Things from my setting

Obly99

Adventurer
Balrog (Valaraukar)

CE Gargantuan outsider (chaotic, evil, fire, extraplanar)

Init +32; Senses darkest vision, darkvision 180 ft., divine senses (x3), low-light vision, fiery hunter, true seeing; Perception +47

Aura divine (DC 26, 100 ft.), shadow and flame (DC 46), unholy aura (DC 34)

DEFENSE

AC 57, touch 36, flat-footed 43 (+12 deflection, +8 Dex, +4 divine, +6 dodge, +21 natural, –4 size)

hp 810 (30d10+510) regeneration 20 (epic and good)

Fort +63, Ref +54, Will +58

Defensive Abilities block attacks, dark vigor, improved uncanny dodge, mettle, unbindable, uncanny dodge; DR 15/epic and good; Immune ability damage and drain, charm, compulsion, death effects, disease, energy drain, fire, mind-affecting effects, paralysis, petrification, poison, unwilling polymorph; Resistance acid 30, cold 10, electricity 30, Terrestrial Hazards; SR 45

Weakness vulnerability to cold

OFFENSE

Speed 120 ft., fly 270 ft. (perfect)

Melee slash +85/+85/+80/+75/+70 (6d10+31 plus 3d6 (half fire, half unholy) and 3d6 unholy and 1 negative level against good creatures), grab +84/+79/+74/+69 (2d10+31 plus 3d6 (half fire, half unholy) and 3d6 unholy and 1 negative level against good creatures and dragging lash) or 2 slams +80 (3d10+25 plus 8d6 half fire half unholy)

Space 20 ft.; Reach 20 ft. (30 ft. with whip)

Special Attacks conflagrating roar (DC 46), consume mythic power (DC 41), dragging lash, dread oppressor (DC 41), mythic power (4/day, surge +1d8), smite good 8/day (+12 to hit, +120 to damage)

Spell-Like Abilities (CL 34th, concentration +50)

Constant—true seeing, unholy aura (DC 34)

At will—black tentacles, blasphemy (DC 33), blindness/deafness (DC 28), burning hands (DC 27), commune, create greater undead, deeper darkness, dream, elemental swarm (fire elementals only), etherealness, fire seeds (DC 32), fire shield (warm shield only), fire storm (DC 33), geas/quest, greater dispel magic, greater teleport, incendiary cloud (DC 34), magic jar, nightmare (DC 31), obscuring mist, power word blind, power word kill, power word stun, produce flame, resist energy (fire only), sending, shadow walk, telekinesis (DC 31), tongue, wall of fire

4/day—wish

3/day—implosion (DC 35)

1/day—hellball [E] (DC 36)

1/month—eclipse [E], rain of fire [E] (DC 36)

STATISTICS

Str 60, Dex 26, Con 44, Int 32, Wis 30, Cha 35

Base Atk +30; CMB +88; CMD 99

Feats Blind-FightB, Cleave, Combat Expertise, Combat Reflexes, Cornugon Smash, Dodge, Double Slice, Greater Cleave, Greater Two-Weapon FightingB, Improved Two-Weapon FightingB, Intimidating ProwessB, Iron Will, Mobility, Muscle Reaction, Power Attack, Signature Skill (intimidate), Spring Attack, Two-Weapon FightingB, Vital Strike, Weapon Focus (longsword), Whirlwind Attack

Epic Feats Good Will, Great Smiting, HibernateB, Improved Dodge, Improved Power Attack, Perfect Two-Weapon FightingB, Superior Whirlwind Attack

Skills Bluff +49, Fly +47, Heal +47, Intimidate +74, Knowledge (arcane, dungeoneering, history, local, nature, nobility, religion) +45, Knowledge (plane) +48, Perception +47, Sense Motive +47, Spellcraft +48, Stealth +33, Survival +47

Languages Abyssal, Celestial, Draconic, Dwarven, Elven, Ignan, Infernal, Necril, Old Tongue, Orc, Sylvan; telepathy 100 ft.

SQ dark flames, incinerate, might, portfolio (darkness, fire), terrible strike, virtual size category +1, whip mastery

Gears slash (+6 speed, unholy power longsword), grab (+6 unholy power whip)

Divine Abilities

• Multifaceted (Ex): Gain 6 extra feats

• Strong Mind (Ex): Str as insight to attack rolls

• Strong Soul (Ex): Str as insight to saving throw

• Superior Smiting (Su): Smiting deals a bonus equal to four times your level

Darkness Portfolio Traits (Quasi-Deity)

Granted Power: You gain Blind-Fight as a bonus feat

Darkest Vision (Ex): You have perfect vision in darkness, even magical darkness

Hostile Environment (Sunlight) (Ex): Competence penalty on all die rolls equal to your divine rank while within a sunlit environment

Light Vulnerability (Ex): Suffer 50% extra damage from light attacks and spells

• Shadow Immunity (Su): You are immune to shadow attacks and spells

• Scion of Darkness (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while shrouded in darkness

• Improved Summoning (Shadow) (Ex): Shadow creatures summoned have 50% more HD

Fire Portfolio Traits (Quasi-Deity)

Granted Power: Turn water creatures as a good cleric turns undead. Command fire creatures as an evil cleric command undead

Hostile Environment (Cold/Water) (Ex): Competence penalty on all die rolls equal to your divine rank while either underwater or within sub-zero environment

Cold Vulnerability (Ex): Suffer 50% extra damage from cold attacks and spells

• Fire Immunity (Su): You are immune to fire attacks and spells

• Scion of Fire (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a fiery environment

• Improved Summoning (Fire) (Ex): Fire creatures summoned have 50% more HD

Block Attacks (Ex)
Once per round, when the balrog is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the balrog is unaffected by the attack (as if the attack had missed).

Conflagrating Roar (Su)
A balrog, as a standard action, can emit a terrible roar that manifests as a 30-foot cone of unholy fire. Any creature caught in the effect takes 20d6 points of fire damage and 10d6 points of sonic damage. A successful DC 46 Reflex save halves this damage. After using this ability the balrog must wait 1d4+1 rounds before use it again. Conflagrating roar count as a breath weapon for effects and prerequisites. The save DC is Constitution-based.

Consume Mythic Power (Su)
As a standard action, a balrog can make a single melee attack at its highest base attack bonus against a single mythic creature. If the attack hits, it deals damage as normal, and the balrog drains 1d4 uses of mythic power from the target, causing the target to lose that many uses of mythic power, and the balrog to regain them (up to the maximum number of uses of mythic power that the balrog can possess). A Will save DC 41 negate this drain. If the target does not have enough mythic power, then all of the target’s remaining mythic power is drained, instead. A creature whose remaining uses of mythic power are reduced to 0 as a result of this ability, or that is affected by this ability while she already has no remaining uses of mythic power, is treated as being non-mythic for 1d4 hours, and loses all benefits of being a mythic character other than bonus hit points for the duration of that time. The save DC is Charisma-based.

Dark Flames (Ex)
Every time a balrog inflict fire damage (whether it is with an ability, with a spell, or another way is irrelevant, included the fiery blast of its terrible strike ability), actually only half of the damage is fire damage while the other half results directly from the corruptive power of Morgoth and is therefore not subject to being reduced by resistance to fire-based attacks (like a flame strike spell). This other damage still count as fire damage for the purpose of being multiplied in case a creature has vulnerability to fire and the incinerate ability of the balrog.

Dark Vigor (Su)
As an embodiment of cruelty, hatred, and rage, a balrog is actually physically healed by causing pain and suffering to other creatures. At the end of any round in which a balrog dealt at least 50 points of damage to another creature, it heals 50 hit points. The balrog cannot heal more than 50 hit points in this way per round, even if it deals 50 or more points of damage to multiple creatures. Additionally, whenever the balrog kills another creature with at least 5 HD (whether by damaging it or with another method), the balrog heals an additional 100 hit points. The balrog can heal any amount of damage in this way in a turn, provided he kills enough creatures to do so, up to his maximum hit point total. The balrog count as having a Charisma score of 40 for the purpose of meeting the prerequisite of Superior Smiting Divine Ability.

Divine Traits (Quasi-Deity) (Ex)
A balrog is equivalent in power as a quasi deity, it 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. A balrog’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A quasi-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Dragging Lash (Ex)
If a balrog strikes a Huge or smaller foe with its whip, it can immediately attempt a grapple check without provoking an attack of opportunity. If the balrog wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balrog does not. If the target is Gargantuan, the balrog instead may attempt a drag combat maneuver as a free action that does not provoke attacks of opportunity; a Gargantuan target gains the grappled condition only if dragged into an adjacent square. Larger creatures are unaffected.

If the target is protected by a spell or spell-like ability (including the effects of magical items) that provide freedom of movement or a similar effect that prevents grappling, a balrog can spend one use of its mythic power as a swift action while making this grapple check to use greater dispel magic to negate that effect; this dispelling does not affect other effects.

Finally, a balrog can still make attacks with its whip even while a creature is grappled in it. Doing so imposes a -4 penalty on the balrog’s attack rolls, but causes both the grappled creature and the target to suffer an additional 6d6 points of bludgeoning damage with each successful hit.

