Things from my setting

Well I'm back. This anomaly is based on the Rail Zeppelin of the Fate franchise with some abilities taken from the Phantom Train of Pathfinder Unlocked. More than a fighter, this anomaly work as a train to move in the Pleroma between universes.

Rail Zeppelin

Ethereal mist fills the air surrounding this train. A huge smokestack rises from the top of it, spewing out the smoke and steam that are the by-products of whatever otherworldly methods are used to keep this colossal iron beast running.

Beyond Alignment (N) Titanic construct (anomaly)

Init +305 (Always First); Senses blindsight, cosmic consciousness (universe), darkvision, low-light vision, see in darkness, true seeing, x-ray vision; Perception +619

Aura divine (1,280 miles, DC 302)

DEFENSE

cannot be hit AC 1,498, touch 496, flat-footed 1,288 (+100 deflection, +105 Dex, +64 divine, +105 dodge, +64 foresight, +64 insight, +1,002 natural, –16 size)

hp 1,076,160 (320d1,000+38,720) x3; fast healing 61,440; regeneration 20,480 (Expression of Power [Effect], Omnific Might, or Transcendental Might)

Fort +809, Ref +758, Will +809

Defensive Abilities all-around vision, cosmic string, energy absorption (fire), energy reflection (electricity), unceasing; DR 20,480/–; Immune ability damage and drain, acid, cold, energy drain, mind-affecting effects, sonic, death from massive damage, construct traits, Terrestial/Stellar/Dimensional/Universal hazards, Pleroma space, Dead Magic zones; Resist Multiversal hazards; PR/SR 394, any spell which fails to penetrate the Rail Zeppelin spell resistance is reflected back upon the caster

OFFENSE

Speed Superluminar and Starflight (6d10 minutes); jump

Melee slam +1,106 (320d100+382)

Space 1 engine room and 30 wagons (see rideable); Reach 5 ft.

Special Attacks alter reality, destroy the stowaways, drive-by attack, evil toot, mystic eye projector, mythic surge 64/day (+64d6), smokestack, spotlight, trample through

STATISTICS

Str 520, Dex 220, Con –, Int 210, Wis 210, Cha 210

Base Atk +320; CMB +1,138; CMD 1,103 (cannot be tripped)

Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Run, Toughness

Epic Feats Epic Toughness, Etheric Double, Etheric Vision, Good Reflexes, Improved Combat Reflexes, Improved Dodge, Sixth Sense, Spell Stowaway (time stop), Superior Initiative

Skills All skills 515 + ability modifier;

SQ ego, ethereal tracks, rideable

Languages All languages (cannot speak)

SQ drones, maven, omnicompetenct, portfolio (double travel), predator of gods, predator of the multiverse, transcendental might, transcendental traits, universal mastery (transtemporeal), virtual size category +30, wanderer between the worlds

Rail Zeppelin renounce the Portfolios for triple its Divine slots and 144 feats for 24 extra slots

Divine Abilities

• Adjuration (Su): Summon up to 640 hit die of creatures per day (no single creature can have CR higher than 224)

• ApocryphaB (Ex): You are difficult to detect or scry

• Enlarge Aura x7 (Su): You divine aura is doubled

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

• Heavenly Mind (Ex): Cha as luck to attack rolls

• Heavenly Soul (Ex): Cha as luck to saving throw

• Invincibility (Ex): Fortitude save for negate damage

• Perfect Initiative (Ex): Always First

• Self Mastery (Ex): Your body parts can operate independently

• Seventh Sense (Ex): Reply a round

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

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

• True SeeingB (Ex): You have True Seeing

• X-Ray VisionB (Ex): See through solid objects

• Uncanny Dodge (Ex): Dex modifier as dodge bonus to AC

Cosmic Abilities

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

• Apostasy (Su): You are beyond alignment

• Elusion (Su): You can use your reflexes to avoid blows

• Inner EyeB (Su): Always best die roll

• SlimpstreamB (Su): Unaffected by time effects or temporal travel

Transcendental Abilities

• Cosmic Presence (Su): Allies within your aura gain a cosmic ability

• Evil Eye (Ex): All enemies within your divine aura gain the worst possible dice results for all rolls

• Perfect Defense (Ex): Cannot be hit

• Transmortality (Ex): Cannot be killed

• True Invincibility (Su): Make a Fortitude save for negate assaults

Alter Reality (Su)
Once per round as a free action the Rail Zeppelin can duplicate any spell of 9th-level or less. This ability can also duplicate any epic spells of a DC equal to 635 or less. Other use of this ability are GM’s discretion.

Destroy the Stowaways (Su)
Once per round as a free action the Rail Zeppelin can deals 10d1,000 damage to all creatures riding on top of or inside it. It can exclude any number of creatures from this attack.

Divine Aura (Su)
Rail Zeppelin has extreme divine aura (1,600 ft. + 160/HD). Rail Zeppelin can choose from the following effects each round as a free action.
  • Death: Those within Rail Zeppelin’s aura must make a Fortitude save or die. Rail Zeppelin can only slay up to a total of 100 hit points for each of its own hit die per round (although it can choose which targets suffer first).
  • Fear: Those within Rail Zeppelin’s aura must make a Will save or be panicked until they exit the divine aura and for 320 rounds thereafter.
  • Insanity: Those within Rail Zeppelin’s aura must make a Will save or become permanently insane.
  • Perfect Heroism: Allies within Rail Zeppelin’s aura gain a morale bonus on attack rolls, saves and skill checks equal to 64.​

Divine Traits (Anomalies) (Ex)
Rail Zeppelin gains a +64 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. Rail Zeppelin’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. An anomaly does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Drive-By Attack (Ex)
When performing a charge action, the Rail Zeppelin can perform its attack at any point during its movement, and then continue its charge in a straight line, moving a total distance equal to its move speed. The Rail Zeppelin does not provoke attacks of opportunity from the target of a drive-by attack.

Drones (Ex)
The Rail Zeppelin has the ability to create one drone as a free action once per round inside one of its wagon. These drones are used as a staff by the Rail Zeppelin and use the statistics of a Townsperson (Pathfinder 44: Trial of the Beast), except for the following differences:
  • that they are outsider (native) instead of humanoid (human)​
  • they use the Rail Zeppelin skill bonus when making a skill check​
  • For the purpose of effects related to number of Hit Dice or ability scores, use the Rail Zeppelin’s HD and scores instead of the drone.​
  • The relationship between the Rail Zeppelin and the drones can be classified as “one mind-multiple bodies”, with the Rail Zeppelin observing and controlling the drones using their own senses, speaking using their mouths and deciding the actions they take. This link does not take any actions.​
  • The drone use the Rail Zeppelin saving throws, and gains its senses (other than cosmic consciousness, the other senses are reduced to the current wagon they occupy), resistance and immunities (not the ones of the construct type)​
  • If a drone is mind controlled, slay, leave the interior of the Rail Zeppelin, or reduced to a death-like state (petrification, temporal stasis, imprisonment, etc.) it is immediately destroyed​
The drones are dressed as train crew members. The Rail Zeppelin can only have a number of drones at a time up to its HD.

Ego (Ex)
Unlike other weak construct, the Rail Zeppelin has good Fortitude and Will save, and add its Charisma modifier to hit point and Fortitude save in place of Constitution. It does not possess construct bonus hit points.

Ethereal Tracks (Su)
When moving, the Rail Zeppelin lays down ethereal tracks on the ground (or sky) in front of it, and can only follow those tracks. It can only move in a straight line on its turn, and can only change directions by up to 90 degrees when starting a new turn.

While inside a universe, unattended objects, barriers, and difficult terrain in the way of its tracks when they’re being placed down vanish temporarily into the Pleroma until the Rail Zeppelin finishes passing through them. However, objects that move onto the tracks after they’re placed do not vanish. Once the Rail Zeppelin finishes moving over its tracks, the tracks disappear, and whatever was sent to the Pleroma returns to where it was.

If the Rail Zeppelin is forcibly derailed from its tracks, the Rail Zeppelin and anyone riding on top or inside of it falls prone and takes bludgeoning damage as if hit by the Rail Zeppelin’s own slam attack. A Rail Zeppelin that is derailed ceases moving and cannot move again without first spending a full-round action to stand up.

This ability cannot be abrogated.

Evil Toot (Su)
As a standard action, once every 1d4 rounds, the Rail Zeppelin can produce a shrill note from its engine whistle, driving creatures who can hear it mad. All other creatures except drones and characters recognized as passengers by the Rail Zeppelin within 100 ft. of the Rail Zeppelin take 10d1,000 transcendental sonic damage and are confused for 1d3 rounds. A successful DC 462 Will save halves the damage and negates the confused condition. This is a compulsion, mind-affecting effect. The save DC is Charisma-based.

Jump (Su)
The Rail Zeppelin can open portals through which to pass to reach other places in the Multiverse. This work like gate (planar travel option) except that it can also open on the same plane or other universes and only the Rail Zeppelin and creatures inside or riding it can benefit from the passage. The portal cannot be blocked by effects that barren extradimensional or extrauniversal travel (including a deity that prevents teleportation from or to his divine realm) unless generated by a Time Lord or equivalent in power. The portal close immediately after the Rail Zeppelin pass through it.

Mystic Eye Projector (Su)
The Rail Zeppelin can open the front of its engine room and reveal its Mystic Eye Projector, a powerful energy cannot. The Rail Zeppelin must consume a swift action every round for 3 consecutive rounds for charge its cannon. After finishing charging it, the Rail Zeppelin must fire its Mystic Eye Projector within 3 rounds or must start to charge again it from zero. After firing, the Mystic Eye Projector has a cooldown of 10 minutes. When firing, the Mystic Eye Projector generating in front of the Rail Zeppelin a line of 30 ft. high x 30 ft. wide and 10-miles long that deals 640d1,000 points of transcendental damage to creatures and unattended objects (DC 462 Reflex half). The save DC is Charisma-based.

Mythic (Ex)
Rail Zeppelin has Mythic Power (64/day, Surge +64d6) and counts as a 64th-rank Mythic creature. Rail Zeppelin can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. Rail Zeppelin can also expend Mythic Power to use the augmented versions of these spells.

Predator of Gods (Ex)
Anomalies ignore transmortality unless the immortal have a divine rank equal or higher than the anomaly in question. When an anomaly kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.

Predator of the Multiverse (Ex)
Anomalies are Resistant to Multiversal Hazards (Probability Crack, Logic Paradox, Anti-Maxim).

Rideable (Ex)
Enemy and ally creatures can safely stand on – or even inside – the Rail Zeppelin, riding it like a normal train. The Rail Zeppelin cannot perform melee attacks or use trample against an enemy that is riding on top of or inside it. A creature riding on top of or holding onto the side of the Rail Zeppelin is treated as though it is in an area of winds effect (strength determined by the DM’s in base at how fast the Rail Zeppelin is going). The movement of the Rail Zeppelin does not provoke attacks of opportunity to creature riding or holding into it or that are inside him.

A creature adjacent to the Rail Zeppelin can attempt to grab onto the side of it with a grapple check or a Climb check rolled against its CMD. A creature holding onto the side of it in this way can then climb up the side of the Rail Zeppelin; it’s 20 feet up to the roof where a creature can safely stand. The Climb DC for the exterior of the Rail Zeppelin is 20 (a slippery surface with handholds), and creatures holding onto it take a penalty on Climb checks from the wind equal to the normal one suffered to Fly checks.

The Rail Zeppelin is divided in engine room and wagons, each divided by an open space of 5 ft. on which there is a walkway for connect them. The Rail Zeppelin can open or close its hatches and doors at will and as a standard action completely repair a hatch or door, or with 3 full-rounds all hatches and doors.

  • Engine Room: The Rail Zeppelin’s engine room is a 30 ft. long x 35 ft. wide x 20 ft. high area, with a hatch accessible from on top of the engine room and a door at the back. The hatch and doors are locked (DC 384 to open with Disable Device). The hatch and doors has 60,000 hardness and 107,616 hit points. Damage dealt to the hatch or door does not counts as damage dealt to the Rail Zeppelin.
    A creature inside the Rail Zeppelin’s engine room treats the Rail Zeppelin as flat-footed, ignores its DR, and automatically deals a critical hit with any attack it makes against the Rail Zeppelin, but each round at the end of its turn, it takes 100d1,000 transcendental fire damage and becomes fatigued from the heat of the engine (or exhausted if already fatigued). A successful DC 462 Reflex save halves the damage and negates the fatigue. A creature inside the engine room is considered to be inside the Rail Zeppelin. The save DC is Charisma-based.​
  • Wagons: The exterior of the Rail Zeppelin’s wagons are a 40 ft. long x 35 ft. wide x 20 ft. high area, with a hatch accessible from on top of the wagon, two doors halfway along the length of the wagon on either side, and two more, one at the front and one at the back. The hatch and doors are locked (DC 384 to open with Disable Device). The hatch and doors has 60,000 hardness and 107,616 hit points. Damage dealt to the hatch or door does not counts as damage dealt to the Rail Zeppelin. The doors halfway along the length are usually used for pick up or drop off passengers, while the doors at the front and at the back are used from move between wagons or engine room.
    A creature of any size can enter through the hatch or door and stand inside the wagon without penalty: the inside of the wagon is a distorted area that reduce any creature or object that is Large or bigger to Medium size (including a creature that try to change its size while already inside it); this not change any statistics other than size bonus/penalty to AC, attacks, skills, CMC, and CMD. Creatures consider the inside of the wagons as if they were their natural and ideal environment (this impart no mechanical benefit). Creatures recognized as passengers by the Rail Zeppelin inside its wagons share the same immunities and resistances of the Rail Zeppelin.​
A creature holding, riding, or inside the Rail Zeppelin move with it (this “movement” does not provoke opportunity), regardless that is a movement in space (like a normal movement, Jump, or Starflight), or time (like with Transtemporeal).
This ability cannot be abrogated.

