or is it just specifically their cosmic string that is negated?
Originally (in the First version of my Hyperborean), Terminus overcome all (gaseous form, phylactery, etc. but only of the deities). After, I nerfet it for balancing and reporting an equilibrium in the Power level of the template. Now has only the effects:

Perfection vs divine for overcome Cosmic String

Perfection vs divine for overcome Transmortality

A deity count as killed in its godly real everywhere.

Its Attack count as Epic for overcome the DR of Immortal and affect Sidereals and Eternals.

If an Hyperborean want to kill an Immortal lich or vampire must find the phylactery or follow the gaseous form back to the grave
 
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Obly99

Adventurer
Taking inspiration by the Unelemental

Entropy Template

Sometimes a creature gets too close to Bys, the dimension of Entropy and becomes tainted by it but that rarely happens. Bys being nothing, it cannot create anything. But where the edges of Bys touch the other dimensions, something happens. Hideous parodies of real, existing creatures spawn from pure entropy ready to bring annihilation.

Entropy is a template that can be applied to any non-entropic creature, hereafter referred to as the "base creature".

-Challenge Rating: Same as the base creature +10.

-Type: The creature type change to outsider and gains the elemental, entropy, evil, and extraplanar subtype. It retains any subtype except for alignment subtypes (such as good). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Do not recalculate HD, BaB, save or skills.

-Alignment: Change to Neutral Evil (but see Beyond Mortal Care).

-Senses: As the base creature plus low-light and see in darkness.

-Speed: An entropy lose any previous speed and can fly at its higher ex-movement speed with perfect maneuverability (see flight).

Armor Class
-Deflection: The base creature gains a Deflection bonus to its AC equal to its Charisma Modifier (if positive).

Special Attacks:

-Death Gaze (Su): 5 permanent damage per HD, 5 ft. per Hit Die, Fortitude negates. This is a death effect and gaze attack. The save DC is Charisma-based.

-Entropic Touch (Su): An entropy can destroy non-magical matter with a mere touch. Magical matter (like a wall of force) are subject to a disintegrate effect (caster level equal to entropy HD), but without the 40d6 limit. Magical items can make a Fortitude save (DC is 10 + ½ Hit Dice of the entropy + the entropy’s Constitution modifier) each time they touch, or are touched by an entropy to reduce the disintegrate effect, if they fail, the item suffer the damage and is also disjuncted. A successful save negate the disjunction effect and reduce the damage to 5d6. This can destroy artifiacts, with a percentage equal to the HD of the entropy, if they fail the Fortitude save (the entropy does not risk losing spellcasting ability). A creature using a melee manufacted weapon against the entropy must make a Reflex save (DC is 10 + ½ Hit Dice of the entropy + the entropy’s Constitution modifier) every time he hit the entropy or the weapon suffer the disintegrate effect like is touched by the entropy. A projectile or thrown weapon does not gain a Reflex saving throw.

-Third Death (Su): If destroyed, an entropy implodes in upon itself. All targets within the entropy’s reach must make a Reflex save (DC 10 + ½ the entropy’s Hit Dice) or be sucked into the void and lost forever. Occasionally, beings lost in this manner find a way to return but they are never the same creature they were before unless they are somehow protected against the dimension of entropy.

-Void Gaze (Su): Any intelligent creature looking at the entropy can become lost in the unrelenting depth of blackness. Intelligent creatures within 5 feet per 2 Hit Dice of the entropy must make a Will save or become fascinated for 2d6 rounds. This is a charm, mind-affecting, visual effect and blind creatures are immune to this. The save DC is Charisma-based.

Special Qualities:

-Anathema to Reality (Ex): In any form the entropy creature does not leave any tracks, and leaves no trace of its passing, making it impossible to track. All divination spells that happen to be affecting the area it's in will show nothing but an empty spot. An entropy is immune to all divination spell and effects. Unusual forms of sensory perception (like blindsight, tremorsense) do not work for detect it. This ability even foils indirect detection (such as using detect magic to search for magical items on the entropy creature). The entropy creature can hide himself from view without anything to actually hide behind and even while observed.

-Beyond Mortal Care (Ex): An entropy is Beyond Alignment. Attempts to detect its alignment don’t return any results. When an entropy is the target of a spell or effect that is based on alignment, it’s treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on it. If it lose this effect, it revert to its previous alignment.

-Damage Reduction: Equal to ½ their HD /–.

-Dark Regeneration (Ex): This work like the normal regeneration with the following difference. An entropy regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If an entropy fails its save against a spell or effect that would kill it instantly, the monster is instead reduced to 1 hit point. No form of damage can stop dark regeneration, only by putting the entropy in bright light condition stop the regeneration.

-Defensive Ability: An entropy gains the elemental traits and is constantly under the effect of an extraordinary Freedom of Movement, Negate Aroma, and True seeing effect. An entropy in any condition of light, with the exception of bright light, gains dark regeneration equal to its HD.

-Entropy (subtype): A creature with the entropy subtype can move without risk within the dimension of entropy and is immune to permanent damage. All natural attacks the creature make are touch attack. All natural attacks the creature make deal permanent damage instead of usual type.

-Entropic Master (Su): An entropy is hard to hit. There's a 50% chance to miss it as if it had full concealment. This is not an illusion, and is not negated by True Seeing but is negated while the entropy is in normal or bright light.