Dread Oppressor (Su)
A balrog can expend one use of mythic power as a standard action to impose its crushing will on a single creature within 100 feet, forcing the creature to attempt a DC 41 Will save. If the creature fails the save it immediately falls prone and is cowering for 1 minute. Each round on its turn, the victim may attempt a new Will save to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this effect early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d6 rounds. A creature that succeeds on the initial save to resist this effect is merely stunned for 1 round. This is a mind-affecting insanity effect and the save DC is Charisma-based.

Fiery Hunter (Ex)
A balrog can see perfectly in magical darkness. It can also see perfectly in smoky conditions caused by fire, and can see through normal and magical fire effects, such as those created by wall of fire.

Grant Spells
A balrog can grant up to 7th-level spells. This does not require any specific action on the balrog behalf. It grant access to the domains of Darkness, Destruction, and Fire and and to the subdomains of Arson, Ferocity°, Hatred, and Rage.
°Clerics of a balrog can use the Ferocity subdomain to modify the Destruction domain.

Incinerate (Su)
Any creature killed by fire damage from a balrog is entirely destroyed, leaving behind only a trace of fine ash. The creature’s magical equipment is unaffected. Creatures destroyed in this way can only be restored to life through true resurrection, or a carefully worded wish spell followed by resurrection, or miracle.

Mythic (Ex)
A balrog has Mythic Power (4/day, surge +1d8) and counts as a 4th-rank Mythic creature. A balrog can use any of its 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. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

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

Shadow and Flame (Ex)
A balrog’s body is wreathed in unholy flames intermingled with night-black shadows. Creatures that begin their turn adjacent to a balrog take 4d6 points of fire damage, and must succeed on a DC 46 Fortitude save or are blinded for 1d4 rounds. The save DC is Constitution-based. Additionally, anyone hitting a balrog with a natural weapon or unarmed strike takes 8d6 points of fire damage. A balrog’s natural weapons inflict 8d6 extra point of fire damage. A creature that grapples a balrog or is grappled by one takes 12d6 points of fire damage each round the grapple persists.

Terrible Strike (Su)
Any slashing weapon a balrog wields (including its standard longsword and whip) gains the fiery blast and vorpal weapon quality. Weapons retain this quality for one hour after the balrog releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.

Unbindable (Ex)
A balrog possesses the ability to break free of magic circles which flawlessly imprison other, lesser beings. By expending one use of mythic power as a free action, a balrog becomes immune to the effects of a magic circle against evil spell, as well as against any other effect which would trap it on the Material Plane (such as a dimensional anchor spell, or the alternate rules for binding an outsider listed in Ultimate Magic).

Whip Mastery (Ex)
A balrog treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor.
 

Attachments

  • balrog2.png
    balrog2.png
    6.2 MB · Views: 18
  • balrog.jpg
    balrog.jpg
    40.5 KB · Views: 16
Last edited:

log in or register to remove this ad

Beefermatic

Adventurer
Balrog (Valaraukar) from LOTR

CE Gargantuan outsider (chaotic, evil, fire, extraplanar)

Init +32; Senses darkest vision, darkvision 180 ft., divine senses (x3), low-light vision, fiery hunter, true seeing; Perception +47

Aura divine (DC 26, 100 ft.), shadow and flame (DC 46), unholy aura (DC 34)

DEFENSE

AC 57, touch 36, flat-footed 43 (+12 deflection, +8 Dex, +4 divine, +6 dodge, +21 natural, –4 size)

hp 810 (30d10+510) regeneration 20 (epic and good)

Fort +63, Ref +54, Will +58

Defensive Abilities block attacks, dark vigor, improved uncanny dodge, mettle, unbindable, uncanny dodge; DR 15/epic and good; Immune ability damage and drain, charm, compulsion, death effects, disease, energy drain, fire, mind-affecting effects, paralysis, petrification, poison, unwilling polymorph; Resistance acid 30, cold 10, electricity 30, Terrestrial Hazards; SR 45

Weakness vulnerability to cold

OFFENSE

Speed 120 ft., fly 270 ft. (perfect)

Melee slash +85/+85/+80/+75/+70 (6d10+31 plus 3d6 (half fire, half unholy) and 3d6 unholy and 1 negative level against good creatures), grab +84/+79/+74/+69 (2d10+31 plus 3d6 (half fire, half unholy) and 3d6 unholy and 1 negative level against good creatures and dragging lash) or 2 slams +80 (3d10+25 plus 8d6 half fire half unholy)

Space 20 ft.; Reach 20 ft. (30 ft. with whip)

Special Attacks conflagrating roar (DC 46), consume mythic power (DC 41), dragging lash, dread oppressor (DC 41), mythic power (4/day, surge +1d8), smite good 8/day (+12 to hit, +120 to damage)

Spell-Like Abilities (CL 34th, concentration +50)

Constant—true seeing, unholy aura (DC 34)

At will—black tentacles, blasphemy (DC 33), blindness/deafness (DC 28), burning hands (DC 27), commune, create greater undead, deeper darkness, dream, elemental swarm (fire elementals only), etherealness, fire seeds (DC 32), fire shield (warm shield only), fire storm (DC 33), geas/quest, greater dispel magic, greater teleport, incendiary cloud (DC 34), magic jar, nightmare (DC 31), obscuring mist, power word blind, power word kill, power word stun, produce flame, resist energy (fire only), sending, shadow walk, telekinesis (DC 31), tongue, wall of fire

4/day—wish

3/day—implosion (DC 35)

1/day—hellball [E] (DC 36)

1/month—eclipse [E], rain of fire [E] (DC 36)

STATISTICS

Str 60, Dex 26, Con 44, Int 32, Wis 30, Cha 35

Base Atk +30; CMB +88; CMD 99

Feats Blind-FightB, Cleave, Combat Expertise, Combat Reflexes, Cornugon Smash, Dodge, Double Slice, Greater Cleave, Greater Two-Weapon FightingB, Improved Two-Weapon FightingB, Intimidating ProwessB, Iron Will, Mobility, Muscle Reaction, Power Attack, Signature Skill (intimidate), Spring Attack, Two-Weapon FightingB, Vital Strike, Weapon Focus (longsword), Whirlwind Attack

Epic Feats Good Will, Great Smiting, HibernateB, Improved Dodge, Improved Power Attack, Perfect Two-Weapon FightingB, Superior Whirlwind Attack

Skills Bluff +49, Fly +47, Heal +47, Intimidate +74, Knowledge (arcane, dungeoneering, history, local, nature, nobility, religion) +45, Knowledge (plane) +48, Perception +47, Sense Motive +47, Spellcraft +48, Stealth +33, Survival +47

Languages Abyssal, Celestial, Draconic, Dwarven, Elven, Ignan, Infernal, Necril, Old Tongue, Orc, Sylvan; telepathy 100 ft.

SQ dark flames, incinerate, might, portfolio (darkness, fire), terrible strike, virtual size category +1, whip mastery

Gears slash (+6 speed, unholy power longsword), grab (+6 unholy power whip)

Divine Abilities

• Multifaceted (Ex): Gain 6 extra feats

• Strong Mind (Ex): Str as insight to attack rolls

• Strong Soul (Ex): Str as insight to saving throw

• Superior Smiting (Su): Smiting deals a bonus equal to four times your level

Darkness Portfolio Traits (Quasi-Deity)

Granted Power: You gain Blind-Fight as a bonus feat

Darkest Vision (Ex): You have perfect vision in darkness, even magical darkness

Hostile Environment (Sunlight) (Ex): Competence penalty on all die rolls equal to your divine rank while within a sunlit environment

Light Vulnerability (Ex): Suffer 50% extra damage from light attacks and spells

• Shadow Immunity (Su): You are immune to shadow attacks and spells

• Scion of Darkness (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while shrouded in darkness

• Improved Summoning (Shadow) (Ex): Shadow creatures summoned have 50% more HD

Fire Portfolio Traits (Quasi-Deity)

Granted Power: Turn water creatures as a good cleric turns undead. Command fire creatures as an evil cleric command undead

Hostile Environment (Cold/Water) (Ex): Competence penalty on all die rolls equal to your divine rank while either underwater or within sub-zero environment

Cold Vulnerability (Ex): Suffer 50% extra damage from cold attacks and spells

• Fire Immunity (Su): You are immune to fire attacks and spells

• Scion of Fire (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a fiery environment

• Improved Summoning (Fire) (Ex): Fire creatures summoned have 50% more HD

Block Attacks (Ex)
Once per round, when the balrog is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the balrog is unaffected by the attack (as if the attack had missed).

Conflagrating Roar (Su)
A balrog, as a standard action, can emit a terrible roar that manifests as a 30-foot cone of unholy fire. Any creature caught in the effect takes 20d6 points of fire damage and 10d6 points of sonic damage. A successful DC 46 Reflex save halves this damage. After using this ability the balrog must wait 1d4+1 rounds before use it again. Conflagrating roar count as a breath weapon for effects and prerequisites. The save DC is Constitution-based.