Smokestack (Ex)
As a swift action, once every 1d4 rounds, the Rail Zeppelin can emit a huge puff of smoke from its smokestacks, choking all creatures that are riding it, are inside its engine room or holding onto the side of it. All such creatures must make a DC 462 Fortitude save or become nauseated and blinded for one minute by the smoke. A creature that fails this Fortitude save must also make a DC 467 Reflex save or fall off the train, taking falling damage, unless it is inside the engine room. Creatures that do not breathe are not nauseated, but are still subject to the other effects of Smokestack. The Fortitude save DC is Charisma-based, and the Reflex save DC is Dexterity-based.

Spotlight (Ex)
As a swift action, once every 1d4+2 rounds, the Rail Zeppelin can fire a spotlight as a 100 ft. beam of light, originating from any square on the Rail Zeppelin’s space. This affects all creatures within a 100 ft. line. All creatures within the spotlight take 10d1,000 damage and 10d6 negative levels, and are blinded for 1 round. A successful DC 462 Reflex save halves the damage and negates the blinded condition. A successful DC 462 Fortitude save negates the negative level. This is a light effect; treat this as a 160th-level spell for the purposes of interactions between light and darkness effects. The save DC is Charisma-based.
Alternately, the spotlight is capable of shining into the engine room or a wagon, but if it does so, it affects only creatures inside the engine room or that specific wagon, instead of in a 100 ft. line.

Starflight (Su)
A normal anomaly can reach any destination in the Multiverse in 10d20 minutes (10 minutes with Inner Eye). In case of the Rail Zeppelin, the travel time is reduced to 6d10 minutes (6 minutes with Inner Eye), but usually the train simply use its Jump ability to reach instantly any place.

Trample Through (Ex)
When moving, the Rail Zeppelin can attempt to overrun creatures and objects in its path as a free action without provoking opportunity (though while inside a universe unattended objects that are initially in its path when it starts its movement are sent temporarily to the Pleroma and are not subject to this; only objects placed in the Rail Zeppelin’s path while it’s moving are subject to trample through).

It makes an overrun attempt against each creature in its path. On a success, it moves through that creature, and that creature takes 100d1,000+382 damage. Creatures targeted by trample through can make an attack of opportunity, but at a –4 penalty. If they choose to forego the attack of opportunity, they can instead make a DC 467 Reflex save to take only half as much bludgeoning damage. The save DC is Dexterity-based.

Any unattended object in the Rail Zeppelin’s path takes 100d1,000+382 damage, ignoring hardness, and is flung 3d6x100 feet in a random direction.

If a blockage on its tracks prevents the Rail Zeppelin from moving forward, such as by failing its overrun attempt against a creature, the Rail Zeppelin is forcibly derailed from its tracks (see ethereal tracks).

Transcendental Might (Ex)
Rail Zeppelin deals d100'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 Rail Zeppelin HD.

Transcendental Traits
Anomalies gain two bonuses to: armor class; attack rolls; difficulty class (for any special abilities, spell-like abilities, spells); CMD; initiative and saving throws. The type of bonuses gained are different for each anomaly. Some gain a luck bonus and a sacred bonus; some gain foresight and insight bonuses, while others gain both a profane bonus and a gravitic mastery bonus. The value of this bonus is equal to the divine bonus of the anomaly. An anomaly cannot have both a profane and sacred bonuses or an anarchic and axiomatic bonuses from this ability at the same time unless it is Beyond Alignment. Foresight and insight.

Unceasing (Ex)
The Rail Zeppelin is immune to effects that would slow or immobilize it or that would barren extradimensional or extrauniversal travel (like dimensional anchor or a Time Lord that close its Universe).

Wanderer Between the Worlds (Ex)
The Rail Zeppelin is always considered to be on its home universe, regardless of what universe it finds itself upon. It never gains the extrauniversal subtype.
 

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A revisited version of a Boss based on Hoarah Loux from Elden Ring. It has 120 HD and Perfection bonus of 24 (in pair with an Elder One) but is so optimized that i will place him in pair with an Old One and in the right condition i think that he can even go and win against bad optimized First One.

Hoarah Loux

Hyperborean Lord Human

Beyond Alignment (CN) Large humanoid (augmented, human)

Init +293 (Always First); Senses cosmic consciousness (layer/planet), true seeing, x-ray; Perception +261

Aura divine (DC 134, 5,200 ft.), lord presence (1,300 ft., DC 194, less than 90 HD, 600 damage)

cannot be hit AC 690, touch 410, flat-footed 629 (+55 deflection, +55 Dex, +6 dodge, +45 luck, +280 natural, +55 insight, +24 perfection, +161 Str, -1 size)

hp 526,560 (120d1,000+11,640)x4 fast healing 75, regeneration 60 (acid or fire)

Fort +550, Ref +510, Will +508

Defensive Abilities ageless, antimagic resistance, cosmic string (1d10 minutes), evasion, ferocity, fortification 50%, fury, insight, muscle memory, purity of body, resolve 61/day, uncanny dodge; DR 1,200/— and 115/cursed and epic; Immune cold, fatigue, fire, exhaustion, unwilling non-epic spells, death from massive damage, Terrestrial and Stellar Hazards; Resistance cold 20, Dimensional Hazards; PR/SR 199, any spell which fails to penetrate Hoarah power/spell resistance is reflected back upon the caster

Offense

Speed Supersonic (6,756 ft.), air walk, burrow 3,375 ft. (maximum hardness 153), Starflight (3d20 days)

Melee always hit unarmed strike +679 touch x4 or always hit unarmed strike flurry of blows +677 x7 touch (120d20+214/16-20 x6 x6)

with inner eye always hit unarmed strike +699 touch x4 or always hit unarmed strike flurry of blows +697 x7 touch (15,684 without critical, 94,104 with critical)

during fury

always hit unarmed strike +779 touch x4 or always hit unarmed strike flurry of blows +777 x8 touch (1,440d20+314/16-20 x6 x6)

with inner eye always hit unarmed strike +799 touch x4 or always hit unarmed strike flurry of blows +797 x8 touch (174,684 without critical, 1,048,104 with critical)

Special Attacks choke slam (60d1,000, DC 300), devastation, earthshaker, ground stomp (20d1,000, DC 300), hurl foe, leaping smash, mythic power (24/day, surge +8d6), power bomb, shatter spells, stunning fist (120/day, DC 300), terminus, trample (20d1,000, DC 300)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 189th; concentration +368)

Constantair walk, true seeing

At-willlimited wish

3/daywish

Str 332, Dex 120, Con 204, Int 120, Wis 120, Cha 120

Base Atk +240; CMB +703 (+803 in fury); CMD 723

Feats Alertness, Cleave, Combat Expertise, Combat Reflexes, Cornugon Smash, Critical Focus, Dodge, Great Cleave, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Critical (unarmed strike), Improved Initiative, Improved Vital Strike, Improved Unarmed StrikeB, Intimidating Prowess, Lightning Reflexes, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Staggering Critical, Stunning Critical, Stunning FistB, Vicious Stomp, Vital Strike, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike), Whirlwind Attack

Epic Feats Cat’s Fall, Epic Weapon Focus (unarmed strike), Epic Weapon Specialization (unarmed strike), Good Reflexes, Greater Critical (unarmed strike), Greater Critical Multiplier (unarmed strike), HalenessB, HibernateB, Improved Combat Reflexes, Improved Critical Multiplier (unarmed strike), Improved Dodge, Incorruptible BodyB, InediaB, InsomniousB, Sixth Sense, Subtle BodyB, Superior Initiative, Tenacious BodyB, UnderwalkerB

Skills All skills 202 + ability modifier; (+418 Intimidate)

Languages Abyssal, Aboleth, Aklo, Aquan, Auran, Celestial, Draconic, Elven, Dwarven, Old Tongue, Ignan, Infernal, Giant, Pleromian, Sylvan, Terran, other 160 (DM’s discretion)

SQ AC bonus, bonus feats, combat style master, cosmic might, expert of maneuvers, legendary warrior, lord of the maneuvers, maven, omnicompetent, titanic fighter, unarmed strike, virtual size category +20, warrior abilities

Gears epic amulet of mighty fists +45 (unerring), braces of legendary defense (Perfect Defense Transc. Ability), boots of eternity (immunity to xp drain, HD destruction and dead magic zone), crown of the universe (one specific thing cannot be abrogated/divine nullification/etc. by creatures below Time Lord power [Resolve])

Hoarah renounce the deicide portfolio and integrated class feature for triple the standard divine abilities slots and 84 feats for 14 ability slot

Divine Abilities

• Adjuration (Su): Summon up to 240 hit die of creatures per day (no single creature can have CR higher than 84)

• Celerity (Ex): x3 movement speed

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

• Invincibility (Ex): Fortitude save for negate damage

• Multifaceted (Ex)B: Gain 6 extra feats

• Perfect Initiative (Ex): Always first

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

• Regeneration (Su): You gain regeneration equal ½ HD (acid or fire)

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

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

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

• Superior Critical (unarmed strike) (Ex): Critical thread quadrupled

• Superior Critical Multiplier (unarmed strike) (Ex): Critical multiplier increased

• Self Mastery (Ex): You can separate your individual appendages (arms, legs, head, hands, feet, etc.), thus making you immune to death from decapitation (such as from a vorpal weapon) or dismemberment

• X-Ray Vision (Su): See through solid objects

Cosmic Abilities

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

• Apostasy (Su)B: You are beyond alignment

• Inner Eye (Ex)B: You always gain the best dice rolls in any given situation

• Legendary Strength (Ex): Strength score doubled

• Perfect Critical (unarmed strike): Critical threat quintupled

• Perfect Critical Multiplier (unarmed strike): Critical multiplier increased

• Slipstream (Su): You are unaffected by temporal disturbances

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

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

Transcendental Abilities (Esoteric)

• Transcendental Toughness (Ex): Hit Die become d1000s

Uncanny Prana Mastery

Will 194 or dazzle (-24 also to Dex and Dodge AC [to a minimum of 0]) targets for a number of rounds equal to the dice damage done

Beam (Ray) 120d20; 5,200 ft.

Blast 60d20; 5,200 ft./325 ft. Standard action Ref 144/half

Blood 30d20; Melee automatic ability Ref DC 164/negate

Breath* 120d20; 325 ft. (cone) 1,300 ft. (line) Standard Ref 164/half

Hand 180d20; Melee Touch

Immolation 180d20; 5,200 ft. radius Free/Standard Ref 164/half

Storm 30d20; 5,200 ft. radius Standard/Free – Special Ref 144/half

Strike 30d20; Melee (bonus) Free -

Wrath (Gaze) 60d20; all creature in 325 ft. Will 144/negate

AC Bonus (Ex)
When unarmored and unencumbered, Hoarah adds his Strength bonus (if any) to his AC and his CMD.
These bonuses to AC apply even against touch attacks or when Hoarah is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Alter Reality (Su)
Once per round as a free action Hoarah can duplicate any spell of 9th-level or less. This ability can also duplicate any epic spells of DC 277 or less. Other use of this ability are GM’s discretion.

Bonus Feats
Hoarah gains the bonus feat class feature as a fighter of a level of his HD.

Choke Slam (Ex)
As a standard action, Hoarah can make a grapple maneuver against a creature within reach. If the grapple is successful, he lift the creature from the ground and slam it bake on it in any square within his reach (if Hoarah is in the atmosphere and not on the ground, the target is thrown against it [the target can use feather fall to break the fall as usual]; if Hoarah is in the Outer Space, the target is thrown “below” the position of Hoarah for 100 ft. plus 100 ft. for every 5 Hoarah overcome its CMD with the original grapple maneuver but unless collision with solid objects or creatures it does not suffer the damage). This inflict 60d1,000 bludgeoning damage to the creature, stun it for 1 round and knocked it prone. A Fortitude save DC 300 negate the stun but not the damage or prone condition. If the creature throwed hit another creature, the hit creature suffer 30d1,000 bludgeoning damage and must make a Reflex save DC 300 or be knocked prone. The save DC is Strength-based.

Combat Style Master (Ex)
As a swift action, Hoarah may enter the basic stance of any combat style feat (such as Crane Style, Monkey Style, and so on) as if he had the first feat in the feat path for that combat style. By expending 1 mythic point, he may use all three feats from his current combat style’s feat path for the next hour; if he changes his stance, the previous stance’s feats become unavailable but he may use feats from the new stance.

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

Earthshaker (Ex)
As a full-round action that provoke opportunity, starting with a mighty roar, Hoarah raises his arms and his right leg as he prepares his muscles for a great effort. At the start of Hoarah next turn, he slam with all his might on the ground. All creatures and objects within 10-miles of Hoarah, with the exception of himself, standing on the ground (and up to 500 ft. above the ground), take 20d1,000 damage and are knocked prone. A Reflex save DC 300 half the damage and negate the prone. Immediately thereafter, Hoarah slam the ground again. All creatures and objects within 10-miles of Hoarah, with the exception of himself, standing on the ground (and up to 500 ft. above the ground), take again 20d1,000 damage and are knocked prone. A Reflex save DC 300 half the damage and negate the prone. If a creature fail the first Reflex save, it automatically fail the second. If Hoarah is stunned, nauseated or incapacitated to continue prepare the earthshaker (any ability that prevent the use of a standard action), the ability is interrupted and he does not slam on the ground. After using this ability, Hoarah cannot use it for 1d6+2 rounds. The save DC is Strength-based.

Expert of Maneuvers (Ex)
Hoarah never provoke attack of opportunity if he make a combat maneuver and ignore effect the prevent grapple, like freedom of movement and the Eternal Freedom Divine Ability.

Flurry of Blows (Ex)
Hoarah gains the flurry of blows class feature as a monk of a level of his HD.