-Entropic Mastery (Ex): The damage dealt by an entropy unarmed strike or natural weapons is permanent. This is applied even to racial special attack that deal physical or elemental damage (like trample of a bison or the breath weapon of a red dragon), but not to abilities gained from class, spells, spell-like abilities, maneuvers or psionic powers. Permanent damage is an untyped damage that ignore any DR or Hardness. A limited wish spell will heal 1 hit point of permanent damage. A miracle or wish will heal 1 point of permanent damage per caster level. Any creature reduced to 0 or fewer hit points by permanent damage is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Those slain by an entropy are brought closer to the true nature of death and as such cannot be raised. However, they can be resurrected, albeit suffering a loss of 2 levels (from resurrection) or a loss of one level (from true resurrection). Anyone grappling with, or striking the entropy with unarmed strike or melee natural attacks suffers permanent damage equal to the base damage dice their attack would usually inflict (eg. If a Monk were to land four blows upon an entropy, each dealing 2d10+22 damage, then he would suffer 8d10 permanent damage).

-Flight (Ex): An entropy does not fly; rather it is not subject to gravity in the same way other creatures are. It can move in any direction through any medium, disintegrating solid matter in its path (see entropic touch).

-Lasting Death (Su): An entropy can kill any creature that is not powerful enough. When an entropy kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. An entropy ignores rejuvenation, cosmic string, transmortality, or any automatic ability that prevents death in any way (such as transmigration but not spirited away), unless the immoral has more Divine Ranks of 1/5 of the entropy HD (rounded down).

-Undead Nature (Ex): An entropy gains negative energy affinity and is immune to Ability Damage and Drain, Blindness, Charm, Compulsion, Death effects, Energy Drain, Fear effects, Mind-affecting effects, Nausea, Petrification, and unwilling Polymorph effects. An entropy does not need to eat, breath or sleep.


Before you stands the beast, the thing. A dragon made of black substance, a black hole in shape of dragon, looking in your direction with malevolence, even if it has not eyes. It opens its jaws and black flames that seem to erase reality wherever they pass hurl themselves against you.

Entropy Adult Red Dragon CR 24

Beyond Alignment (NE) Huge outsider (elemental, entropy, evil, extraplanar, fire)

Init +4; Senses dragon senses, low-light vision, see in darkness, smoke vision, true seeing; Perception +23

Aura fire (5 ft., 1d6 permanent damage), frightful presence (180 ft., DC 21)

DEFENSE

AC 32, touch 11, flat-footed 32 (+3 deflection, +21 natural, –2 size)

hp 212 (17d12+102) dark regeneration 17

Fort +16, Ref +10, Will +15

Defensive Abilities anathema to reality, entropic master, freedom of movement, negate aroma, negative energy affinity; DR 5/magic and 8/–; Immune ability damage and drain, blindness, charm, compulsion, death effects, energy drain, fear, fire, mind-affecting, nausea, permanent damage, petrification, and unwilling polymorph effects, elemental traits; SR 25

Weaknesses Vulnerability to cold

OFFENSE

Speed flight 200 ft. (perfect)

Melee bite touch +25 (2d8+15 permanent damage), 2 claws touch +25 (2d6+10 permanent damage), 2 wings touch +23 (1d8+5 permanent damage), tail slap +23 (2d6+15 permanent damage)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50-ft. cone, DC 24, 12d10 permanent damage), crush (Small Creatures, DC 24, 2d8+15 permanent damage), death gaze (85 ft., DC 21, 85 permanent damage), entropic touch (DC 24, 34d6), third death (10 ft., DC 18), void gaze (40 ft., DC 21, fascinate 2d6 rounds)

Spell-Like Abilities (CL 17th, concentration +20)

At will—detect magic, pyrotechnics (DC 15), suggestion (DC 16)

Spells Known (CL 7th, concentration +10)

3rd (5/day)—dispel magic, haste

2nd (7/day)—invisibility, resist energy, see invisibility

1st (7/day)—alarm, grease (DC 14), magic missile, shield, true strike

0 (at will)—arcane mark, light, mage hand, mending, message, prestidigitation, read magic

STATISTICS

Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16

Base Atk +17; CMB +29; CMD 39 (43 vs. trip)

Feats Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike

Skills Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowledge (arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +12

Languages Common, Draconic, Dwarven, Orc

SQ beyond mortal care, entropic mastery, lasting death, undead nature

SPECIAL ABILITIES

Fire Aura (Su)
An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6.

Smoke Vision (Ex)
A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).


Entropy Troll CR 15

Beyond Alignment (NE) Large outsider (elemental, entropy, evil, extraplanar, giant)

Init +2; Senses darkvision 60 ft., low-light vision, scent, see in darkness, true seeing; Perception +8

DEFENSE

AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)

hp 63 (6d8+36); regeneration 5 (acid or fire), dark regeneration 6

Defensive Abilities anathema to reality, entropic master, freedom of movement, negate aroma, negative energy affinity; DR 3/–; Immune ability damage and drain, blindness, charm, compulsion, death effects, energy drain, fear, mind-affecting, nausea, permanent damage, petrification, and unwilling polymorph effects, elemental traits;

Fort +11, Ref +4, Will +3

OFFENSE

Speed fly 30 ft. (perfect)

Melee bite +8 touch (1d8+5 permanent damage), 2 claws +8 touch (1d6+5 permanent damage)

Space 10 ft.; Reach 10 ft.

Special Attacks death gaze (30 ft., DC 11, 30 permanent damage), entropic touch (DC 11, 12d6), rend (2 claws, 1d6+7 permanent damage), third death (10 ft., DC 13), void gaze (15 ft., DC 11, fascinate 2d6 rounds)

STATISTICS

Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Base Atk +4; CMB +10; CMD 22

Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)

Skills Intimidate +9, Perception +8

Languages Giant

SQ beyond mortal care, entropic mastery, lasting death, undead nature
 

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