Consume Mythic Power (Su)
As a standard action, a balrog can make a single melee attack at its highest base attack bonus against a single mythic creature. If the attack hits, it deals damage as normal, and the balrog drains 1d4 uses of mythic power from the target, causing the target to lose that many uses of mythic power, and the balrog to regain them (up to the maximum number of uses of mythic power that the balrog can possess). A Will save DC 41 negate this drain. If the target does not have enough mythic power, then all of the target’s remaining mythic power is drained, instead. A creature whose remaining uses of mythic power are reduced to 0 as a result of this ability, or that is affected by this ability while she already has no remaining uses of mythic power, is treated as being non-mythic for 1d4 hours, and loses all benefits of being a mythic character other than bonus hit points for the duration of that time. The save DC is Charisma-based.

Dark Flames (Ex)
Every time a balrog inflict fire damage (whether it is with an ability, with a spell, or another way is irrelevant, included the fiery blast of its terrible strike ability), actually only half of the damage is fire damage while the other half results directly from the corruptive power of Morgoth and is therefore not subject to being reduced by resistance to fire-based attacks (like a flame strike spell). This other damage still count as fire damage for the purpose of being multiplied in case a creature has vulnerability to fire and the incinerate ability of the balrog.

Dark Vigor (Su)
As an embodiment of cruelty, hatred, and rage, a balrog is actually physically healed by causing pain and suffering to other creatures. At the end of any round in which a balrog dealt at least 50 points of damage to another creature, it heals 50 hit points. The balrog cannot heal more than 50 hit points in this way per round, even if it deals 50 or more points of damage to multiple creatures. Additionally, whenever the balrog kills another creature with at least 5 HD (whether by damaging it or with another method), the balrog heals an additional 100 hit points. The balrog can heal any amount of damage in this way in a turn, provided he kills enough creatures to do so, up to his maximum hit point total. The balrog count as having a Charisma score of 40 for the purpose of meeting the prerequisite of Superior Smiting Divine Ability.

Divine Traits (Quasi-Deity) (Ex)
A balrog is equivalent in power as a quasi deity, it 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. A balrog’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A quasi-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Dragging Lash (Ex)
If a balrog strikes a Huge or smaller foe with its whip, it can immediately attempt a grapple check without provoking an attack of opportunity. If the balrog wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balrog does not. If the target is Gargantuan, the balrog instead may attempt a drag combat maneuver as a free action that does not provoke attacks of opportunity; a Gargantuan target gains the grappled condition only if dragged into an adjacent square. Larger creatures are unaffected.

If the target is protected by a spell or spell-like ability (including the effects of magical items) that provide freedom of movement or a similar effect that prevents grappling, a balrog can spend one use of its mythic power as a swift action while making this grapple check to use greater dispel magic to negate that effect; this dispelling does not affect other effects.

Finally, a balrog can still make attacks with its whip even while a creature is grappled in it. Doing so imposes a -4 penalty on the balrog’s attack rolls, but causes both the grappled creature and the target to suffer an additional 6d6 points of bludgeoning damage with each successful hit.

Dread Oppressor (Su)
A balrog can expend one use of mythic power as a standard action to impose its crushing will on a single creature within 100 feet, forcing the creature to attempt a DC 41 Will save. If the creature fails the save it immediately falls prone and is cowering for 1 minute. Each round on its turn, the victim may attempt a new Will save to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this effect early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d6 rounds. A creature that succeeds on the initial save to resist this effect is merely stunned for 1 round. This is a mind-affecting insanity effect and the save DC is Charisma-based.

Fiery Hunter (Ex)
A balrog can see perfectly in magical darkness. It can also see perfectly in smoky conditions caused by fire, and can see through normal and magical fire effects, such as those created by wall of fire.

Grant Spells
A balrog can grant up to 7th-level spells. This does not require any specific action on the balrog behalf. It grant access to the domains of Darkness, Destruction, and Fire and and to the subdomains of Arson, Ferocity°, Hatred, and Rage.
°Clerics of a balrog can use the Ferocity subdomain to modify the Destruction domain.

Incinerate (Su)
Any creature killed by fire damage from a balrog is entirely destroyed, leaving behind only a trace of fine ash. The creature’s magical equipment is unaffected. Creatures destroyed in this way can only be restored to life through true resurrection, or a carefully worded wish spell followed by resurrection, or miracle.

Mythic (Ex)
A balrog has Mythic Power (4/day, surge +1d8) and counts as a 4th-rank Mythic creature. A balrog can use any of its 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. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

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

Shadow and Flame (Ex)
A balrog’s body is wreathed in unholy flames intermingled with night-black shadows. Creatures that begin their turn adjacent to a balrog take 4d6 points of fire damage, and must succeed on a DC 46 Fortitude save or are blinded for 1d4 rounds. The save DC is Constitution-based. Additionally, anyone hitting a balrog with a natural weapon or unarmed strike takes 8d6 points of fire damage. A balrog’s natural weapons inflict 8d6 extra point of fire damage. A creature that grapples a balrog or is grappled by one takes 12d6 points of fire damage each round the grapple persists.

Terrible Strike (Su)
Any slashing weapon a balrog wields (including its standard longsword and whip) gains the fiery blast and vorpal weapon quality. Weapons retain this quality for one hour after the balrog releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.

Unbindable (Ex)
A balrog possesses the ability to break free of magic circles which flawlessly imprison other, lesser beings. By expending one use of mythic power as a free action, a balrog becomes immune to the effects of a magic circle against evil spell, as well as against any other effect which would trap it on the Material Plane (such as a dimensional anchor spell, or the alternate rules for binding an outsider listed in Ultimate Magic).

Whip Mastery (Ex)
A balrog treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor.
I mean, this seems like a hell of a demon, no pun intended, but when did the LOTR Balrog do any of this? It didn't blind people or heal by killing things? It certainly wasn't a godlike being capable of granting spells. Just seems way overpowered comparatively to what it's supposed to be. Like grossly so. Gandalf, before his transformation took it down alone in melee none the less, of Gandalf was fighting this version he'd have just immediately gone blind and the Balrog would have just killed him and healed. 🤷🏻‍♂️

I think if this wasn't supposed to be the Balrog specifically from LOTR, and was just a new demon you made I'd love it, but as is I'm just kinda scratching my head.
 

Obly99

Adventurer
I mean, this seems like a hell of a demon, no pun intended, but when did the LOTR Balrog do any of this? It didn't blind people or heal by killing things? It certainly wasn't a godlike being capable of granting spells. Just seems way overpowered comparatively to what it's supposed to be. Like grossly so. Gandalf, before his transformation took it down alone in melee none the less, of Gandalf was fighting this version he'd have just immediately gone blind and the Balrog would have just killed him and healed. 🤷🏻‍♂️

I think if this wasn't supposed to be the Balrog specifically from LOTR, and was just a new demon you made I'd love it, but as is I'm just kinda scratching my head.
I know, my error that i maintain that name. Originally I started from a Balor to create the Balrog but then I realized that at the actual it was nothing more than a Balor with less ability (no Death Throes and Vorpal), 2 sizes bigger and with some more HD. He was flat as a monster for out standards. I took a lot of abilities from the Mythic Balor from both Legendary Games and Necromancer of the Northwest by combining the Quasi-Deity template and this is the result. The name and all is that I forgot to change them when I copied and pasted the document from my PC.
 
Last edited:

Beefermatic

Adventurer
I know, my error that i maintain that name. Originally I started from a Balor to create the Balrog but then I realized that at the actual it was nothing more than a Balor with less ability (no Death Throes and Vorpal), 2 sizes bigger and with some more HD. He was flat as a monster for out standards. I took a lot of abilities from the Mythic Balor from both Legendary Games and Necromancer of the Northwest by combining the Quasi-Deity template and this is the result. The name and all is that I forgot to change them when I copied and pasted the document from my PC.
Alright, haha, I was wondering, I was like "wtf, can the Balrog actually do that?!" LOL.

I always thought Balors were supposed to be Balrogs, they just can't use the name due to copyright laws, like Halflings are just Hobbits.

Either way it's a badass creature to be sure, nasty demon, and we need more of tthose. Demons and devils get left behind badly.
 

Obly99

Adventurer
The last in order of creation of the creatures inspired by Elden Ring

Maliketh the Black Blade

LN Large magical beast (entity, lawful)

Init +85 (always first); Senses blindsight 5.000 ft, darkvision 10.000 ft., divine senses (x20), low-light vision, scent, true seeing; Perception +166

Aura divine (DC 57, 5.200 ft.)