Fury (Ex)
As a free action at the start of the turn, Hoarah can activate a terrible frenzy. For the next 5 rounds he
  • gains +100 to attack and damage rolls with his unarmed strike and combat maneuver check​
  • his unarmed strike count as made of orichalcum for overcome DR and hardness and multiply the base damage x12​
  • gains resistance 1,000 to all elements (including divine damage), mettle, improved uncanny dodge and pounce​
  • gains immunity to ability damage and drain, charm effects, compulsion effects, dazed, death effects, disease, disintegration effects, fear, energy drain, illusion effects, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, sleep, staggered, stunned, and unwilling polymorph effects​
  • gains an addition attack at the maximum BaB during the flurry of blows, as if under haste​
  • convert any vile damage and permanent damage he suffer in normal damage​
  • ignore any fortification or immunity against critical hits with his unarmed strike​
  • take half damage from all the sources (include ability damage or drain and negative levels) before apply DR or resistance​
  • his DR, evasion and fortification 50% upgrade to DR 20,000/—, improved evasion and fortification 100%​
As a drawback, during this frenzy his reasoning is dulled: he cannot use spell, spell-like abilities or Alter Reality, nor cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (he can still use resolve). During fury, Hoarah must attack those he perceives as foes to the best of his ability. Should he run out of foes while in a fury, his rampage continues. He must then attack the nearest creature and fight that opponent without regard to friendship, innocence or health, the target's or his own. After this ability end, he cannot reactivate it for 1 minute. While this ability is not active, it can be abrogated as normal but while is in use, it cannot be directly abrogated and every part must be abrogated separately.

Devastation (Ex)
As a full-round action, Hoarah can assault a structure, dealing 200d100+1,000 (or 300d1,000+50,000 in fury) points of damage to the structure in that round.

Divine Traits (Hyperborean) (Ex)
As a hyperborean, Hoarah gains a +24 perfection 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. Hoarah’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. 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).

Ground Stomp (Ex)
As a standard action, Hoarah slams his foot down on the ground, unleashing a hail of rock in a 10-miles cone. Each creature in the area take 20d1,000 bludgeoning, piercing and slashing damage and is knocked prone. The area of the cone then become difficult terrain for all creatures other than Hoarah for 1 year. A Reflex save DC 300 half the damage and negate the prone condition. After using this ability, Hoarah cannot use it for 1d6+2 rounds. The save DC is Strength-based.

Hurl Foe (Ex)
When Hoarah damages a foe with one of his unarmed strike, he can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 1,000 feet in a direction of Hoarah choice and falls prone. The distance the foe is hurled increases by 50 feet for every 5 points by which Hoarah check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d20 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Leaping Smash (Ex)
As a full-round action, starting with a mighty roar, Hoarah leaps up to 100-miles and attempts to smash down upon an area. All creatures and objects within 10-miles of the impact take 60d1,000 damage and are knocked prone. A Reflex save DC 397 half the damage and negate the prone. Immediately thereafter, Hoarah thrusts his fist into the ground, starting to charge it with energy in an area of 50-miles radius centered on Hoarah, which start to emit light. This does not count as patience or concentration. At the start of Hoarah next turn, the ground is overcharged with energy and explode, dealing to all creatures and objects standing on the ground of the area (and up to 5-miles above the ground), with the exception of Hoarah himself, 40d1,000 bludgeoning damage and 40d1,000 prana damage. All structures constructed with materials weaker than orichalcum are automatically destroyed without rolling damage. A Reflex save DC 397 half the damage. If Hoarah is stunned, nauseated or incapacitated to continue channel the energy (any ability that prevent the use of a standard action), the ability is interrupted and the ground does not explode. After using this ability, Hoarah cannot use it for 1 minute. The save DC is Strength-based and included the Constitution modifier of Hoarah as a racial bonus.

Legendary Warrior (Ex)
Hoarah BaB is double.

Lord of the Maneuvers (Ex)
Hoarah can made a combat maneuver against creatures of any size.

Mythic (Ex)
Hoarah has Mythic Power (24/day, surge +8d6) and counts as a 24th-rank Mythic creature. Hoarah can use any of his 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. He can also expend Mythic Power to use the augmented versions of these spells.

Muscle Memory (Ex)
The muscles of Hoarah are honed to deadly efficiency, just like his fists. When unarmored and unencumbered, Hoarah adds his Strength bonus (if any) to his initiative, saving throw and his CMD. These bonuses apply even against touch attacks or when Hoarah is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Power Bomb (Ex)
As a full-round action, Hoarah charge against a foe. If he reach the enemy with the charge, instead of the normal attack (or flurry if in fury), he make a special grapple check (modified as normal for the charge). If successful, Hoarah launch the creature up to 350-miles in the air (minimum 30 ft.) in a direction of his choice (up to 100-miles). He immediately leaps up to follow it, and powerbomb it on the ground (Hoarah move with the target during the powerbomb, but suffer no one of its effect, finishing the action adjacent to the target on the ground, standing). The creature is knocked prone, take damage as if it was hit with an unarmed strike of Hoarah (the damage is increase as normal if in fury but because it’s automatic damage without attack roll, this damage cannot crit) modified with the Greater Vital Strike feat and the Devasting Strike Divine Ability and is stunned for 1 minute (62,736 damage normally, 698,736 if in fury). A Fortitude save DC 397 reduce the stun to 1 round. All creatures and objects, within an area of radius of ½ the height of the launch, centered with the point of the impact, with the exception of Hoarah and the launched creature, take 1/10th of the damage (6,273 damage normally, 69,873 if in fury). A Reflex save DC 397 half the damage. After using this ability, Hoarah cannot use it for 5 rounds. The save DC is Strength-based and included the Constitution modifier of Hoarah as a racial bonus.

Resolve (Ex)
Hoarah gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1 HD, plus one additional time per day for every two 2 HD beyond the 1st. Whenever Hoarah reducing the target to 0 hit points or fewer (or destroy for construct and undead), he regains one daily use of his resolve, up to his maximum number of uses per day. The GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. Hoarah can use resolve even if he cannot normally take the action for activate it (like a move action for remove the stunned condition with determined), still cannot use an action that is already consumed for that round (like using both determined and unstoppable unless he can use 2 move action in the round).

Determined: As a move action, Hoarah can spend one use of his resolve to remove the cowering, dazed, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: As a swift action, Hoarah can spend one use of his resolve to attempt a new saving throw against an effect that a duration longer than instantaneous. Hoarah can attempt a new save to end the effect as often as he wishes, but can attempt to remove a specific effect only once per round (even if he gain multiple swift action per round).

Unstoppable: Hoarah can spend 1 resolve as a move action to declare a last stand. For one round, Hoarah takes minimum damage from all sources (this counter and is negated by a foe using Inner Eye for maximize the damage or the use of the Maximized Spell feat), becomes immune to death and disintegration effects, and does not die from having negative hit points in excess of his Constitution score. In addition, Hoarah remains conscious and is not staggered while he is below 0 hit points. At the start of each subsequent turn, Hoarah can spend 1 resolve as a free action to extend the last stand for another round.

Shatter Spells (Su)
Hoarah can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike. He must succeed at a melee touch attack against the creature or effect. If the attack hits, the creature or effect is subject to a targeted greater dispel magic (CL 189th). If he dispels an effect, he suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.

Stunning Fist (Ex)
Hoarah gains the stunning fist class feature as a monk of a level of his HD, except the DC is Strength-based instead of Wisdom-based.

Titanic Fighter (Ex)
Hoarah add his virtual size category increase to his size for the purpose of size bonus to CMB and CMD, for ability checks, skill checks and when considering whether a creature's combat maneuver can affect him (such as grab and swallow whole) or whether he can affect them (all of them only if doing so is advantageous to him: eg. this apply against a combat maneuver of an enemy but not to the penalty to fly checks [but this allow him to consider himself bigger for the purpose of high wind effect, even if you do not gain the increase size penalty]). This stack with abilities that increase his size (such as enlarge person or Divine Immensity), that make him consider yourself to be of bigger size (such as Powerful Build or Steel Grappler's Attitude Stance of the Broken Blade school of the Path of War) or that allow him to affect creatures of larger sizes (such as Lord of Maneuvers).

Unarmed Strike (Ex)
Hoarah gains the unarmed strike class feature as a monk of a level of his HD.

Warrior Abilities (Ex)
Hoarah count his HD as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
 


An Epic Dragon based on the Fatalis of Monster Hunter. It is not a pure conversion and more a tribute. I take the rules for the Epic Dragons in the Epic Bestiary and take some abilities from the Mythic Red Dragon .

Fatalis

CE Colossal dragon

Init +18; Senses blindsense 80 ft., keen senses, scent, smoke vision, true seeing; Perception +59

Aura destruction, terrifying presence (400 ft., DC 45)

AC 55, touch 31, flat-footed 43 (+13 deflection, +6 Dex, +4 divine, +6 dodge, +24 natural, –8 size)

hp 1,602 hp (36d12+1,368) regeneration 30 (divine)

Fort +45, Ref +34, Will +40

Defensive Abilities ferocity, freedom of movement, immortality, ruin of schrade, sixth sense, unstoppable; DR 30/epic; Immune ability damage and drain, cold, death effects, disease, electricity, energy drain, fire, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, stunning, unwilling polymorph effects, and death from massive damage; Resistance acid 30, sonic 30, Terrestrial Hazards; PR/SR 50

Weakness belly vulnerability

Speed 50 ft., fly 300 ft. (good)

Melee bite +53 (6d10+21 plus grab), 2 claws +53 (4d10+21), 2 wings +51 (2d10+10), tail slap +51 (4d10+31)

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

Special Attacks blue fire, breath weapon (special, DC 49, 28d10 fire, usable every 1d4 rounds), crush (Huge creatures, DC 49, 8d10+31), devastation, imperious gaze, incinerate, melt stone, Mythic Power (10/day, Surge +1d12), nova, searing smoke, swallow whole (10d10 fire, AC 22, hp 160), tail sweep (Large creatures, DC 49, 4d10+31), throw, trample (8d10+31, DC 53)

Spell-Like Abilities (CL 40th, concentration +57)

Constantfreedom of movement, true seeing

Str 53, Dex 22, Con 45, Int 34, Wis 35, Cha 37

Base Atk +36; CMB +69; CMD 104 (108 vs. trip)

Feats Alertness, Combat Reflexes, Cornugon Smash, Dodge, Flyby Attack, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Multiattack, Power Attack, Snatch, Toughness, Vital Strike

Epic Feats Epic Toughness, Improved Dodge, Sixth Sense, Superior Initiative

Skills Appraise +55, Bluff +56, Diplomacy +56, Fly +45, Intimidate +77, Knowledge (arcane, dungeoneering, history, local, nature, nobility, planes, religion) +55, Perception +59, Sense Motive +59, Spellcraft +55, Survival +55, Use Magic Device +56

Languages Abyssal, Aklo, Celestial, Common, Draconic, Ignan, Infernal, Sylvan (rarely speak)

SQ display of strength, lair of the beast, massive, might, might, mythic, mountainbreaker

Belly Vulnerability (Ex)
Fatalis is vulnerable on its belly, which is not covered by strong scaly plates as the rest of the dragon's body. Each time a critical is rolled against a Fatalis, roll again. If the critical is confirmed for the second time, it's assumed a vulnerable spot on the belly was reached. In this case, Fatalis must succeed in a Fortitude save with DC equal to 10 + critical damage produced. If Fatalis fails, it takes double the critical damage produced. A belly can be specifically aimed with the Called Shots rules with a –10 penalty to hit. In this case, if the attack hit, it is automatically a critical threat and if confirmed, Fatalis must make a Fortitude save as above without making a second confirmation roll.

Blue Fire (Su)
Fire damage dealt by Fatalis deals full damage to objects, sets fire to combustibles, and ignore fire resistance and treat fire immunity as resistance 30 (which is not further reduced). Fatalis does not ignore its own fire immunity with this ability.

Breath Weapon (Su)
A Fatalis can choose between two form for its fire breath weapon: one is a 160 ft. cone while the other is a fire spread of 60 ft. radius centered on itself. The heat of the breath weapon is so strong that melt unattended metal objects with melting point less than 2,000 °C. Any non-magical, metal object worn or carried with melting points less than 2,000 °C melt on a failed Reflex save. Melted armor, shield, and weapons are destroyed, and melted armor and shield inflicts a –8 penalty on Stealth checks, and halves the Speed of whoever wearing it. Melted armor and shield takes one standard action to scrape off of the body.

Destruction (Su)
The mere presence of Fatalis make the world scream. Smoke blots out the sun within 6 miles of Fatalis’s Lair, reducing the illumination by one step. Endemic life is exceedingly rare or not present within 1 mile of the Lair of Fatalis. Small earthquakes and forest fires are common within 6 miles of the Lair. If the Lair effect is terminated, the smoke abate within 1d10 hours. Any forest fires remain where they are until they die out.

Devastation (Ex)
As a full-round action, Fatalis can assault a structure, dealing 40d10+300 points of damage to the structure in that round, reducing any hardness by 20.

Divine Traits (Elder Dragon) (Ex)
As an elder dragon, Fatalis 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. Elder dragon natural attacks or any weapons they wield, are treated as epic for the purpose of overcoming damage reduction. Elder dragon do not age and requires no food or drink to sustain themselves.

Display of Strength (Ex)
Once per day, when Fatalis attempt a feat of Strength, it can gain a +40 circumstance bonus on one Strength-based skill check or Strength ability check.

Immortality (Ex)
If Fatalis is slain, it does not stay dead for long. If its body is not completely destroyed (like with disintegrate), after 4d10 years it comes back to life from its remains, returns to 100 hp and its regeneration starts working again. If divided into multiple parts (even worked, like swords or armors) its body reactivates from a random one of them. If the part was worn (as in case of an armor) at the time of the return, it engulfs the owner at the moment of resurrection, automatically swallow whole him.
If Fatalis body is completely destroyed, it is reborn 4d100 years after its death, hatching from the egg of a red dragon (although not necessarily on the same planet on which its previous incarnation was slain). It spends a 1d4+2 hours as an infant Fatalis (use the sheet of a wyrmling red dragon without fire subtype but with the Fatalis immortality and regeneration abilities), after which it full grow to its adult form, keeping all the memories of its previous incarnations.

Imperious Glare (Su)
As a swift action, Fatalis can focus the terrifying power of its will and its overwhelming sense of authority to force a creature within 100 feet to cower before it for 1 round unless it succeeds at a DC 45 Will save. If the target fails its save by 5 or more, the dragon can also make a suggestion to the target, which it will begin obeying after it ceases cowering. If Fatalis expends one use of its mythic power as part of this swift action, it can affect up to 5 creatures, though all must be within 50 feet of each other; all creatures failing their save by 5 or more follow the same suggestion. This is treated as a gaze attack and is a mind-affecting effect. The cower part of the effect has also the fear descriptor, while the suggestion part has also the compulsion description. The save DC is Charisma-based.

Incinerate (Su)
Fatalis can incinerate creatures in its fiery breath. A creature or object reduced to 0 or less hit points by its breath weapon or nova is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.

Keen Senses (Ex)
Fatalis see eight times as well as a human in shadowy illumination and four times as well in normal light. It also has darkvision out to 240 feet.

Lair of the Beast (Su)
Fatalis can designate an area no greater than 1,000 feet on a side (actually the ruins of castle Schrade) as its personal Lair. When inside its Lair, Fatalis can observe the world (with all its senses) from any point within its Lair as if it was at that point. Fatalis can change its lair once per week and can only have one at a time. The Lair effect is automatically terminated if Fatalis is slay.

Massive (Ex)
Because Fatalis is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or settlements are considered difficult terrain to the monster (GM’s discretion). A Huge or smaller creature can move through any square occupied by Fatalis, or vice-versa. Fatalis gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. Fatalis can only be flanked by foes who are at least no more than two sizes smaller than him. It’s possible for a Huge or smaller creature to climb the Fatalis—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on the monster body provokes an attack of opportunity from him. If a Fatalis grapples a creature of Huge size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. Fatalis can grapple any number of creatures of Huge size or smaller simultaneously and make a single combat maneuver as a free action at the start of its turn for maintain the grapple on them, applying its result against the CMD of those targets.

Melt Stone (Su)
Fatalis can use its breath weapon to melt rock at a range of 100 feet, melting rock in a 60-foot radius to a depth of 5 foot. Any creature in contact with this lava takes 20d6 points of fire damage on the first round, 10d6 the second round, and none thereafter. If used on a wall or ceiling, treat this ability as an avalanche dealing fire damage affecting the same area.

Might (Ex)
Fatalis 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 giant HD.

Mythic (Ex)
As the most powerful between the Elder Dragons, Fatalis has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Fatalis, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability.

Mountainbreaker (Ex)
Fatalis's natural attacks and any weapons it wields, are treated as adamantine, chaotic, magic, epic, and evil for the purpose of overcoming damage reduction and hardness.

Nova (Su)
When Fatalis ruin of Schrade is activated, it takes flight, without provoking opportunity attacks, and hovers up to 600 feet above the ground before releasing a gout of fire in a 600 ft. line that is 10 ft. wide. When the fire hit a creature or object it spreads out in a 150 ft. radius. All creatures and unattended objects in the area must make a DC 57 Reflex saving throw, taking 40d10 fire damage on a failed saved or half as much damage on a successful one. All creatures and unattended objects that enter the area before the start of Fatalis next turn must save as before. This damage count as continuous for the all purpose (like concentration for casting a spell). On subsequent turns, Fatalis can choose to maintain the gout of flames as a standard action (but it cannot move from the position in this case), up to a maximum of 5 turns. As part of the same action for maintaining, Fatalis can change the direction of the gout. Fatalis cannot maintain the nove if is dazed, stunned, or is mouth is locked.

The heat of the gout of fire is so strong that melt unattended metal objects with melting point less than 4,000 °C. Any non-magical, metal object worn or carried with melting points less than 4,000 °C melt on a failed Reflex save. Melted armor, shield, and weapons are destroyed, and melted armor and shield inflicts a –8 penalty on Stealth checks, and halves the Speed of whoever wearing it. Melted armor and shield takes one standard action to scrape off of the body.

On Fatalis 3rd, 4th, and 5th consecutive turns of maintaining the gout of fire, it become empowered: the fire spread increase to 300 ft. radius and the damage to 60d12.

The heat of the empowered gout of fire is so strong that melt unattended metal objects with melting point less than 10,000 °C. Any non-magical, metal object worn or carried with melting points less than 10,000 °C melt on a failed Reflex save. Melted armor, shield, and weapons are destroyed, and melted armor and shield inflicts a –8 penalty on Stealth checks, and halves the Speed of whoever wearing it. Melted armor and shield takes one standard action to scrape off of the body.

As long ruin of Schrade is active Fatalis can use Nove at will, but must wait 5 minutes between uses. The save DC is Constitution-based and included a +8 racial bonus.

Regeneration (Ex)
The regeneration of Fatalis is suppressed by divine damage and damage of might of creatures with at least a Divine Rank of 3.

Ruin of Schrade (Ex)
Fatalis more than a dragon, it's a natural catastrophe that cannot be stopped. The first time in a day when Fatalis is reduced to 0 hit points or less or is slay, ruin of schrade activate, automatically interrupting any other creature turn. Fatalis return to 800 hit points, gains 200 temporary hit points that last for 1 hour, remove any negative condition active on itself, and automatically activate Nova. In addition it gains the following benefits and changes for 1 hour (or until the battle end, whichever happen last):
  • Its Blue Fire trait now completely ignore a creature fire immunity instead of considering it resistance 30 (it still not ignore its own immunity).​
  • Fatalis's breath weapon is immediately recharged and its damage increase from d10 to d12.​
  • It regains up to 5 expended mythic points uses.​
  • Fatalis's Terrifying Presence ignore immunity of fear and mind-affecting effects, its DC is increased by 4, and all creatures previously exposed to it must save against it again as if 24 hours have passed.​
  • All of Fatalis natural weapons deals 6d8 extra fire damage.​

Searing Smoke (Su)
Whenever Fatalis uses its breath weapon, the area of effect is filled with ash and smoke shot through with glowing embers that lasts until the beginning of its next turn. This searing smoke blocks vision as obscuring mist and deals 6d6 points of fire damage to any creature or object in, entering, or passing through the area while the smoke persists. If that creature needs to breathe, it is also sickened for 1d4 rounds by the noxious, choking vapors. A successful DC 49 Fortitude save halves damage and negates the sickened condition. The save DC is Constitution-based.

Smoke Vision (Ex)
Fatalis can see perfectly in smoky conditions.

Terrifying Presence (Ex)
This work as frightful presence, except the range is 400 ft. and all creatures failing their saves become panicked for 8d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear. The save DC is Charisma-based.

Throw (Ex)
When Fatalis start its turn with a Huge or smaller creature grappled, instead of making the combat maneuver for maintain the grapple, it can automatically throw it as a swift action. Fatalis make a CMB check. The victim is knocked back 30 feet in a direction of Fatalis choice and falls prone. The distance the victim is launched increases by 10 feet for every 5 points by which Fatalis check exceeds the victim’s CMD. If an obstacle stops the launched creature before he travels the whole distance, the victim and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the victim is knocked prone in the space adjacent to the obstacle.

Unstoppable (Ex)
Fatalis can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. Fatalis can use this ability at the start of its turn even if a condition would prevent him from acting. Also, if Fatalis fails a saving throw, it can expend one use of mythic power without consuming an action to succeed instead.

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Well, some time from a proper divine entry. This is Karna Masta. He is a god from the (defunct) gacha gama Brave Frontier. It was the first time in a game that I got close to the concept of challenging and killing gods, so I have to say that game was a major milestone in getting me to this forum. I will be posting the Avatar and Aspect in the next few days/weeks.

Holy Emperor Karna Masta (Aspect)

LE Huge outsider (extraplanar)

Init +161 (always first); Senses darkvision 600 ft., divine senses (x10), low-light vision, true seeing, x-ray vision; Perception +212

Aura divine (DC 163, 83,600 ft.), paragon presence (325 ft., DC 223, less than 60 HD, 120 damage)

DEFENSE

AC 355, touch 313, flat-footed 310 (+107 deflection, +36 Dex, +16 divine, +6 dodge, +30 luck, +45 natural, +107 profane, –2 size)

hp 39,840 (120d100+7,920)x2 force field 5,050 (101 hp/round regenerate) fast healing 50, regeneration 60 (acid or fire)

Fort +367, Ref +360, Will +361

Defensive Abilities primordial grace, pure body, pure destiny, pure senses, sixth sense, unchanging; DR 75/cursed and epic, 40/epic; Immune cold, fear, fire, death from massive damage, Stellar Hazards, Terrestrial Hazards; Resistance Dimensional Hazards; PR/SR 176

OFFENSE

Speed 600 ft., fly 1,200 ft. (perfect)

Melee 2 slam +310 (2d10+69)

Space 15 ft.; Reach 15 ft. (83,600 ft. with Unearthly Reach)

Special Attacks alter reality, awakening, force of will, galaxy’s end, holy emperor's judgement, holy emperor intimidation, maximilia, mythic power (24/day, surge +8d6), nightmare break, oracle: perdition, power over immortals 110/day (DC 223, 83,600 ft.), raising cosmo

Spell-Like Abilities (CL 166th, concentration +319)

Constanttrue seeing

At willblessing of fervor, command (DC 164), commune, create greater demiplane, divine power, divine vessel, dream, eagle’s splendor, etherealness, flame strike (DC 168), forbiddance (DC 169), geas/quest, greater dispel magic, greater teleport, limited wish, magic jar (DC 168), overwhelming presence (DC 172), sending, tongues

16/daywish

STATISTICS

Str 88, Dex 82, Con 100, Int 88, Wis 88, Cha 224

Base Atk +120; CMB +312; CMD 473

Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Noble Scion (scion of war), Toughness

Metamagic Feats Eclipsed Spell, Ectoplasmic Spell, Empower Spell, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire), Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Maximize Spell, Quicken Spell, Reach Spell, Shadow Grasp, Silent Spell, Still Spell, Tenebrous Spell, Thanatopic Spell, Threnodic Spell, Widen Spell, Umbral Spell

Epic Metamagic Feats Automatic Metamagic Capacity x5, Cataclysmic Spell, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell

Epic Feats Ether Goer, Etheric Double, Etheric Vision, Good Reflexes, Improved Combat Reflexes, Improved Dodge, Sixth Sense, Spell Stowaway (time stop), Subtle Body, Superior Initiative, Tenacious Body

Skills All skills 169 + ability modifier;

Languages Abyssal, Aboleth, Aklo, Celestial, Common, Draconic, Giant, Infernal, Necril, Old Tongue, Sylvan, Terran, other 148;

SQ aspect of a demiurge, maven, might, portfolio (double divine), tyrannical lord, virtual size category +3

SPECIAL ABILITIES

Karna Masta renounce 4 artifacts and class features for sextuple his Divine Slots, he also renounce 12 feats for 2 bonus Divine Slots

Divine Abilities

• Adjuration (Su): Summon up to 240 hit die of creatures per day (no single creature can have CR higher than 76)

• Beautiful Mind (Ex): Cha as circumstance to attack rolls

• Beautiful Soul (Ex): Chas as circumstance to saving throw

• Celerity (Ex): All movements speed tripled

• Divine Champion (Su): You can borrow the abilities of other immortals

• Enlarge Aura (Su) x6: Aura is doubled

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

• Extra Mythic Ability (Var.): You gain a mythic ability (sanctum)

• Force Field (Su): You can generate a powerful shield to protect you from harm

• Greater Aura: Can use sleep, pain or greater heroism effects with its aura

• Invincibility (Ex): Fortitude save for negate damage

• Omnicompetent (Ex): All skills are class skills

• Perfect Aura (Su): Can use insanity, death, perfect heroism effects with your aura

• Perfect Initiative (Ex): Always First

• Polymorph (Su): You can polymorph at will

• Regeneration (Su): Gain regeneration equal to ½ your hit die (acid or fire)

• Self Mastery (Ex): You can separate your individual appendages

• Seventh Sense (Ex): Reply a round

• Shapechange (Su): You can shapechange at will

• Superior Aura (Su): Can use stunning, weakness or superior heroism effects with his aura

• X-Ray Vision (Su): See through solid objects

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

• Authority (Su): You possess the voice of all leaders (Int 26 or less)

• Cosmic Divine (Su): Substitute cosmic divine (d20s) damage for all uses of divine (like Divine [Effect])

• Cosmic Shields (Su): You generate a force field powerful enough to block the blasts of Sidereals

• Cosmic String (Ex): You can only be permanently destroyed by a being of equal or higher divine status

• Cosmic Toughness (Ex): Your HD become d100

• Divine Inspiration (Ex): You gain one divine ability which you can change at will

• Divine Presence (Ex): All allies within the radius of your divine aura can gain a divine ability of your choice

• Dominance (Su): Opponents with less than 1/3 your total hit die (40 HD) automatically fail their saving throws against any of your attacks

• Legendary Charisma (Ex): Your Charisma score is doubled

• Unearthly Effect (Su): Karna Masta effect power ranges are extended

• Unearthly Reach (Su): Karna Masta reach equals his divine Aura

Double Divine Portfolio Traits (Greater Deity)

Domain Power: You gain the Power over Immortals ability.

Progenitor of the Pantheon (Ex): Competence penalty to on all rolls equal to double your divine rank for one month if you ever retreat the battlefield so long at least an ally Immortal remains alive within your Divine Aura.

Vulnerable to Antidivine Damage (Ex): You suffer x3 antidivine damage instead of x2 like a normal immortal.

• Courage (Ex): You are immune to fear effects.

• Leader Confidence (Su): Your allies within your Divine Aura gain immunity to fear effects.

• Greater Scion of Divine (Ex): +32 competence bonus on attack rolls, saves, and armor class after commanding another immortal for 24 hours.

• Creator of Divine (Ex): Creatures you summon gain a Divine Bonus equal to your divine rank to all rolls (this does not give any of the other abilities associated with such divine rank, like divine abilities or divine template; they become vulnerable to divine damage and count as Immortals for interactions with effects).

• Divine Army (Ex): All allies you summon with a Divine bonus have 200% more HD.

• True Divine Damage (Su): All Divine Damage you do ignore divine damage immunity.

• Uncanny Divine Mastery (x2 HD) (Su): Assault your enemies with divine energy.