DEFENSE

AC 178, touch 78, flat-footed 156 (+50 armor, +23 deflection, +16 Dex, +24 divine, +6 dodge, +50 natural, -1 size)

hp 15.240 (120d100+3.240) fast healing 60, regeneration 60 (epic and fire)

Fort +113, Ref +102, Will +107

Defensive Abilities black armor, cosmic string, improved evasion, improved uncanny dodge, mettle, uncanny dodge; DR 120/—; Immune An Entity is unaffected by any magic or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. It can still be affected by artifacts (epic magic items) and epic spells. Ability damage or drain, cold, death effects, energy drain, gaze attacks, mind-affecting effects, polymorphing, petrification, or any form-altering attack, visual based illusion effects, massive damage, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; Resistance Dimensional Hazards; PR/SR 154, any spell which fails to penetrate Maliketh spell resistance is reflected back upon the caster

OFFENSE

Speed 300 ft., air walk, burrow 150 ft. (maximum hardness 30), climb 200

Melee eternal death +249/+249/+249/+249/+249 touch (48d20+113/11-20x6 plus 4d6 x6) (without crit. 6.582; with crit. 38.772), bite +176 (8d20+18), claw +176 (8d20+18); bite +181 (8d20+37), 2 claw +181 (8d20+37) or

against immortals eternal death +749/+749/+749/+749/+749 touch (48d20+613/11-20x6 plus 4d6 x6) (without crit. 9.582; with crit. 56.772), bite +676 (8d20+518), claw +676 (8d20+518); bite +681 (8d20+537), 2 claw +681 (8d20+537) or

against immortals with smite immortals active eternal death +869/+869/+869/+869/+869 touch (+ DR) (48d20+613/11-20x6 plus 4d6 and 240/12.000*DR extra damage [eventually permanent] x6) (without crit. 9.582 plus 240/12.000*DR*6; with crit. 56.772 plus 240/12.000*DR*6*6) bite +796 (8d20+518 and 240/12.000*DR extra damage [eventually permanent]), claw +796 (8d20+518 and 240/12.000*DR extra damage [eventually permanent]); bite +801 (8d20+537 and 240/12.000*DR extra damage [eventually permanent]), 2 claw +801 (8d20+537 and 240/12.000*DR extra damage [eventually permanent])

Special Attacks death attack (DC 112), favored enemy +500 (immortals), flowing river cut, long cut, mythic power (24/day, surge +8d6), ranged cut, smite immortals 24/day (bonus to attack: 120 + DR; extra damage [eventually permanent]: if 48 DR or less 240*divine rank; if 49+ 12.000*divine rank; insight bonus to AC and save equal to double DR), sneak attack +60d6

Space 10 ft.; Reach 5 ft.

Spell-Like Abilities (CL 144th, concentration +191)

Constant—air walk, mindblank

3/day—summon hunting party (4d6 legendary animalx2 paragon dire wolfs [80 HD])

STATISTICS

Str 85, Dex 42, Con 64, Int 46, Wis 48, Cha 56

Base Atk +120; CMB +182; CMD 237 (241 vs. trip)

Feats Combat Reflexes, Cornugon Smash, Dodge, Greater Vital Strike, Greater Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Improved Critical (greatsword), Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Mounstrous Strength, Muscle Reaction, Power Attack, Quick Draw, Run, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack

Epic Feats Cats Fall, Epic Weapon Specialization (greatsword), Epic Weapon Focus greatsword), Good Will, Greater Critical (greatsword), Greater Critical Multiplier (greatsword), Improved Critical Multiplier (greatsword), Improved Dodge, Killer Instinct, Legendary Tracker, Light Eradication, Mathesis, Pherenology, Superior Initiative, Timely Dodge, Underwalker

Skills Acrobatics +163, Bluff +167, Climb +69, Diplomacy +167, Intimidate +167, Knowledge (all) +162, Perception +166, Sense Motive +163, Spellcraft +162, Stealth +163, Survival +163

Languages Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, Sylvan; telepathy 10.000 ft.

SQ call weaponry, portfolio (deicide), virtual size category +4

Gears eternal death (see below)

Maliketh renounce 18 feats for 3 divine abilities bonus

Divine Abilities

• Apocrypha (Ex)B: +50 to save against divination.

• Celerity (Ex): x3 movement speed

• Divine Sneak Attack (Ex): Half your sneak attack damage is treated as divine damage

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement

• Invincibility (Ex): Fortitude save for negate damage

• Perfect Initiative (Ex): Always first

• Perfect Weapon Focus (greatsword) (Ex): Always use maximum BaB for iterative attacks

• Perfect Weapon Specialization (greatsword) (Ex): Always maximum damage with the weapon

• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank

• Superior Critical (greatsword) (Ex): Critical thread quadrupled

• Superior Critical Multiplier (greatsword) (Ex): Critical multiplier increased

• Telelocation (Su): You automatically know the location of any unshielded thing

• True Seeing (Su)B: True Seeing constant.

Cosmic Abilities

• Abrogate (Su): You negate an enemies single greatest ability

• Perfect Critical (greatsword): Critical threat quintupled

• Perfect Critical Multiplier (greatsword): Critical multiplier increased

• Unearthly Weapon Focus (greatsword) (Ex): Touch attack to hit

• Unearthly Weapon Specialization (greatsword) (Ex): Base damage multiplied for the weapon critical multiplied

Deicide Portfolio Traits (Elder One)

Granted Power: Once per day per divine rank you may use Smite Immortal.

*Smite Immortal (Su)

A number of time per day equal to his divine rank, a deicide can infuse his strikes with anathematic energies. As a swift action, the deicide chooses one target within sight to smite. If this target is an Immortal, the deicide gains a bonus to his Attack Rolls equal to his HD plus his opponent's Divine Rank**, deals extra damage or permanent damage (deicide choice) on his Damage Rolls equal to double his HD x his opponent's Divine Rank against the Immortal and attacks automatically bypass any DR the Immortal might possess. In addition, while smite immortal is in effect, the deicide gains an insight bonus equal to double his opponent's Divine Rank to his AC and saving throw against attacks and ability made by the target of the smite. If the deicide targets a creature that was not an Immortals, the smite is wasted with no effect. The smite immortal effect remains until the target of the smite is dead or the next time the deicide rests and regains his use of this ability. This ability count as smite for prerequisite of feat and ability (like the Perfect Smite Cosmic Ability). If the Immortal has at least 49 divine rank, the base smite immortal damage (before apply superior and perfect smiting) increase to his HD x his opponent's Divine Rank x 100.

** for calculate the divine rank of Immortal without divine rank like Cogent or Cometary Dragon, use his equivalent bonus to AC (ex: a Cogent a rank 16, while an Old Cometary Dragon a rank 44).

Obsessed (Ex): Competence penalty to on all rolls equal to your divine rank for one month if you ever retreat the battlefield so long as a single enemy Immortal remains alive within your Divine Aura

Notoriety (Ex): You become infamous across the pantheon, becoming a target for assassinations attempts by powerful divine servants or adventuring parties

• Pernicious Armor (Su): You are immune to Divine Damage

• Scion of Godslaughter (Ex): You gain your most powerful opponent’s in your Divine Aura Divine Bonus to Armor Class, Attacks, Damage, Saves, and Checks

• Profane Ritual (Ex): All summoned allies cannot be Banished

• Antidivinity (Su): All Divine Damage you do is treated as Antidivine Damage, which deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers)

• Uncanny Divine Mastery (Su): Assault your enemies with divine based attacks.

• Fundament of Sacrilege (Ex): You gain Regeneration equal to the total Divine Bonus of all foes in your Divine Aura.

• Nemesis (Su): You treat all Immortals as the Favored Enemy of a ranger equal to your HD, multiplying the bonus tenfold (+500).

Perfect Destined Death Strike

Strike 4%; Melee (bonus) Free -

Uncanny Divine Mastery

Beam (Ray) 120d3; 5.200 ft.

Blast 60d3; 5.200 ft./325 ft. Standard action Ref 67/half

Blood 30d3; Melee automatic ability Ref DC 71/negate

Breath* 120d3; 325 ft. (cone) 1.300 ft. (line) Standard Ref 71/half

Hand 180d3; Melee Touch

Immolation 180d3; 5.200 ft. radius Free/Standard Ref 71/half

Storm 30d3; 5.200 ft. radius Standard/Free – Special Ref 67/half

Strike 30d3; Melee (bonus) Free -

Wrath (Gaze) 60d3; all creature in 325 ft. Will 67/negate


Alter Reality (Su)
Once per round as a free action the Maliketh can duplicate any spell of 9th-level or less. This ability can also duplicate any epic spells of DC 182 or less. Other use of this ability are GM’s discretion.

Black Armor (Ex)
Maliketh always wears its thematically black armor. This armor is part of it, cannot be removed (like with the spell trade items) or sundered, has an armor check penalty of 0, no maximum Dex bonus to AC, counts as a light armor for effects, and grants a +50 armor bonus.

Call Weaponry (Su)
Maliketh can call his weapon eternal death to its hands at will as a free action from any distance (even across dimensional boundaries). If the weapons is destroyed, it can remake it and cause the rebuilt weapon to appear in his hand as a full-round action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Cosmic Might (Ex)
Maliketh deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.

Destined Death (Su)
Maliketh was created by an Eternal. Its creator give him an alterate more powerful version of the Perfect Gravitic Strike [Effect] called Destined Death: after a creature take damage from the [Effect], the [Effect] continue to repeat the same type of damage for a number of rounds equal to ½ the DR of Maliketh without save (eg. if a creature suffer the Strike version of the [Effect], he will continue to suffer 4% of his maximum hp every round for 12 rounds) but a wish or miracle spell can stop this effect in advance with a successfully caster level check DC 144. If an Immortal is killed by destined death, he count as killed in his godly realm for the purpose of really die.