• Life from the Pantheon (Ex): You gain Regeneration equal to the total Divine Bonus of all allies (excluding you) in your Divine Aura.

• Wrath of the Pantheon (Su): All opponents within your Divine Aura take damage equal to the combined total of the Divine Bonus of all Immortals within your Divine Aura (including your own) every round.

Uncanny Divine Mastery (x2 HD)

Beam (Ray) 240d20; line of sight

Blast 120d20; 83,600 ft./625 ft. Standard action Ref 173/half

Blood 60d20; Melee automatic ability Ref DC 111/negate

Breath* 240d20; 83,600 ft. (cone) line of sight (line) Standard Ref 111/half

Hand 360d20; Melee Touch

Immolation 360d20; 83,600 ft. radius Free/Standard Ref 111/half

Storm 60d20; 83,600 ft. radius Standard/Free – Special Ref 173/half

Strike 60d20; Melee (bonus) Free -

Wrath (Gaze) 120d20; all creature in line of sight Will 173/negate

Alter Reality (Su)
Once per round as a free action Karna Masta can duplicate any spell of 14th-level or less. This ability can also duplicate any epic spells of DC 208 or less. Other use of this ability are GM’s discretion.

Aspect of a Demiurge (Ex)
This form of Karna Masta is an aspect of a more powerful Demiurge. He can select Cosmic Abilities instead of only Divine (he still cannot select Transcendental abilities, even as esoteric) and gains Alter Reality as a Sidereal. Because his true body has invested more quintessence, the aspect gains the Paragon template, immunity to Stellar Hazards, resistance to Dimensional Hazards, and always count as inside his Divine Realm for gaining the x2 hp multiplier.

Awakening (Su)
As a standard action, Karna Masta can inflict 20d20 divine damage (1d20/6 HD) to all perceived opponents within his divine aura and give himself a +50 morale bonus to AC, attack, and weapon damage rolls for 1d4+1 rounds. After using this ability, Karna Masta must wait 1 minute before using it again.

Divine Traits (Greater Deity) (Ex)
As a greater deity, Karna Masta gains a +16 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. Karna Masta’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A greater deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Flight (Su)
Karna Masta’s ability to fly is supernatural and doesn’t function in a Dead Magic Zone.

Force of Will (Su)
Karna Masta can exert his will to force events to unfold as he would like. As an immediate action, Karna Masta can expend one use of mythic power to reroll a d20 roll he just made, or force any perceived creature within his divine aura with a lesser DR than him to reroll a d20 roll it just made. Karna Masta can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Fortuity (Ex)
The paragon adds a +30 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, etc.); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; channel resistance (if applicable) and caster/manifestion/initiator levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Maneuvers Abilities (Tome of Battle and Path of War).

Galaxy’s End (Su)
As a standard action, Karna Masta can inflict 60d20 divine damage (1d20/3 HD) to all perceived opponents within his divine aura. After using this ability, Karna Masta must wait 1d6+2 rounds before using it again.

Grant Spells
Karna Masta can grant spells of any level. He grant access to the domains of Destruction, Evil, Glory, Law, and Nobility and to the subdomains of Aristocracy, Catastrophe, Hatred, Hubris, Judgment, Leadership, Legend, Legislation, Rage, and Tyranny.

Holy Emperor's Judgement (Su)
As a full-round action that provoke attack of opportunity, only when below half his maximum hp (usually below 19,920 hp), Karna Masta can create a column of divine energy in a 240-foot radius (20-ft. radius/HD), 24,000 ft. high (200 ft. high/HD), within his divine aura. All creatures, unattended objects, and structures in the area other than Karna Masta himself take 24,000 divine damage (200/HD), with a Reflex save DC 223 for half. Any creature or object reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind only a trace of fine dust (as disintegrate). A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. After using this ability, Karna Masta must wait 1d3+1 minutes before using it again. A creature can use an immediate action to swear loyalty to Karna Masta before suffering the attack, negating it completely, but if they do so, they automatically finish under the control of Karna Masta. This work as a dominate monster with the following differences:
  • overcome immunity to enchantment, compulsion, or mind-affecting​
  • has an unlimited duration​
  • protection from evil or similar abilities can’t prevent Karna Masta from exercising control or using the telepathic link unless cast by a Greater Deity​
  • never give a saving throw to break free (nor require to spend at least 1 round concentrating on the effect each day)​
  • a creature that die while under this effect has its soul consigned to Karna Masta and cannot be brought back to life by any means unless Karna Masta allow it or an Elder One is the originator of the effect​
  • The only way for remove it is a Greater Deity or equivalent to using a wish spell​
The save DC is Charisma-based.

Holy Emperor's Intimidation (Su)
As a swift action, Karna Masta can deal 720 divine damage (6/HD) to a single creature within his divine aura and can make a free Intimidate check against it. Karna Masta count as having the Signature Skill (Intimidate) feat as appropriate for his number of ranks in Intimidate for this check. After using this ability, Karna Masta must wait 1d3+1 rounds before using it again. A Will save DC 223 half this damage. The save DC is Charisma-based.

Maximilia (Su)
As a standard action, Karna Masta can deal 12,000 divine damage (100/HD) to a single creature, unattended object, or structure within his divine aura and inflict a curse penalty of –50 to its attack and damage rolls for 2 rounds. After using this ability, Karna Masta must wait 1 minute before using it again. A Will save DC 223 half this damage and negate the penalty. The save DC is Charisma-based.

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

Mythic (Ex)
Karna Masta has Mythic Power (24/day, surge +8d6) and counts as a 24th-rank Mythic creature. Karna Masta can use any of his 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. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Nightmare Break (Su)
As a standard action, Karna Masta can deal 6,000 divine damage (50/HD) to a single creature, unattended object, or structure within his divine aura and inflict a curse penalty of –50 to its AC, CMD and saving throws for 2 rounds. After using this ability, Karna Masta must wait 1d3+1 rounds before using it again. A Will save DC 223 half this damage and negate the penalty (the curse penalty its not applied to this saving throw). The save DC is Charisma-based.

Oracle: Perdition (Su)
As a swift action, Karna Masta can buff himself for 1d4+1 rounds. At the end of each of his turns, as long this buff is active, he can make a single attack with a manufactured or natural weapon as a free action. This effect can only be activated once on each Karna Masta turns, but this attack stacks with the one give by blessing of fervor, haste, a speed weapon, or similar effects.

Paragon Presence (Ex)
The paragon radiate an aura of pure presence (Radius: 25 ft. + 5 ft./2 Hit Dice). All creatures with less than half the paragon HD must make a Will save DC 10 + ½ paragon HD + paragon Charisma modifier or fall unconscious for the overwhelming presence of the paragon for 2 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the paragon Charisma modifier. Once a creature make with success his save, he is immune to the Paragon Presence of that paragon for 1 day. Against unattended abject in the area (like the squares of the floor) Paragon Presence deal 1 damage x HD of the paragon every round which apply only half of the hardness. The paragon can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.

Primordial Grace (Ex)
The power from his true body protects Karna Masta, granting him a profane bonus on all saving throws and to AC equal to his Charisma modifier.

Pure Body (Ex)
Karna Masta body is so pure that he’s immune to all diseases and poisons originated by a source with a lower mythic rank than himself.

Pure Destiny (Ex)
Karna Masta destiny is guided by providence. He’s immune to all curses and compulsions originated by a source with a lower mythic rank than himself.

Pure Senses (Ex)
Karna Masta senses are extraordinarily keen. He’s immune to blindness and deafness originated by a source with a lower mythic rank than himself.

Raising Cosmo (Su)
As a standard action, Karna Masta can inflict 40d20 divine damage (1d20/3 HD) to all perceived opponents within his divine aura. After using this ability, Karna Masta must wait 1d3+1 rounds before using it again.

Tyrannical Lord (Ex)
Karna Masta ignore immunity against supernatural abilities (like the one of the akalich template).

Unchanging (Ex)
Karna Masta form is so stable that he become immune to petrification effects and unwilling polymorph effects originated by a source with a lower mythic rank than himself.
 

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Holy Emperor Karna Masta (Avatar)

Beyond Alignment (LE) Huge outsider (extraplanar)

Init +380 (always first); Senses blindsense, cosmic consciousness (plane/galaxy), darkvision, low-light vision, true seeing, x-ray vision; Perception +458

Aura divine (DC 382, 2,560,000 ft. [≈484.85 miles]), lord presence (2,500 ft., DC 502, less than 160 HD, 1,200 damage)

DEFENSE

AC 1,151, touch 862, flat-footed 1,031 (+295 deflection, +60 Dex, +32 divine, +60 dodge, +67 insight, +45 luck, +289 natural, +295 profane, –2 size)

hp 414,720 (240d100+45,120)x6 force field 5,050 (101 hp/round regenerate) fast healing 75, regeneration 120 (acid or fire)

Fort +1,023, Ref +918, Will +923

Defensive Abilities cosmic firmament, cosmic string (1d10 rounds), eclipse, evil messiah, insight, lawful messiah, primordial grace, saint’s shell, sixth sense, utter void; DR 80/–, 115/cursed and epic; Immune ability damage and drain, blindness, cold, curse, deafness, death effects, disease, energy drain, fear, fire, mind-affecting, petrification, poison, polymorphing or any form-altering attack, death from massive damage, Stellar Hazards, Terrestrial Hazards; Resistance all elements 1,000, Dimensional Hazards; PR/SR 327, any spell which fails to penetrate Karna Masta spell resistance is reflected back upon the caster

OFFENSE

Speed 6,756 ft., fly 12,000 ft. (perfect), Starflight (3d20)

Melee 2 slam +449 (10d20+112), 6 wings +445 (8d20+78 plus blinding wings)

Space 15 ft.; Reach 15 ft. (2,560,000 ft. with Unearthly Reach)

Special Attacks absolute authority, alter reality, blinding wings, cosmic serpent (DC 502, lawful evil only), eternal loss, eternal return, holy emperor's judgement, inner eye, millenium, mirage sight, mythic power (48/day, surge +40d6), power over immortals 298/day (DC 502, 2,560,000 ft.), soul crush

Spell-Like Abilities (CL 317th, concentration +756)

Constanttongues, true seeing

At willblessing of fervor, create greater demiplane, divine power, divine vessel, eagle’s splendor, flame strike (DC 387), forbiddance (DC 388), limited wish, overwhelming presence (DC 391)

3/daywish

STATISTICS

Str 144, Dex 130, Con 344, Int 144, Wis 144, Cha 600

Base Atk +240; CMB +453; CMD 1,173 (cannot be tripped)

Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Noble Scion (scion of war), Toughness

Metamagic Feats Eclipsed Spell, Ectoplasmic Spell, Empower Spell, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire), Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Maximize Spell, Quicken Spell, Reach Spell, Shadow Grasp, Silent Spell, Still Spell, Tenebrous Spell, Thanatopic Spell, Threnodic Spell, Widen Spell, Umbral Spell

Epic Metamagic Feats Automatic Metamagic Capacity x3, Cataclysmic Spell, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell

Epic Feats Ether Goer, Etheric Double, Etheric Vision, Good Reflexes, Improved Combat Reflexes, Improved Dodge, Sixth Sense, Subtle Body, Superior Initiative, Tenacious Body

Skills All skills 387 + ability modifier;

Languages Abyssal, Aboleth, Aklo, Celestial, Common, Draconic, Giant, Infernal, Necril, Old Tongue, Sylvan, Terran, other 296; tongues

SQ avatar of a demiurge, cosmic might, maven, omnicompetent, portfolio (double divine), tyrannical lord, virtual size category +7

SPECIAL ABILITIES

Karna Masta renounce 4 artifacts and class features for sextuple his Divine Slots, he also renounce 90 feats for 15 bonus Divine Slots

Divine Abilities
• Adjuration (Su): Summon up to 480 hit die of creatures per day (no single creature can have CR higher than 152)

• Beautiful Mind (Ex): Cha as circumstance to attack rolls

• Beautiful Soul (Ex): Chas as circumstance to saving throw

• Carapace (Ex): Natural Armor bonus equal to your hit die

• Celerity (Ex): All movements speed tripled

• Divine Champion (Su): You can borrow the abilities of other immortals

• Enlarge Aura (Su)x8: Aura is doubled

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

• Exoskeleton (Ex): Natural Armor bonus equal to ½ your hit die

• Extra Mythic Ability (Var.): You gain a mythic ability (sanctum)

• Force Field (Su): You can generate a powerful shield to protect you from harm

• Greater Aura: Can use sleep, pain or greater heroism effects with its aura

• Invincibility (Ex): Fortitude save for negate damage

• Quantum Effect (Su): Effects are augmented or reduced

• Perfect Aura (Su): Can use insanity, death, perfect heroism effects with your aura

• Perfect Initiative (Ex): Always First

• Polymorph (Su): You can polymorph at will

• Regeneration (Su): Gain regeneration equal to ½ your hit die (acid or fire)

• Self Mastery (Ex): You can separate your individual appendages

• Seventh Sense (Ex): Reply a round

• Shadow Self (Ex): Create a shadow duplicate

• Shapechange (Su): You can shapechange at will

• Squamous (Ex): Natural Armor bonus equal to ¾ your hit die

• Superior Aura (Su): Can use stunning, weakness or superior heroism effects with his aura

• Uncanny Dodge (Ex): Dex bonus as dodge to AC

• X-Ray Vision (Su): See through solid objects

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

• Apostasy (Su): You are beyond alignment

• Authority (Su): You possess the voice of all leaders (Int 42 or less)

• Cosmic Shields (Su): You generate a force field powerful enough to block the blasts of Sidereals

• Divine Inspiration (Ex): You gain one divine ability which you can change at will

• Divine Presence (Ex): All allies within the radius of your divine aura can gain a divine ability of your choice

• Eighth Sense (Su): You senses extend 1 minute in the future

• Elusion (Su): You can use your reflexes to avoid blows

• Exclusivity (Su): You can only be attacked by one opponent per round

• Innocence (Su): You cannot be harmed by any being of an equal or lesser divine status until you yourself attack them

• Legendary Constitution (Ex): Constitution is double

• Nebulous (Ex): 75% of negate an attack (50% against True Seeing)

• Numinous (Su): Anti-magic aura that does not impede your own magic

• Slipstream (Su): You are unaffected by temporal effects

• Time Dilatation (Ex): You can take twice as many actions during the round than usual

• Unearthly Effect (Su): Karna Masta effect power ranges are extended

• Unearthly Reach (Su): Karna Masta reach equals his divine Aura

Transcendental Abilities (Esoteric)
• Dead Magic Zone (Su): You can create a zone of dead-magic that does not impede you

• True Invincibility (Su): Make a Fortitude save for negate assaults

Double Divine Portfolio Traits (Old One)

Domain Power: You gain the Power over Immortals ability.

Progenitor of the Pantheon (Ex): Competence penalty to on all rolls equal to double your divine rank for one month if you ever retreat the battlefield so long at least an ally Immortal remains alive within your Divine Aura.

Vulnerable to Antidivine Damage (Ex): You suffer x3 antidivine damage instead of x2 like a normal immortal.

• Courage (Ex): You are immune to fear effects.

• Leader Confidence (Su): Your allies within your Divine Aura gain immunity to fear effects.

• Greater Scion of Divine (Ex): +64 competence bonus on attack rolls, saves, and armor class after commanding another immortal for 24 hours.

• Creator of Divine (Ex): Creatures you summon gain a Divine Bonus equal to your divine rank to all rolls (this does not give any of the other abilities associated with such divine rank, like divine abilities or divine template; they become vulnerable to divine damage and count as Immortals for interactions with effects).

• Divine Army (Ex): All allies you summon with a Divine bonus have 200% more HD.

• True Divine Damage (Su): All Divine Damage you do ignore divine damage immunity.

• Uncanny Divine Mastery (x2 HD) (Su): Assault your enemies with divine energy.

• Life from the Pantheon (Ex): You gain Regeneration equal to the total Divine Bonus of all allies (excluding you) in your Divine Aura.

• Wrath of the Pantheon (Su): All opponents within your Divine Aura take damage equal to the combined total of the Divine Bonus of all Immortals within your Divine Aura (including your own) every round.

• Dominance (Su): Opponents with less than 1/3 your total hit die (80 HD) automatically fail their saving throws against any of your attacks.

• Cosmic Divine (Su): Substitute cosmic divine (d20s) damage for all uses of divine (like Divine [Effect]).

• Lord of Perfection (Ex): You gain the Paragon template (but see Avatar of a Demiurge).

• Legendary Charisma (Ex): Your Charisma score is tripled.

Uncanny Divine Mastery (x2 HD) (Inner Eye and Quantum Effect already calculated)

Beam (Ray) 480d20 (38,400); plane/galaxy

Blast 240d20 (19,200); 2,560,000 ft./1,225 ft. Standard action Ref 392/half

Blood 120d20 (9,600); Melee automatic ability Ref DC 259/negate

Breath* 480d20 (38,400); 2,560,000 ft. (cone) plane/galaxy (line) Standard Ref 259/half

Hand 720d20 (57,600); Melee Touch

Immolation 720d20 (57,600); 2,560,000 ft. radius Free/Standard Ref 259/half

Storm 120d20 (9,600); 2,560,000 ft. radius Standard/Free – Special Ref 392/half

Strike 120d20 (9,600); Melee (bonus) Free -

Wrath (Gaze) 240d20 (19,200); all creature in the plane/galaxy Will 392/negate

Absolute Authority (Su)
As a standard action, Karna Masta can stun all perceived opponents within his divine aura for a number of rounds equal to his divine rank. A successful Will save DC 502 reduce this to staggered for 1 round. Each round at the end of its turn, a stunned creature may attempt a new saving throw to end the effect in advance. After using this ability, Karna Masta must wait 1 minute before using it again. This is a mind-affecting effect and the save DC is Charisma-based.

Alter Reality (Su)
Once per round as a free action Karna Masta can duplicate any spell of 12th-level or less. This ability can also duplicate any epic spells of DC 474 or less. Other use of this ability are GM’s discretion.

Avatar of a Demiurge (Ex)
This form of Karna Masta is an aspect of a more powerful Demiurge. Because his true body has invested more quintessence, the avatar gains the Lord template instead of the Paragon with Lord of Perfection Portfolio ability.

Blinding Wings (Su)
A creature hit by Karna Masta wings must make a Fortitude save DC 502 or be permanently blinded as his divine energy destroy the sensory organs. This blind condition can only be removed by using a wish and succeeding a caster level check against a DC equal to the spell resistance of Karna Masta. This ability ignore the immunity against Fortitude save effects of the construct and undead type. The save DC is Charisma-based.

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

Divine Traits (Old One) (Ex)
As an old one, Karna Masta gains a +32 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. Karna Masta’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. An old one does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Eclipse (Su)
As an immediate action, Karna Masta can grant himself immunity against acid, electricity, force, negative energy, and sonic damage and convert any vile and permanent damage he suffer in normal damage until the start of his next turn. After using this ability, Karna Masta must wait 1 minute before using it again.

Eternal Loss (Su)
As a standard action, Karna Masta can deal 120,000 cosmic damage (1,000/2 HD) to a single creature, unattended object, or structure within his divine aura and inflict the exhausted condition to it. A Fortitude save DC 502 half this damage and negate the exhausted condition. This ability ignore the immunity against Fortitude save effects of the construct and undead type. After using this ability, Karna Masta must wait 1d3+1 rounds before using it again. The save DC is Charisma-based.

Eternal Return (Su)
As a full-round action that provoke attack of opportunity, once per day and only when below 1/4 his maximum hp (usually below 103,680 hp), Karna Masta can release his true power. All creatures, unattended objects, and structures in Karna Masta divine aura other than himself take 480,000 cosmic damage (2,000/HD), with a Reflex save DC 502 for half. Any creature or object reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind only a trace of fine dust (as disintegrate). A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. After using this ability, Karna Masta is returned to full hit points and shield (the final value improved by Transcendental Shields) and gains the benefit of the Transcendental Shields Transcendental Ability (final shield 505,050, regenerate 10,101/round) for 24 hours or until the end of the battle, whichever happen first. The save DC is Charisma-based.

Force of Will (Su)
Karna Masta can exert his will to force events to unfold as he would like. As an immediate action, Karna Masta can expend one use of mythic power to reroll a d20 roll he just made, or force any perceived creature within his divine aura with a lesser DR than him to reroll a d20 roll it just made. Karna Masta can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Fortuity (Ex)
The lord adds a +45 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, etc.); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; channel resistance (if applicable) and caster/manifestion/initiator levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Maneuvers Abilities (Tome of Battle and Path of War).

Holy Emperor's Judgement (Su)
As a full-round action that provoke attack of opportunity, only when below half his maximum hp (usually below 207,360 hp), Karna Masta can create a column of divine energy in a 28,800-foot radius (120-ft. radius/HD), 240,000 ft. high (1,000 ft. high/HD), within his divine aura. All creatures, unattended objects, and structures in the area other than Karna Masta himself take 360,000 cosmic damage (1,000/ 3/2 HD), with a Reflex save DC 602 for half. Any creature or object reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind only a trace of fine dust (as disintegrate). A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. After using this ability, Karna Masta must wait 1d3+1 minutes before using it again. A creature can use an immediate action to swear loyalty to Karna Masta before suffering the attack, negating it completely, but if they do so, they automatically finish under the control of Karna Masta. This work as a dominate monster with the following differences:
  • overcome immunity to enchantment, compulsion, or mind-affecting​
  • has an unlimited duration​
  • protection from evil or similar abilities can’t prevent Karna Masta from exercising control or using the telepathic link unless cast by an Old One​
  • never give a saving throw to break free (nor require to spend at least 1 round concentrating on the effect each day)​
  • a creature that die while under this effect has its soul consigned to Karna Masta and cannot be brought back to life by any means unless Karna Masta allow it or a First One is the originator of the effect​
  • The only way for remove it is an Old One or equivalent to using a wish spell​
The save DC is Charisma-based.

Insight (Ex)
The lord adds its Wisdom modifier as an insight bonus to AC, attack rolls, all checks, and saving throws.

Lord Presence (Ex)
The lord radiate an aura of pure presence (Radius: 100 ft. + 10 ft. per Hit Dice). All creatures with less than ¾ the lord HD must make a Will save DC 10 + ½ lord HD + lord Charisma modifier or fall unconscious for the overwhelming presence of the lord for 24 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the lord Charisma modifier. Once a creature make with success his save, he is immune to the Lord Presence of that lord for a number of rounds equal to his HD + his Charisma modifier. This ability ignore the immunity to fear or mind-affecting effects of creatures with less than ½ the HD of the lord. Against unattended abject in the area (like the squares of the floor) Lord Presence deal 5 damage x HD of the lord every round which apply only half of the hardness. The lord can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.

Millenium (Su)
As a standard action, Karna Masta can deal 180,000 cosmic damage (1,000/ ¾ HD) to all creature, unattended object, and structure within his divine aura and affect them as for greater dispel magic spell (targeted dispel version, using Karna Masta HD as his caster level, this count as an epic spell for affect Sidereals and above creatures). Karna Masta can exclude any number of creatures, unattended object, and structure from this assault. After using this ability, Karna Masta must wait 1d4+2 rounds before using it again. A Reflex save DC 502 half this damage and negate the dispel effect. The save DC is Charisma-based.

Mirage Sight (Su)
As a swift action, Karna Masta can inflict 480d100 cosmic damage (2d100/HD) to all perceived opponents within his divine aura. After using this ability, Karna Masta must wait 1d3+1 rounds before using it again.

Mythic (Ex)
Karna Masta has Mythic Power (48/day, surge +40d6) and counts as a 48th-rank Mythic creature. Karna Masta can use any of his 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. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Primordial Grace (Ex)
The power from his true body protects Karna Masta, granting him a profane bonus on all saving throws and to AC equal to his Charisma modifier.

Saint’s Shell (Su)
As a swift action, Karna Masta can restore his shield at full capacity. After using this ability, Karna Masta must wait 1d6+2 rounds before using it again. If Eternal Return was activated and Karna Masta is currently benefiting from Transcendental Shields, this ability only restore 40,000 points of shield instead of all of it.

Soul Crush (Su)
As a standard action, Karna Masta can make a single slam attack. If this attack hit, the opponent must make a Fortitude save DC 502 or suffer 40 negative levels (1/6 HD). This ability ignore the immunity against Fortitude save and negative levels of the construct and undead type. The save DC is Charisma-based.

Tyrannical Lord (Ex)
Karna Masta ignore immunity against supernatural abilities (like the one of the akalich template).

Utter Void (Su)
As a swift action, Karna Masta can grant himself immunity to critical hits until the end of his next turn. After using this ability, Karna Masta must wait 1 minute before using it again.
 

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Holy Emperor Karna Masta (Manifestation)

Beyond Alignment (LE) Colossal outsider (extraplanar)

Init +595 (always first); Senses blindsight, cosmic consciousness (universe), darkvision, low-light vision, true seeing, x-ray vision; Perception +1,074

Aura divine (DC 597; 160,563,200 ft. [≈ 30,409.7 miles]), lord presence (10,035,200 ft. [≈ 1,900.61 miles], DC 837, less than 320 HD, 4,800 damage)

DEFENSE

AC cannot be hit 2,526, touch 2,101, flat-footed 1,580 (+478 deflection, +478 Dex, +64 divine, +478 dodge, +478 insight, +45 luck, +425 natural, +478 profane, –8 size)

hp 1,439,040 (480d1,000+239,520)x2 force field 505,050 (10,101 hp/round regenerate) fast healing 75, regeneration 240 (acid or fire)

Fort +1,785, Ref +1,787, Will +1,785

Defensive Abilities absolute pride, cosmic firmament, cosmic string, insight, interdimensional, primordial grace, saint’s shell, sixth sense, total eclipse, transmortality; DR 160/–, 115/cursed and epic; Immune ability damage and drain, blindness, cold, curse, deafness, death effects, disease, energy drain, fear, fire, mind-affecting, petrification, poison, polymorphing or any form-altering attack, death from massive damage, Dimensional Hazards, Stellar Hazards, Terrestrial Hazards; Resistance all elements 100,000, Universal Hazards; PR/SR 599, any spell which fails to penetrate Karna Masta spell resistance is reflected back upon the caster

OFFENSE

Speed Superluminar, Starflight (3d20)

Melee bite +2,015 (80d100+523), claw +2,015 (60d100+523), gore +2,015 (60d100+523/x3), slam +2,015 (60d100+523)

Space 30 ft.; Reach 30 ft. (universe with Transversal)

Special Attacks abrogate: annihilation, absolute authority, absolute void, alter reality, big bang, chaotic wave, evil eye, galactic collapse, hidden strength, holy emperor's judgement, inner eye, irresistible destruction, mythic power (96/day, surge +104d6), omen of destruction, power over immortals 481/day (DC 837, 3,801 miles), pulse of overflowing power, soul crush, true holy world

Spell-Like Abilities (CL 586th, concentration +1,275)

Constanttongues, true seeing

At willblessing of fervor, create greater demiplane, divine power, divine vessel, eagle’s splendor, flame strike (DC 602), forbiddance (DC 603), limited wish, overwhelming presence (DC 606)

3/daywish

STATISTICS

Str 966 (208), Dex 966 (188), Con 966 (496), Int 966 (208), Wis 966 (208), Cha 966

Base Atk +480; CMB +2,031; CMD 3,475 (cannot be hit or tripped)

Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Spellcraft), Spring Attack, Toughness, Whirlwind Attack

Metamagic Feats Eclipsed Spell, Ectoplasmic Spell, Empower Spell, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire), Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Maximize Spell, Quicken Spell, Reach Spell, Shadow Grasp, Silent Spell, Still Spell, Tenebrous Spell, Thanatopic Spell, Threnodic Spell, Widen Spell, Umbral Spell

Epic Metamagic Feats Automatic Metamagic Capacity x4, Cataclysmic Spell, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell

Epic Feats Epic Skill Focus (Spellcraft), Ether Goer, Etheric Double, Etheric Vision, Good Reflexes, Improved Combat Reflexes, Improved Dodge, Sixth Sense, Subtle Body, Superior Initiative, Tenacious Body

Skills All skills 592 + ability modifier;

Languages Abyssal, Aboleth, Aklo, Celestial, Common, Draconic, Giant, Infernal, Necril, Old Tongue, Sylvan, Terran, other x; tongues

SQ dimensional mastery (evil eye, transmortality), maven, omnicompetent, portfolio (double divine), tyrannical lord, transcendental might, virtual size category +10

SPECIAL ABILITIES

Karna Masta renounce 4 artifacts and class features for sextuple his Divine Slots, he also renounce 204 feats for 34 bonus Divine Slots

Divine Abilities

• Adjuration (Su): Summon up to 960 hit die of creatures per day (no single creature can have CR higher than 304)

• Beautiful Mind (Ex): Cha as circumstance to attack rolls

• Beautiful Soul (Ex): Chas as circumstance to saving throw

• Carapace (Ex): Natural Armor bonus equal to your hit die

• Divine Champion (Su): You can borrow the abilities of other immortals

• Divine Skill Focus (Spellcraft): +60 the chosen skill

• Enlarge Aura (Su)x11: Aura is doubled

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

• Exoskeleton (Ex): Natural Armor bonus equal to ½ your hit die

• Force Field (Su): You can generate a powerful shield to protect you from harm

• Greater Aura: Can use sleep, pain or greater heroism effects with its aura

• Invincibility (Ex): Fortitude save for negate damage

• Quantum Effect (Su): Effects are augmented or reduced

• Perfect Aura (Su): Can use insanity, death, perfect heroism effects with your aura

• Perfect Initiative (Ex): Always First

• Polymorph (Su): You can polymorph at will

• Regeneration (Su): Gain regeneration equal to ½ your hit die (acid or fire)

• Self Mastery (Ex): You can separate your individual appendages

• Seventh Sense (Ex): Reply a round

• Shapechange (Su): You can shapechange at will

• Squamous (Ex): Natural Armor bonus equal to ¾ your hit die

• Superior Aura (Su): Can use stunning, weakness or superior heroism effects with his aura

• Uncanny Dodge (Ex): Dex bonus as dodge to AC

• X-Ray Vision (Su): See through solid objects

Cosmic Abilities

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

• Apostasy (Ex): You are beyond alignment

• Assimilate (Su): You absorb a single aspect of a defeated opponent

• Authority (Su): You possess the voice of all leaders (Int 74 or less)

• Cosmic Shields (Su): You generate a force field powerful enough to block the blasts of Sidereals

• Eighth Sense (Su): You senses extend 1 minute in the future

• Elusion (Su): You can use your reflexes to avoid blows

• Exclusivity (Su): You can only be attacked by one opponent per round

• Innocence (Su): You cannot be harmed by any being of an equal or lesser divine status until you yourself attack them

• Legendary Constitution (Ex): Constitution is double

• Martyrdom (Su): Allies are compelled to take damage on your behalf

• Numinous (Su): Anti-magic aura that does not impede your own magic

• Slipstream (Su): You are unaffected by temporal effects

• Time Dilatation (Ex): You can take twice as many actions during the round than usual

• Unearthly Effect (Su): Karna Masta effect power ranges are extended

• Unearthly Skill Focus (Spellcraft): +360 the chosen skill

Transcendental Abilities

• Dead Magic Zone (Su): You can create a zone of dead-magic that does not impede you

• Digestio (Su): Gain all the abilities of any victims you slay

• Divine Nullification (Su): You negate all an opponents divine abilities

• Equilibrium (Ex): All abilities scores equal to the higher

• Perfect Defense (Ex): Cannot be hit

• Transcendental Shields (Su): You generate a force field powerful enough to block the blasts of Eternals

• Transversal (Su): Reach equal to line of sight

• True Invincibility (Su): Make a Fortitude save for negate assaults

Double Divine Portfolio Traits (Demiurge Stage I)

Domain Power: You gain the Power over Immortals ability.

Progenitor of the Pantheon (Ex): Competence penalty to on all rolls equal to double your divine rank for one month if you ever retreat the battlefield so long at least an ally Immortal remains alive within your Divine Aura.

Vulnerable to Antidivine Damage (Ex): You suffer x3 antidivine damage instead of x2 like a normal immortal.

• Courage (Ex): You are immune to fear effects.

• Leader Confidence (Su): Your allies within your Divine Aura gain immunity to fear effects.

• Greater Scion of Divine (Ex): +128 competence bonus on attack rolls, saves, and armor class after commanding another immortal for 24 hours.

• Creator of Divine (Ex): Creatures you summon gain a Divine Bonus equal to your divine rank to all rolls (this does not give any of the other abilities associated with such divine rank, like divine abilities or divine template; they become vulnerable to divine damage and count as Immortals for interactions with effects).

• Divine Army (Ex): All allies you summon with a Divine bonus have 200% more HD.

• True Divine Damage (Su): All Divine Damage you do ignore divine damage immunity.

• Uncanny Divine Mastery (x2 HD) (Su): Assault your enemies with divine energy.

• Life from the Pantheon (Ex): You gain Regeneration equal to the total Divine Bonus of all allies (excluding you) in your Divine Aura.

• Wrath of the Pantheon (Su): All opponents within your Divine Aura take damage equal to the combined total of the Divine Bonus of all Immortals within your Divine Aura (including your own) every round.

• Dominance (Su): Opponents with less than 1/3 your total hit die automatically fail their saving throws against any of your attacks.

• Cosmic Divine (Su): Substitute cosmic divine (d20s) damage for all uses of divine (like Divine [Effect]).

• Lord of Perfection (Ex): You gain the Paragon template.

• Legendary Charisma (Ex): Your Charisma score is tripled.

• Greater Dominance (Su): Opponents with less than ½ your total hit die (240 HD) automatically fail their saving throws against any of your attacks

Uncanny Divine Mastery (x2 HD) (Evil Eye and Quantum Effect already calculated)

Beam (Ray) 960d20 (76,800); universe

Blast 480d20 (38,400); 30,409.7 miles/2,425 ft. Standard action Ref 607/half

Blood 240d20 (19,200); Melee automatic ability Ref DC 607/negate

Breath* 960d20 (76,800); 30,409.7 miles (cone) universe (line) Standard Ref 607/half

Hand 1,4400d20 (115,200); Melee Touch

Immolation 1,4400d20 (115,200); 30,409.7 miles radius Free/Standard Ref 607/half

Storm 240d20 (19,200); 30,409.7 miles radius Standard/Free – Special Ref 607/half

Strike 240d20 (19,200); Melee (bonus) Free -

Wrath (Gaze) 480d20 (38,400); all creature in the universe Will 607/negate

Abrogate: Annihilation (Su)
As a standard action, Karna Masta can deal 720,000 transcendental damage (1,500/HD) to all perceived opponents within his divine aura and inflict the exhausted condition to them. A Fortitude save DC 837 half this damage and negate the exhausted condition. This ability ignore the immunity against Fortitude save effects of the construct and undead type. After using this ability, Karna Masta must wait 1d3+1 minutes before using it again. The save DC is Charisma-based.

Absolute Authority (Su)
As a standard action, Karna Masta can stun all perceived opponents within his divine aura for a number of rounds equal to his divine rank. A successful Will save DC 837 reduce this to staggered for 1 round. Each round at the end of its turn, a stunned creature may attempt a new saving throw to end the effect in advance. After using this ability, Karna Masta must wait 1 minute before using it again. This is a mind-affecting effect and the save DC is Charisma-based.

Absolute Pride (Su)
Karna Masta has total confidence in his abilities. Before making a saving throw, he can spend a mythic point without consuming an action for benefit of the Transcendental [Saving Throw] Transcendental Ability for that save.

Absolute Void (Su)
As a full-round action that provoke attack of opportunity, only when below 1/5 his maximum hp (usually below 287,808 hp), Karna Masta can can deal 1,200,000 transcendental damage (2,500/HD) to all creatures, unattended objects, and structures within his divine aura. A Fortitude save DC 837 half this damage and negate the exhausted condition. This ability ignore the immunity against Fortitude save effects of the construct and undead type. Alternatively, Karna Masta can channel this ability during the course of 1 year even when above 1/5 his maximum hp, targeting a single dimension that he can perceive with his senses. This trigger a catastrophic collapse in the dimensional structure of the dimension that which quickly leads to its destruction (including galaxies and planes contained within the doomed dimension) over the course of 1 day. During this time the process can be stopped with a wish used by a creature equivalent in power to a Demiurge Stage I (or a First One if the creature has Double Space Portfolio). A creature bound to “structures” of the destroyed dimension (like Elder One, First One and Old One or deities with their godly realm in that structure) can try to make a Will save DC 837 at the time of the destruction. Success indicate that the creature manage to sever its bond with the structure and lose its divine template, returning mortal instead of dying (but usually still die if inside the dimension when destroyed, mortals are usually not very resistant). In the case of a Demiurge, if it possess only 2 dimensions, if the destruction of the dimension is not stopped and its reduced to a single dimension, it loses its status as a Demiruge and is reduced to a First One. If the collapse is stopped before 1 day has passed, what has already been destroyed remains destroyed but Karna Masta has to start the process and the 1 day all over again. After using this ability, Karna Masta must wait 1d6+4 minutes before using it again (or 1,000 years for the collapse of a dimension). The save DC is Charisma-based.

Alter Reality (Su)
Once per round as a free action Karna Masta can duplicate any spell of 13th-level or less. This ability can also duplicate any epic spells of DC 1,520 or less. Other use of this ability are GM’s discretion.

Big Bang (Su)
As a standard action, Karna Masta can deal 240,000 transcendental damage (500/HD) to a single creature, unattended object, or structure within his divine aura. After using this ability, Karna Masta must wait 1d3+1 rounds before using it again.

Chaotic Wave (Su)
As a standard action, Karna Masta can inflict 120d1,000 transcendental damage (1d1,000/4 HD) to all perceived opponents within his divine aura. After using this ability, Karna Masta must wait 1d3+1 rounds before using it again.

Divine Traits (Demiurge Stage I) (Ex)
As a demiurge, Karna Masta gains a +64 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. Karna Masta’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A demiurge does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Eternal Return (Su)
As a full-round action that provoke attack of opportunity, once per day and only when below 1/4 his maximum hp (usually below 359,760 hp), Karna Masta can release his true power. All creatures, unattended objects, and structures in Karna Masta divine aura other than himself take 960,000 transcendental damage (2,000/HD), with a Reflex save DC 837 for half. Any creature or object reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind only a trace of fine dust (as disintegrate). A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. After using this ability, Karna Masta is healed 600,000 hp and returned to maximum shield value. The save DC is Charisma-based.

Force of Will (Su)
Karna Masta can exert his will to force events to unfold as he would like. As an immediate action, Karna Masta can expend one use of mythic power to reroll a d20 roll he just made, or force any perceived creature within his divine aura with a lesser DR than him to reroll a d20 roll it just made. Karna Masta can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Fortuity (Ex)
The lord adds a +45 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, etc.); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; channel resistance (if applicable) and caster/manifestion/initiator levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Maneuvers Abilities (Tome of Battle and Path of War).

Galactic Collapse (Su)
As a standard action, Karna Masta can deal 720,000 transcendental damage (1,500/HD) to a single creature, unattended object, or structure within his divine aura and inflict the exhausted condition to it. A Fortitude save DC 837 half this damage and negate the exhausted condition. This ability ignore the immunity against Fortitude save effects of the construct and undead type. Alternatively, Karna Masta can channel this ability during the course of 8 hours, targeting a single galaxy or plane that he can perceive with his senses. This trigger a catastrophic collapse in the dimensional structure of the galaxy/plane that which quickly leads to its destruction (including planets and layer contained within the doomed structure) over the course of 10 minutes. During this time the process can be stopped with a wish used by a creature equivalent in power to a Demiurge Stage I (or a First One if the creature has Double Space Portfolio). A creature bound to “structures” of the destroyed galaxy/plane (like Elder One and Old One or deities with their godly realm in that structure) can try to make a Will save DC 837 at the time of the destruction. Success indicate that the creature manage to sever its bond with the structure and lose its divine template, returning mortal instead of dying (but usually still die if inside the galaxy/plane when destroyed, mortals are usually not very resistant). If the collapse is stopped before 10 minutes have passed, what has already been destroyed remains destroyed but Karna Masta has to start the process and the 10 minutes all over again. After using this ability, Karna Masta must wait 1 minute before using it again (or 8 hours for the collapse of a galaxy/plane). The save DC is Charisma-based.

Hidden Strength (Su)
As a move action, only when below half his maximum hp (usually below 719,520 hp), Karna Masta can buff himself until the end of the encounter. He gains +200 morale bonus to AC, saves, attack and weapon damage rolls, and all checks and at the end of each of his turns, as long this buff is active, he can make a single attack with a manufactured or natural weapon as a free action. This effect can only be activated once on each Karna Masta turns, but this attack stacks with the one give by blessing of fervor, haste, a speed weapon, or similar effects.

Holy Emperor's Judgement (Su)
As a full-round action that provoke attack of opportunity, only when below half his maximum hp (usually below 719,520 hp), Karna Masta can create a column of divine energy in a 576,000-foot radius (1,200-ft. radius/HD), 4,800,000 ft. high (10,000 ft. high/HD), within his divine aura. All creatures, unattended objects, and structures in the area other than Karna Masta himself take 720,000 transcendental damage (1,500/HD), with a Reflex save DC 937 for half. Any creature or object reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind only a trace of fine dust (as disintegrate). A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. After using this ability, Karna Masta must wait 5 minutes before using it again. A creature can use an immediate action to swear loyalty to Karna Masta before suffering the attack, negating it completely, but if they do so, they automatically finish under the control of Karna Masta. This work as a dominate monster with the following differences:
  • overcome immunity to enchantment, compulsion, or mind-affecting​
  • has an unlimited duration​
  • protection from evil or similar abilities can’t prevent Karna Masta from exercising control or using the telepathic link unless cast by a Demiurge​
  • never give a saving throw to break free (nor require to spend at least 1 round concentrating on the effect each day)​
  • a creature that die while under this effect has its soul consigned to Karna Masta and cannot be brought back to life by any means unless Karna Masta allow it or a Time Lord is the originator of the effect​
  • The only way for remove it is a Demiurge or equivalent to using a wish spell​
The save DC is Charisma-based.