Divine Traits (Ex)
As an Entity (Elder One), Maliketh gains a +24 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. Maliketh’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. An Entity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Flowing River Cut (Ex)
As a full-round action, Maliketh can move up to four times its speed, making any amount of attacks with eternal death during this movement but it may not attack an individual creature more than once (long cut can still damage a creature more than once if inside the area). This movement does not provoke attacks of opportunity. This ability can be used with long cut and ranged cut.

Long Cut (Ex)
Whenever Maliketh makes an attack with eternal death, it can choose to make the attack take the form of a line which extends 120 feet from itself. All creatures and objects within this line must make a successful Reflex save DC 117 or take damage as though the attack was successful (taking half damage on a successful save). Maliketh can choose to exclude a number of spaces from this attack equal to its Charisma modifier. The save DC is Charisma-based. This ability can be used with flowing river cut but not with ranged cut.

Mythic (Ex)
Maliketh has Mythic Power (24/day, surge +8d6) and counts as a 24th-rank Mythic creature. Maliketh can use any of its Alter Reality and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Ranged Cut (Ex)
Whenever Maliketh makes an attack with eternal death, it can chose to attack at a range of 1.000 feet, attacking a foe with the wind pressure of its strike. Treat this attack as a melee attack for how the attack and damage rolls are determined for this ability. This ability can be used with flowing river cut but not with long cut.


Eternal Death
The Eternal creator of Maliketh give him a more powerful weapon: eternal death. This +40 everdread, ghost touch, impact, phase locking, greatsword of speed has the color of vantablack and is made of adamantine with a 1/64th of orichalcum (x6 the base dice). Eternal death automatically count as one of the artifacts that could overcome the cosmic string of a creature. A creature killed by eternal death has his soul destroyed and cannot return to life or be resurrected by any means unless a creature use wish or miracle first with a successfully caster level check DC 154 (same SR of Maliketh) for reform the soul. This ignore rejuvenation and all abilities that automatically return to life or restore a creature (like the gaseous form of a vampire or the necessity to be killed in the Home plane for Immortals). With creatures with their soul removed from their body (like the phylactery of a lich or the armor of a graveknight), their soul is not destroyed but instead suffer a number of negative levels equal to their HD-1 (this ignore immunity to negative levels or energy drain). A good Immortal with his soul destroyed by eternal death has a 25% chance of returning as a Hunefer (this increase to 50% for a neutral Immortal and to 75% for an evil Immortal). When eternal death deliver the Strike version of the Destined Death [Effect], the damage increase to 8% from 4% (even the repeated damage).
 

Attachments

  • maliketh1.jpg
    maliketh1.jpg
    87.7 KB · Views: 15

Beefermatic

Adventurer
The last in order of creation of the creatures inspired by Elden Ring

Maliketh the Black Blade

LN Large magical beast (entity, lawful)

Init +85 (always first); Senses blindsight 5.000 ft, darkvision 10.000 ft., divine senses (x20), low-light vision, scent, true seeing; Perception +166

Aura divine (DC 57, 5.200 ft.)

DEFENSE

AC 178, touch 78, flat-footed 156 (+50 armor, +23 deflection, +16 Dex, +24 divine, +6 dodge, +50 natural, -1 size)

hp 15.240 (120d100+3.240) fast healing 60, regeneration 60 (epic and fire)

Fort +113, Ref +102, Will +107

Defensive Abilities black armor, cosmic string, improved evasion, improved uncanny dodge, mettle, uncanny dodge; DR 120/—; Immune An Entity is unaffected by any magic or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. It can still be affected by artifacts (epic magic items) and epic spells. Ability damage or drain, cold, death effects, energy drain, gaze attacks, mind-affecting effects, polymorphing, petrification, or any form-altering attack, visual based illusion effects, massive damage, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; Resistance Dimensional Hazards; PR/SR 154, any spell which fails to penetrate Maliketh spell resistance is reflected back upon the caster

OFFENSE

Speed 300 ft., air walk, burrow 150 ft. (maximum hardness 30), climb 200

Melee eternal death +249/+249/+249/+249/+249 touch (48d20+113/11-20x6 plus 4d6 x6) (without crit. 6.582; with crit. 38.772), bite +176 (8d20+18), claw +176 (8d20+18); bite +181 (8d20+37), 2 claw +181 (8d20+37) or

against immortals eternal death +749/+749/+749/+749/+749 touch (48d20+613/11-20x6 plus 4d6 x6) (without crit. 9.582; with crit. 56.772), bite +676 (8d20+518), claw +676 (8d20+518); bite +681 (8d20+537), 2 claw +681 (8d20+537) or

against immortals with smite immortals active eternal death +869/+869/+869/+869/+869 touch (+ DR) (48d20+613/11-20x6 plus 4d6 and 240/12.000*DR extra damage [eventually permanent] x6) (without crit. 9.582 plus 240/12.000*DR*6; with crit. 56.772 plus 240/12.000*DR*6*6) bite +796 (8d20+518 and 240/12.000*DR extra damage [eventually permanent]), claw +796 (8d20+518 and 240/12.000*DR extra damage [eventually permanent]); bite +801 (8d20+537 and 240/12.000*DR extra damage [eventually permanent]), 2 claw +801 (8d20+537 and 240/12.000*DR extra damage [eventually permanent])

Special Attacks death attack (DC 112), favored enemy +500 (immortals), flowing river cut, long cut, mythic power (24/day, surge +8d6), ranged cut, smite immortals 24/day (bonus to attack: 120 + DR; extra damage [eventually permanent]: if 48 DR or less 240*divine rank; if 49+ 12.000*divine rank; insight bonus to AC and save equal to double DR), sneak attack +60d6

Space 10 ft.; Reach 5 ft.

Spell-Like Abilities (CL 144th, concentration +191)

Constant—air walk, mindblank

3/day—summon hunting party (4d6 legendary animalx2 paragon dire wolfs [80 HD])

STATISTICS

Str 85, Dex 42, Con 64, Int 46, Wis 48, Cha 56

Base Atk +120; CMB +182; CMD 237 (241 vs. trip)

Feats Combat Reflexes, Cornugon Smash, Dodge, Greater Vital Strike, Greater Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Improved Critical (greatsword), Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Mounstrous Strength, Muscle Reaction, Power Attack, Quick Draw, Run, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack

Epic Feats Cats Fall, Epic Weapon Specialization (greatsword), Epic Weapon Focus greatsword), Good Will, Greater Critical (greatsword), Greater Critical Multiplier (greatsword), Improved Critical Multiplier (greatsword), Improved Dodge, Killer Instinct, Legendary Tracker, Light Eradication, Mathesis, Pherenology, Superior Initiative, Timely Dodge, Underwalker

Skills Acrobatics +163, Bluff +167, Climb +69, Diplomacy +167, Intimidate +167, Knowledge (all) +162, Perception +166, Sense Motive +163, Spellcraft +162, Stealth +163, Survival +163

Languages Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, Sylvan; telepathy 10.000 ft.

SQ call weaponry, portfolio (deicide), virtual size category +4

Gears eternal death (see below)

Maliketh renounce 18 feats for 3 divine abilities bonus

Divine Abilities

• Apocrypha (Ex)B: +50 to save against divination.

• Celerity (Ex): x3 movement speed

• Divine Sneak Attack (Ex): Half your sneak attack damage is treated as divine damage

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement

• Invincibility (Ex): Fortitude save for negate damage

• Perfect Initiative (Ex): Always first

• Perfect Weapon Focus (greatsword) (Ex): Always use maximum BaB for iterative attacks

• Perfect Weapon Specialization (greatsword) (Ex): Always maximum damage with the weapon

• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank

• Superior Critical (greatsword) (Ex): Critical thread quadrupled

• Superior Critical Multiplier (greatsword) (Ex): Critical multiplier increased

• Telelocation (Su): You automatically know the location of any unshielded thing

• True Seeing (Su)B: True Seeing constant.

Cosmic Abilities

• Abrogate (Su): You negate an enemies single greatest ability

• Perfect Critical (greatsword): Critical threat quintupled

• Perfect Critical Multiplier (greatsword): Critical multiplier increased

• Unearthly Weapon Focus (greatsword) (Ex): Touch attack to hit

• Unearthly Weapon Specialization (greatsword) (Ex): Base damage multiplied for the weapon critical multiplied

Deicide Portfolio Traits (Elder One)

Granted Power: Once per day per divine rank you may use Smite Immortal.

*Smite Immortal (Su)

A number of time per day equal to his divine rank, a deicide can infuse his strikes with anathematic energies. As a swift action, the deicide chooses one target within sight to smite. If this target is an Immortal, the deicide gains a bonus to his Attack Rolls equal to his HD plus his opponent's Divine Rank**, deals extra damage or permanent damage (deicide choice) on his Damage Rolls equal to double his HD x his opponent's Divine Rank against the Immortal and attacks automatically bypass any DR the Immortal might possess. In addition, while smite immortal is in effect, the deicide gains an insight bonus equal to double his opponent's Divine Rank to his AC and saving throw against attacks and ability made by the target of the smite. If the deicide targets a creature that was not an Immortals, the smite is wasted with no effect. The smite immortal effect remains until the target of the smite is dead or the next time the deicide rests and regains his use of this ability. This ability count as smite for prerequisite of feat and ability (like the Perfect Smite Cosmic Ability). If the Immortal has at least 49 divine rank, the base smite immortal damage (before apply superior and perfect smiting) increase to his HD x his opponent's Divine Rank x 100.

** for calculate the divine rank of Immortal without divine rank like Cogent or Cometary Dragon, use his equivalent bonus to AC (ex: a Cogent a rank 16, while an Old Cometary Dragon a rank 44).

Obsessed (Ex): Competence penalty to on all rolls equal to your divine rank for one month if you ever retreat the battlefield so long as a single enemy Immortal remains alive within your Divine Aura

Notoriety (Ex): You become infamous across the pantheon, becoming a target for assassinations attempts by powerful divine servants or adventuring parties

• Pernicious Armor (Su): You are immune to Divine Damage

• Scion of Godslaughter (Ex): You gain your most powerful opponent’s in your Divine Aura Divine Bonus to Armor Class, Attacks, Damage, Saves, and Checks

• Profane Ritual (Ex): All summoned allies cannot be Banished

• Antidivinity (Su): All Divine Damage you do is treated as Antidivine Damage, which deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers)

• Uncanny Divine Mastery (Su): Assault your enemies with divine based attacks.

• Fundament of Sacrilege (Ex): You gain Regeneration equal to the total Divine Bonus of all foes in your Divine Aura.

• Nemesis (Su): You treat all Immortals as the Favored Enemy of a ranger equal to your HD, multiplying the bonus tenfold (+500).

Perfect Destined Death Strike

Strike 4%; Melee (bonus) Free -

Uncanny Divine Mastery

Beam (Ray) 120d3; 5.200 ft.

Blast 60d3; 5.200 ft./325 ft. Standard action Ref 67/half

Blood 30d3; Melee automatic ability Ref DC 71/negate

Breath* 120d3; 325 ft. (cone) 1.300 ft. (line) Standard Ref 71/half

Hand 180d3; Melee Touch

Immolation 180d3; 5.200 ft. radius Free/Standard Ref 71/half

Storm 30d3; 5.200 ft. radius Standard/Free – Special Ref 67/half

Strike 30d3; Melee (bonus) Free -

Wrath (Gaze) 60d3; all creature in 325 ft. Will 67/negate


Alter Reality (Su)
Once per round as a free action the Maliketh can duplicate any spell of 9th-level or less. This ability can also duplicate any epic spells of DC 182 or less. Other use of this ability are GM’s discretion.

Black Armor (Ex)
Maliketh always wears its thematically black armor. This armor is part of it, cannot be removed (like with the spell trade items) or sundered, has an armor check penalty of 0, no maximum Dex bonus to AC, counts as a light armor for effects, and grants a +50 armor bonus.

Call Weaponry (Su)
Maliketh can call his weapon eternal death to its hands at will as a free action from any distance (even across dimensional boundaries). If the weapons is destroyed, it can remake it and cause the rebuilt weapon to appear in his hand as a full-round action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Cosmic Might (Ex)
Maliketh deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.

Destined Death (Su)
Maliketh was created by an Eternal. Its creator give him an alterate more powerful version of the Perfect Gravitic Strike [Effect] called Destined Death: after a creature take damage from the [Effect], the [Effect] continue to repeat the same type of damage for a number of rounds equal to ½ the DR of Maliketh without save (eg. if a creature suffer the Strike version of the [Effect], he will continue to suffer 4% of his maximum hp every round for 12 rounds) but a wish or miracle spell can stop this effect in advance with a successfully caster level check DC 144. If an Immortal is killed by destined death, he count as killed in his godly realm for the purpose of really die.

Divine Traits (Ex)
As an Entity (Elder One), Maliketh gains a +24 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. Maliketh’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. An Entity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Flowing River Cut (Ex)
As a full-round action, Maliketh can move up to four times its speed, making any amount of attacks with eternal death during this movement but it may not attack an individual creature more than once (long cut can still damage a creature more than once if inside the area). This movement does not provoke attacks of opportunity. This ability can be used with long cut and ranged cut.

Long Cut (Ex)
Whenever Maliketh makes an attack with eternal death, it can choose to make the attack take the form of a line which extends 120 feet from itself. All creatures and objects within this line must make a successful Reflex save DC 117 or take damage as though the attack was successful (taking half damage on a successful save). Maliketh can choose to exclude a number of spaces from this attack equal to its Charisma modifier. The save DC is Charisma-based. This ability can be used with flowing river cut but not with ranged cut.

Mythic (Ex)
Maliketh has Mythic Power (24/day, surge +8d6) and counts as a 24th-rank Mythic creature. Maliketh can use any of its Alter Reality and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Ranged Cut (Ex)
Whenever Maliketh makes an attack with eternal death, it can chose to attack at a range of 1.000 feet, attacking a foe with the wind pressure of its strike. Treat this attack as a melee attack for how the attack and damage rolls are determined for this ability. This ability can be used with flowing river cut but not with long cut.


Eternal Death
The Eternal creator of Maliketh give him a more powerful weapon: eternal death. This +40 everdread, ghost touch, impact, phase locking, greatsword of speed has the color of vantablack and is made of adamantine with a 1/64th of orichalcum (x6 the base dice). Eternal death automatically count as one of the artifacts that could overcome the cosmic string of a creature. A creature killed by eternal death has his soul destroyed and cannot return to life or be resurrected by any means unless a creature use wish or miracle first with a successfully caster level check DC 154 (same SR of Maliketh) for reform the soul. This ignore rejuvenation and all abilities that automatically return to life or restore a creature (like the gaseous form of a vampire or the necessity to be killed in the Home plane for Immortals). With creatures with their soul removed from their body (like the phylactery of a lich or the armor of a graveknight), their soul is not destroyed but instead suffer a number of negative levels equal to their HD-1 (this ignore immunity to negative levels or energy drain). A good Immortal with his soul destroyed by eternal death has a 25% chance of returning as a Hunefer (this increase to 50% for a neutral Immortal and to 75% for an evil Immortal). When eternal death deliver the Strike version of the Destined Death [Effect], the damage increase to 8% from 4% (even the repeated damage).
This is awesome, curious, why is he so much stronger than the other Elden Ring creations you made? Maliketh in game and in lore wasn't more powerful than Radahn or Malenia, certainly not Goddess of Rot Malenia, but this Maliketh is 4 times as strong at least and could kill basically an unlimited amount of Radahns or Malenias, so what gives? Imo all of them should have been more at this level of power. It's a great post nonetheless, I was just curious why the power jump?
 

Obly99

Adventurer
This is awesome, curious, why is he so much stronger than the other Elden Ring creations you made? Maliketh in game and in lore wasn't more powerful than Radahn or Malenia, certainly not Goddess of Rot Malenia, but this Maliketh is 4 times as strong at least and could kill basically an unlimited amount of Radahns or Malenias, so what gives? Imo all of them should have been more at this level of power. It's a great post nonetheless, I was just curious why the power jump?
Ok, a little explanation: basically this is inspired by Elden Ring's "conceptual" Maliketh rather than gameplay. While Radahn and Malenia are clearly said to be Demigod, Maliketh is smokier. As a power level in the game when you face it, an abomination with around 80 HD is also excessive. But by lore he alone destroyed the Gloam Eyed Queen, an Empyrean and her cult of Godskin who literally hunted gods and demigods with their black flames (for this I consider the Gloam Eyed Queen, like Marika, a Greater Deity). All without even the power of Destined Death, which steals after eliminating her. For this reason I stopped trying to match Lore and Gameplay and make a creature suitable for my setting:
-The Outer Gods in my setting are Low Eternals so there is no such thing as abomination, an Entity is more suitable as a gift.
-You must be able to annihilate a god and the cult of him without too much difficulty: deicide portfolio and go smoothly.
 

Beefermatic

Adventurer
Ok, a little explanation: basically this is inspired by Elden Ring's "conceptual" Maliketh rather than gameplay. While Radahn and Malenia are clearly said to be Demigod, Maliketh is smokier. As a power level in the game when you face it, an abomination with around 80 HD is also excessive. But by lore he alone destroyed the Gloam Eyed Queen, an Empyrean and her cult of Godskin who literally hunted gods and demigods with their black flames (for this I consider the Gloam Eyed Queen, like Marika, a Greater Deity). All without even the power of Destined Death, which steals after eliminating her. For this reason I stopped trying to match Lore and Gameplay and make a creature suitable for my setting:
-The Outer Gods in my setting are Low Eternals so there is no such thing as abomination, an Entity is more suitable as a gift.
-You must be able to annihilate a god and the cult of him without too much difficulty: deicide portfolio and go smoothly.
Ah fair enough bro
 



Beefermatic

Adventurer
I didn't comment on it as it seems grossly overpowered and I don't really see a way to fix it tbh.

I like the concept, I think it sounds bad ass and i might use it to make an extreme enemy for an upcoming part, but the biggest issue I see is that it literally can do everything. It can kill gods, it can see in darkness, if you hurt it you take permanent damage, it regenerates no matter what, it's immune to permanent damage, it can't be scryed upon, it has no Alignment, it flies, it gets Charisma deflection AC, it has permanent concealment, it can hide in plain sight, all of its supernatural and special abilities are extraordinary abilities, it can make iterative extraordinary disintegrate touch attacks with no cap per round, etc, and it also is only at a +10 CR, and if you do somehow manage to destroy it, it implodes! It disintegrates all non magical items that hit it but also disjoins all magical items that hit it, so how exactly is a low level party, roughly equivalent with its stated CR, supposed to fight this thing?

What party of 15th level characters could kill a 5th level Entropy being?

I just honestly either think the CR needs to be way scaled up, or it's powers need to be really walked back otherwise it just negates everything, can do anything and has no weakness besides bright light. 🤷🏻‍♂️

That said, I respect it's from your setting and I like the idea of it so I refrained from saying anything as I don't want to come off as a pessimistic douche. I just honestly don't know how a standard party could fight it at anything less than epic levels and then only with 9th level magic and a lot of luck.
 
Last edited:

Obly99

Adventurer
I didn't comment on it as it seems grossly overpowered and I don't really see a way to fix it tbh.

I like the concept, I think it sounds bad ass and i might use it to make an extreme enemy for an upcoming part, but the biggest issue I see is that it literally can do everything
At least he can't even make toast and coffee, he can't do everything.
It can kill gods, it can see in darkness, if you hurt it you take permanent damage, it regenerates no matter what, it's immune to permanent damage, it can't be scryed upon, it has no Alignment, it flies, it gets Charisma deflection AC, it has permanent concealment, it can hide in plain sight, all of its supernatural and special abilities are extraordinary abilities, it can make iterative extraordinary disintegrate touch attacks with no cap per round, etc, and it also is only at a +10 CR, and if you do somehow manage to destroy it, it implodes! It disintegrates all non magical items that hit it but also disjoins all magical items that hit it, so how exactly is a low level party, roughly equivalent with its stated CR, supposed to fight this thing?
A lot of his more problematic abilities are stuck behind the fact that all it takes is bright light (a simple 3rd level daylight spell) to turn them off.
That said, I respect it's from your setting and I like the idea of it so I refrained from saying anything as I don't want to come off as a pessimistic douche.
No no no, one of the reasons I post them on the forum is to have your opinions on whether they are broken / problematic / annoying or not.
What party of 15th level characters could kill a 5th level Entropy being?

I just honestly don't know how a standard party could fight it at anything less than epic levels and then only with 9th level magic and a lot of luck.
Ok a level 5th entropy

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

A party of level 10, not even of level 15, obliterate this thing. AC 16, hp 63, +8 to hit, the DC of its Abilities is 11/13. One reason I used the troll is that it has Cha 6 so its DCs are low. As strong as the template is, when I created it, I had the feeling that it was a strong template yes, but a lot depended on the creature it was applied to, therefore it is the master's job to be careful what he applies it to. The entropic troll, with its abilities and DC, it's not a CR 15, maybe it's a CR 9-10 except that it does permanent damage which is difficult / impossible to heal at low levels.

Quoting Upper_Krust
(Immortals Handbook - Epic Bestiary (Epic Monster Discussion))
"EarthSeraphEdna: I just realized that the Small Unelemental is a CR 10 creature that has 2 melee touch attacks that each deal 2d8+3 (average 12) PERMANENT damage. Don't you think that's a bit unfair for a party of four ECL 10 characters who will not likely have Limited Wish, let alone Wish?

U_K: Nope, chances are they will beat it fairly easily but take some permanent damage, when they eventually level up enough they can restore the damage."
 

Beefermatic

Adventurer
At least he can't even make toast and coffee, he can't do everything.
Lol
A lot of his more problematic abilities are stuck behind the fact that all it takes is bright light (a simple 3rd level daylight spell) to turn them off.
Given that Daylight only has a 60ft radius its not terribly hard to escape from
No no no, one of the reasons I post them on the forum is to have your opinions on whether they are broken / problematic / annoying or not.
Still I don't like sounding like a constant source of negativity
Ok a level 5th entropy

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

A party of level 10, not even of level 15, obliterate this thing. AC 16, hp 63, +8 to hit, the DC of its Abilities is 11/13. One reason I used the troll is that it has Cha 6 so its DCs are low. As strong as the template is, when I created it, I had the feeling that it was a strong template yes, but a lot depended on the creature it was applied to, therefore it is the master's job to be careful what he applies it to. The entropic troll, with its abilities and DC, it's not a CR 15, maybe it's a CR 9-10 except that it does permanent damage which is difficult / impossible to heal at low levels.
Okay fair enough, but regen generally will heal you from any amount of hit point damage you take even if you go -250 you'll eventually recover. With the troll stated above it would need to be in both bright light and burned to kill the fuxking thing and that's assuming their weapons and armor aren't just outright destroyed by just fighting it. I think you're underplaying it's viability and power big time. The party might get the initial victory at a price, mind you any time they hit the damned thing they'd be either taking 10d6 or 5d6 permanent Disintegration damage and their weapons will be destroyed. So... yeah, I stand by what I said. Maybe a 15th level party could beat it but that 10th level party would be absolutely fuxked.

Quoting Upper_Krust
(Immortals Handbook - Epic Bestiary (Epic Monster Discussion))
"EarthSeraphEdna: I just realized that the Small Unelemental is a CR 10 creature that has 2 melee touch attacks that each deal 2d8+3 (average 12) PERMANENT damage. Don't you think that's a bit unfair for a party of four ECL 10 characters who will not likely have Limited Wish, let alone Wish?

U_K: Nope, chances are they will beat it fairly easily but take some permanent damage, when they eventually level up enough they can restore the damage."
I don't think these are the same situations. Your Entropic is far and away more powerful than a basic unelemental.
 

Obly99

Adventurer
Okay fair enough, but regen generally will heal you from any amount of hit point damage you take even if you go -250 you'll eventually recover. With the troll stated above it would need to be in both bright light and burned to kill the fuxking thing and that's assuming their weapons and armor aren't just outright destroyed by just fighting it. I think you're underplaying it's viability and power big time. The party might get the initial victory at a price, mind you any time they hit the damned thing they'd be either taking 10d6 or 5d6 permanent Disintegration damage and their weapons will be destroyed. So... yeah, I stand by what I said. Maybe a 15th level party could beat it but that 10th level party would be absolutely fuxked.
Precisely for levels below 10 this stuff is not used, and for the levels after it is used as a mega boss for the end of a story arc after many A LOT of evaluations.
After, considering that they will surely have permanent damage / items to be scrapped, I increase the treasure as a reward for succeeding, so eventually they have an even better equipment and maybe I have them have an intercession from a Solar or similar creatures that have Wish as a reward for having banished a horror that shouldn't exist in the world.

I don't think these are the same situations. Your Entropic is far and away more powerful than a basic unelemental.
It really depends on the creature you apply the template to. The dragon and the troll in my post? Certainly. If the template is applied to a rat or another simple animal, I don't think.
 

Beefermatic

Adventurer
Precisely for levels below 10 this stuff is not used, and for the levels after it is used as a mega boss for the end of a story arc after many A LOT of evaluations.
After, considering that they will surely have permanent damage / items to be scrapped, I increase the treasure as a reward for succeeding, so eventually they have an even better equipment and maybe I have them have an intercession from a Solar or similar creatures that have Wish as a reward for having banished a horror that shouldn't exist in the world.
But having to pull a bunch of Deus Ex Machina shiit out to make it okay means by proxy it isn't okay. It can very easily be a party wipe via bullshiit. Like let's say the party consists of a fighter, a mage, a brawler and a rogue and this thing goes after the mage, which, why wouldn't it? Once that mage is downed, they're screwed. What can they do, destroy their weapons over it and deal unarmed attacks? This is a serious question. What could they do? It's unfair and unbalanced.
It really depends on the creature you apply the template to. The dragon and the troll in my post? Certainly. If the template is applied to a rat or another simple animal, I don't think.
Okay let's stress test that. Let's apply it to a rat. Or a jackal or something. Something basic with a weak attack and no real special abilities. Without proper knowledge of what this thing is or how to fight it it could still easily defeat a party of 10th level characters.

It can disintegrate its way through any medium, it would likely be attacking at night or underground or in some kind of negatively aligned dark locale right? Unless they expose it and keep it in bright light, it will keep returning from the dead dealing permanent damage and Disintegration, and destroying the gear of any opponent it encounters. If the party lacks a mage or a viable mage equivalent (cleric paladin druid magus omdura), they're totally fuxked. A party of rogues, fighters, brawlers and rangers, totally screwed. It wouldn't matter what level really.

It can fly, effectively go invisible, regenerate, hit all touch attacks for at least 5d6 per swipe, and unless they figure out its weakness which unless their metagaming or happen to be a bard or something, they won't easily know, they're going to try different damage types not light or something random. Maybe they will but chances are they won't think bright light from a sunlight spell will do the trick, the sunlight spell doesn't hurt bodaks, doesn't hurt vampires, so why would they just assume it'll hurt this thing?

What it reminds me of, is the pixie, the basic pixie from the Bestiary or Monster Manual. They seem fairly harmless. Tinkerbell! They're only CR3 officially afterall but have constant improved invisibility, can fire magic arrows that can charm you, make you forget etc, have fast perfect flight, a damage reduction, a spell resistance, a decent ac, and can use permanent image in addition to a plethora of other abilities.

If you're not careful you can easily wipe your party with one without even trying.

That's the same issue with this, it's too strong for the level it's presented as.

If only one type of character build stands any chance of effectively fighting it, it's not fair.
 
Last edited:

Obly99

Adventurer
Vampire (Middle Earth) CR 4
Since not much is known about them (they may just be giant bats, like from the Battle of the Five Armies), I took a cue from their version of The Tolkien D20 Project to create my own version. (Vampire) (Home - The Tolkien D20 Project)
CE Medium Monstrous Humanoid

Init +8; Senses blindsense 5 ft., darkvision 60 ft., scent; Perception +10

DEFENSE

AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)

hp 45 (6d10+12)

Fort +4, Ref +9, Will +6

Defensive Abilities evasion; DR 5/magic

Weakness light blindness

OFFENSE

Speed 10 ft., fly 30 ft. (average)

Melee bite +5 (1d3+1), 2 talons +10 (1d6+2 plus bleed and grab)

Special Attacks bleed (1d4), blood drain (1 Constitution)

STATISTICS

Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 16

Base Atk +6; CMB +7; CMD 21

Feats Improved Initiative, Hover, Weapon Finesse

Skills Fly +13, Intimidate +12, Perception +10, Sense Motive +7, Stealth +13

Languages Common, Orc

Environment any

Organization solitary, pair, or patrol (1 Vampire plus 1d6+2 Orcs)

Treasure incidental

Middle Earth vampires appear as gigantic bats with the faces of men or women and equipped with powerful claws on their feet. They are very good flyers and were used by Morgoth and Sauron as scouts, spies or messangers.

COMBAT

Vampires stalk their prey and attack by ambushing their victims. They like to strike with a talon and fly out of reach, weakening their victims until they can administer a final attack. Some of them are very old and may have levels.
 

Beefermatic

Adventurer
Vampire (Middle Earth) CR 4
Since not much is known about them (they may just be giant bats, like from the Battle of the Five Armies), I took a cue from their version of The Tolkien D20 Project to create my own version. (Vampire) (Home - The Tolkien D20 Project)
CE Medium Monstrous Humanoid

Init +8; Senses blindsense 5 ft., darkvision 60 ft., scent; Perception +10

DEFENSE

AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)

hp 45 (6d10+12)

Fort +4, Ref +9, Will +6

Defensive Abilities evasion; DR 5/magic

Weakness light blindness

OFFENSE

Speed 10 ft., fly 30 ft. (average)

Melee bite +5 (1d3+1), 2 talons +10 (1d6+2 plus bleed and grab)

Special Attacks bleed (1d4), blood drain (1 Constitution)

STATISTICS

Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 16

Base Atk +6; CMB +7; CMD 21

Feats Improved Initiative, Hover, Weapon Finesse

Skills Fly +13, Intimidate +12, Perception +10, Sense Motive +7, Stealth +13

Languages Common, Orc

Environment any

Organization solitary, pair, or patrol (1 Vampire plus 1d6+2 Orcs)

Treasure incidental

Middle Earth vampires appear as gigantic bats with the faces of men or women and equipped with powerful claws on their feet. They are very good flyers and were used by Morgoth and Sauron as scouts, spies or messangers.

COMBAT

Vampires stalk their prey and attack by ambushing their victims. They like to strike with a talon and fly out of reach, weakening their victims until they can administer a final attack. Some of them are very old and may have levels.
Nice! I'm liking the middle earth inspired stuff man. Will definitely throw this at my party.
 

Obly99

Adventurer
Nice! I'm liking the middle earth inspired stuff man. Will definitely throw this at my party.
In the next days i will publish Thuringwethil (Thuringwethil) as a Hero Deity in two version. The first version is based on the power level of Tolkien and has as integrated classe feature the Rogue. The second, more optimized with your standard use the Vigilante Blitz.
 


Obly99

Adventurer
Thuringwethil (Tolkien level of power)

She was the messenger of Sauron, and was wont to fly in vampire form's to Angband, and her great fingered wings were barbed at each joint's end with an irow claw.”

As you rummage through the ruins of the Anfauglith battlefield, under the moonlight, you feel a sudden chill run down your spine. For a second, the cold moonlight above you darkens as something flies over it. That something lands in front of you. She would be a seductive woman, were it not for the fact that apart from her head, thorax and abdomen she is a huge bat with extremely sharp wing claws. She smiles at you, baring sharp teeth, and speak in a melodious voice

'Thuringwethil I am, who cast

a shadow o'er the face aghast

of the sallow moon in the doomed land

of shivering Beleriand. '

Then she throws herself on you by raising her claws to tear you apart.


Female unique Hero-Deity

LE Medium outsider (native)

Init +16; Senses darkest vision, darkvision 180 ft., divine senses (x3), scent; Perception +26

Aura divine (DC 22, 60 ft.)

AC 36, touch 32, flat-footed 26 (+9 deflection, +9 Dex, +3 divine, +1 dodge, +4 natural)

hp 272 (16d10+112) plus 50 force field

Fort +15, Ref +22, Will +17

Defensive Abilities evasion; DR 5/epic; Resistance Terrestrial Hazards; PR/SR 29

Weakness light blindness, vulnerable to cold and light

Speed 40 ft., fly 90 ft. (perfect)

Melee bite +22 (1d10+2), 2 claws +27 (1d10+5/19-20x3 plus bleed), 2 talons +27 (1d10+5 plus grab)

Special Attacks bleed (3d6), blood drain (4 Constitution), mythic power (3/day, surge +1d6), sneak attack +4d6

Spell-like Abilities (CL 18th, concentration +27)

At will—black tentacles, blindness/deafness (DC 24), commune, create greater undead, deeper darkness, dream, etherealness, ethereal jaunt, expeditious retreat, fly, freedom of movement, geas/quest, greater dispel magic, greater teleport, magic jar (DC 27), nightmare (DC 27), obscuring mist, plane shift (DC 27), power word blind, sending, shadow walk, spider climb, tongues

3/day—limited wish

Str 20, Dex 28, Con 24, Int 20, Wis 18, Cha 28

Base Atk +15; CMB +27; CMD 52

Feats Agile Maneuvers, Blind-FightB, Combat Reflexes, Dampen PresenceB, Dodge, Improved Initiative, Hover, PersuasiveB, Run, Skill Focus (bluff), Spring Attack, Weapon Finesse

Skill Appraise +26, Bluff +37, Diplomacy +34, Disguise +31, Fly +31, Intimidate +34, Linguistics +13, Perception +26, Sense Motive +26, Spellcraft +23, Stealth +31, Use Magic Device +27

Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elf, Infernal, Orc, Sylvan, Treant

SQ bonus feats, combat advisor (+2), convincing attitude, divine traits (hero-deity), inherent bonus, integrated class feature (rogue [consigliere]), might, portfolio (darkness, travel), rogue talents (charmerB 2/day, careful stab, convincing lie (13 days), dampen presence, distracting attack), virtual size category +0

Divine Abilities

• Adjuration (Su): Summon up to 32 hit die of creatures per day (no single creature can have CR higher than 11)

• Force Field (Su): You are protected by 50 hit point force field

• Polymorph (Su): You can polymorph at will

Darkness Portfolio Traits (Lesser Deity)

Granted Power: You gain Blind-Fight as a bonus feat

Darkest Vision (Ex): You have perfect vision in darkness, even magical darkness

Hostile Environment (Sunlight) (Ex): Competence penalty on all die rolls equal to your divine rank while within a sunlit environment

Light Vulnerability (Ex): Suffer 50% extra damage from light attacks and spells

• Shadow Immunity (Su): You are immune to shadow attacks and spells

• Scion of Darkness (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while shrouded in darkness

Travel Portfolio Traits (Hero-Deity)

Granted Power: Increase movement speed by 10 ft. Add survival to your list of cleric class skills.

Cold Vulnerability (Ex): Cold based spells and effects are 50% more effective on you

Hyperactive (Ex): Competence penalty (equal to your divine rank) on all die rolls if you stay in the same location for more than one day

• Temporal Resistance (Su): You are immune to spells and effects which impede movement

• Scion of Travel (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when you take your full movement that round

Inherent Bonuses (Ex)
Sauron has used wish spells to give a +4 inherent bonus to Dexterity and Constitution and +5 to Charisma of Thuringwethil.

Grant Spells
Thuringwethil can grant spells up to 5th level. She grant access to the domains of Community, Darkness and Travel and to the subdomains of Cooperation, Exploration and Night.

Might (Ex)
Thuringwethil 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 Thuringwethil HD.

Divine Traits (Hero-Deity) (Ex)
As a hero-deity, Thuringwethil gains a +3 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. Thuringwethil’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A hero-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Thuringwethil has Mythic Power (3/day, Surge +1d6) and counts as a 3rd-rank Mythic creature. Thuringwethil use any of her spell-like abilities effect 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 spells.
 

Attachments

  • thuringwethil.jpg
    thuringwethil.jpg
    125.7 KB · Views: 8

The Weather Outside Is Frightful!

An Advertisement

Advertisement4

Top