Insight (Ex)
The lord adds its Wisdom modifier as an insight bonus to AC, attack rolls, all checks, and saving throws.

Interdimensional (Ex)
A demiurge exists just as much in the space between dimensions. When targeted with an attack or spell, the demiurge has a base 50% chance of avoiding the attack.

Irresistible Destruction (Su)
As a standard action, Karna Masta can deal 480,000 transcendental damage (1,000/HD) to a single creature, unattended object, or structure within his divine aura and inflict the exhausted condition to it. A Fortitude save DC 837 half this damage and negate the exhausted condition. This ability ignore the immunity against Fortitude save effects of the construct and undead type. After using this ability, Karna Masta must wait 1d6+2 rounds before using it again. The save DC is Charisma-based.

Omen of Destruction (Su)
As a standard action, Karna Masta can inflict a devastating curse to all opponents within his divine aura that fail a Will save DC 837. This curse inflict damage equal to 20% of the target maximum hit points every round for 3 rounds at the end of the creature turn. After using this ability, Karna Masta must wait 1 minute before using it again. This is a curse effect and the save DC is Charisma-based.

Lord Presence (Ex)
The lord radiate an aura of pure presence (Radius: 100 ft. + 10 ft. per Hit Dice). All creatures with less than ¾ the lord HD must make a Will save DC 10 + ½ lord HD + lord Charisma modifier or fall unconscious for the overwhelming presence of the lord for 24 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the lord Charisma modifier. Once a creature make with success his save, he is immune to the Lord Presence of that lord for a number of rounds equal to his HD + his Charisma modifier. This ability ignore the immunity to fear or mind-affecting effects of creatures with less than ½ the HD of the lord. Against unattended abject in the area (like the squares of the floor) Lord Presence deal 5 damage x HD of the lord every round which apply only half of the hardness. The lord can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.

Pulse of Overflowing Power (Su)
As a full-round action that provoke attack of opportunity, Karna Masta can deal 960,000 transcendental damage (2,000/HD) to all creature, unattended object, and structure within his divine aura and affect them as for greater dispel magic spell (targeted dispel version, using Karna Masta HD as his caster level, this count as an epic spell for affect Sidereals and above creatures). Karna Masta can exclude any number of creatures, unattended object, and structure from this assault. After using this ability, Karna Masta must wait 3 minutes before using it again and his turn automatically end. A Reflex save DC 837 half this damage and negate the dispel effect. The save DC is Charisma-based.

Mythic (Ex)
Karna Masta has Mythic Power (96/day, surge +104d6) and counts as a 96th-rank Mythic creature. Karna Masta can use any of his 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. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Primordial Grace (Ex)
The power from his true body protects Karna Masta, granting him a profane bonus on all saving throws and to AC equal to his Charisma modifier.

Saint’s Shell (Su)
As a swift action, Karna Masta can restore 200,000 hp to his shield. After using this ability, Karna Masta must wait 1d6+2 rounds before using it again.

Soul Crush (Su)
As a standard action, Karna Masta can make a single slam attack. If this attack hit, the opponent must make a Fortitude save DC 837 or suffer 80 negative levels (1/6 HD). This ability ignore the immunity against Fortitude save and negative levels of the construct and undead type. The save DC is Charisma-based.

Tyrannical Lord (Ex)
Karna Masta ignore immunity against supernatural abilities (like the one of the akalich template) and apply his Enlarge Aura Divine Abilities to his Lord Aura range.

Total Eclipse (Su)
As an immediate action, Karna Masta can grant himself immunity against all elements, critical hits, Light Eradication feat and Moderate Eradication Divine Ability, and convert any vile and permanent damage he suffer in normal damage. A creature with the Heavy Eradication Cosmic Ability instead treat this immunity as Fortification 75%. This buff last until the end of his next turn. After using this ability, Karna Masta must wait 1 minute before using it again.

Transcendental Might (Ex)
Karna Masta deals d100's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

True Holy World (Su)
The first time each year that Karna Masta is slay (he is truly dead, his Transmortality and all other abilities are overcomed), instead of activate Uncanny Divine Immolation [Effect], he draws on the last ounces of his divine power to negate his fall. Karna Masta is
  • returned to 10,000 hp if slay with hp damage, disintegrated, or by an effect that has direct death as a result (like phantasmal killer or a vorpal weapon if regeneration and self mastery are abrogated)​
  • returned to his HD-1 negative levels if slay with negative levels​
  • returned to 1 in the ability score if slay with Constitution damage or drain​
and all creatures, unattended objects, and structures (including planets and galaxies for the Material Plane, Layer and Planes for the Outer Planes) in the current dimension in which Karna Masta is present other than himself take 2,400,000 transcendental damage (5,000/HD). Any creature or object reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind only a trace of fine dust (as disintegrate). A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. A deity killed by this effect counts as if it killed in his native plane (godly realm). A Reflex save DC 1,037 half this damage. This attack ignore evasion and improved evasion. After activating his effect, Karna Masta is stunned until the end of the next round, this stun overcome any immunity or resistance and cannot be removed in advance by creatures with less power of a Time Lord. The save DC is Charisma-based and included a +200 racial bonus.
 

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True Ancestor
When the undead where first created, they were an abomination because the negative energy, destructive by nature, was used for create. The universe, as an automatic mechanism, tried to correct that error by generating a particular type of undead that was based on positive energy. The first generation of this “undead”, called True Ancestor, was enough powerful to keep up with the terrible nosferatu. Some ancient legends say that the first True Ancestor come from the Moon.
Creating a True Ancestor
“True Ancestor” is an inherited template that can be added to any living creature with an Intelligence score of 5 or more. A True Ancestor uses the base creature’s stats and abilities except as noted here.

Alignment: As the base creature.

Type: The creature’s type changes to undead. Do not recalculate base attack bonuses, saves, or skill points.

Senses: A True Ancestor gains blindsight +600 ft., scent, and the see in darkness special ability.

Armor Class: Natural armor improves by +35 and gains a deflection bonus equal to its Charisma modifier.

Hit Dice: Change all of the base creature’s racial HD to d8s. A True Ancestor has maximum hit points per die (like it has rolled the maximum on all the die).
Defensive Abilities: A True Ancestor cannot be turned or commanded; DR 50/epic and silver; immunity to cold, electricity, and Terrestrial Hazards; resistance to acid 60, fire 60, sonic 60, and Stellar Hazards; PR/SR 20 + HD; and regeneration 50 (major artifacts or epic spells), in addition to all of the defensive abilities granted by the undead type. True Ancestors also gain the following defensive abilities.

Eternal Rejuvenation (Ex)
True Ancestors, as extension and intrinsic part of the Material Plane are almost impossible to destroy. If destroyed in combat (see Part of the World) while on the Material Plane, a True Ancestor regeneration become suppressed for 1 hour and automatically merges with the nearest planet. It is completely intangible and cannot be harmed by any means while in this state. If the True Ancestor is slay on another Plane, it is completely destroyed. While forced in this state, the True Ancestor cannot use any ability, even purely mental ones (like spell-like abilities, silent still spells or psychic spells) with the exception of its telepathy that can use for reach any creature that is within 120 ft. of the planet. After an hour, it regains 1 hit point, reform in a place of the planet of its choice and its regeneration resume working. A True Ancestor forced to merge with the planet is vulnerable while in this state: an augmented mythic wish spell or a direct divine intervention (the very powerful request version of the miracle spell worth 25,000 gp) of a deity hostile to the True Ancestor can extract forcibly the creature, which reappears at a point on the planet chosen by the caster at –1 hit points, unconscious and with its regeneration still suppressed until the hour pass.
While in this state, its body must be cut in its principal parts (for a human-based True Ancestor: Arm, Arm, Leg, Leg, Upper Torso, Lower Torso, Head; for a non-human the DM is the final judge for how many pieces must be separated). Each piece must be then placed in their own containers full of (un)holy water created by a cleric of a deity hostile to the True Ancestor and made of silver (a Good or Neutral True Ancestor require unholy water, an Evil True Ancestor require holy water). While immersed, the regeneration of the True Ancestor is suppressed and it’s unconscious.
If any of the part is removed from the (un)holy water, it start to regenerate again at a slow rate: after 10 rounds that the part is outside its container (even if not consecutive), the True Ancestor regains 1 hit point, reforming from the fragment and its regeneration resume working.
The method to permanently destroy a True Ancestor (other than destroying them outside a planet of the Material Plane) is unique to each of them, and should be created specifically for each different True Ancestor by the GM.

Part of the World (Ex)
Despite being an undead, a True Ancestor is based on positive energy instead of negative energy. A True Ancestor interact with positive and negative energy as a living creature (eg. cannot be damage with the use of channel positive energy against the undead and is cured with cure light wounds, heal and the use of channel positive energy for heal the living while it’s damaged with the use of channel negative energy against the living, inflict light wounds, harm and the use of channel negative energy for heal the undead does not cure the True Ancestor). Despite being an undead, a True Ancestor has regeneration and is not destroyed at 0 hit points: a True Ancestor become staggered while at 0 or negative hit points. The True Ancestor is destroyed only if it start its turn at 0 or less hit points and its regeneration is suppressed.
A True Ancestor cannot be transported outside the Material Plane against its will in any way, even wish or miracle fail (this apply even when cut and separated, see eternal rejuvenation).

Will of the Moon (Ex)
A True Ancestor gains a bonus equal to its Charisma bonus (if any) on all saving throws. This does not stack with similar abilities that add the Charisma as untyped bonus to saving throws like the divine grace of the paladin or the towering ego of the mesmerist.
Also, a True Ancestor cannot be turned or commanded and is immune to all forms of mind control and possession (like charm monster, confusion, magic jar, suggestion, and dominate monster spells). Even if they can overcome a normal immunity (like for the ability of some Portfolio), they can overcome Will of the Moon only if the source is at least two divine tier (intermediate deity, greater deity, elder one, etc.) higher than the True Ancestor (a True Ancestor always count at least as a Lesser Deity for this).

Speed: All the True Ancestor movement increase to 600 ft. if less. If the base creature has both a climb speed and a land speed, the lower of the two increases to match the higher. If the base creature lacks a climb or a land speed speeds, the True Ancestor gains the missing mode of movement at a speed equal to the other. If the base creature lacks both modes of movement, the True Ancestor gains both at a speed equal to ½ its highest speed.

The True Ancestor also gains a fly speed of supersonic (6,710 ft. = 1,342 squares) if it cannot already fly. Its maneuverability class becomes perfect. Flight gained by application of this template is supernatural in nature.

Attacks: The True Ancestor gains a bite and a slam attack if the base creature didn’t have any (1d8 points of damage for a Small creature, 2d6 points of damage for a Medium one).

Special Attacks: True Ancestors also gain the following special attacks. Saves DCs are Charisma-based unless otherwise specified.

Aura of the Moon (Su)
When a creature enter in an area of 120 ft. of a True Ancestor and can perceive it in any way, his attitude toward the True Ancestor improve by two steps as if the True Ancestor made a Diplomacy check for improve the attitude that exceed the DC of 5. A Will save negate this effect. A creature can be exposed to this aura only once per day. This ability ignore the racial immunity to mind-affecting of the undead type. This is a mind-affecting effect.

Assimilate by the Moon (Su)
A True Ancestor gains one aspect of a defeated opponent that is more powerful than what him already possess. The True Ancestor must have personally defeated the opponent (he must take the majority beneficiary of any EXP gained from the opponents defeat for this power to take effect). This assimilation include ability scores:
ex: If he defeat an opponent with a higher wisdom score than himself, he can gains his strength score. eg. Brunestune, with Wisdom 29 (16 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement) defeat Zelretch, with Wisdom 36 (24 base + 6 enhanced + 2 inherent + 2 sacred + 2 level advancement). Brunestune chose to absorb his Wisdom and now has Wisdom 35 (24 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement).
Defensive abilities like resistance, immunity, spell resistance, etc.
Special attack like pounce, trample, etc.
Lastly it includes powers and abilities.
The True Ancestor can gains one the defeated enemy mortal, divine, cosmic, etc., even class abilities.
Special: In the likely event of any ambiguity over what exactly can be gained, the GM has the final say.

Blood Drain (Ex)
A True Ancestor can suck blood from an opponent; if the True Ancestor succeed a bite attack, it drains blood, dealing 2d6 points of Constitution damage. If the True Ancestor establish or maintains a pin, the damage increase to 2d8. The True Ancestor heals 30 hit points or gains 30 temporary hit points for 24 hours hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Blood Omen (Su)
A number of times per day equal to its Charisma modifier, but no more than once every 1d4 rounds, as a standard action that provoke attack of opportunity, a True Ancestor can drain blood from all opponents within 120 feet. Each foe must succeed at a Fortitude saving throw or be affected by the True Ancestor’s blood drain ability (not the pinned version). The True Ancestor gains the normal benefits of all blood drained in this manner.

Create Follower (Su)
As a standard action, the True Ancestor can cause a willing creature within 30 feet to die and be immediately reincarnated into a new body. The creature is slain and immediately brought back to life with the spell reincarnate, except that the starting attitude of the creature toward the True Ancestor shift to helpful.
In addition, once per day as a standard action a True Ancestor can restore a creature to life as reincarnate, except that the target must have been dead less than 1 day per HD of the True Ancestor and can have been killed by a death effect. As with any effect that restores life to a creature, the reincarnating creature can choose not to be reincarnated if it wishes, but if it does allow the effect to happen, it returns to life at full capacity, as if restored via true resurrection in a new body (as above the starting attitude of the creature toward the True Ancestor shift to helpful).
The new form granted by Create Follower can be any form within one size category of the dead creature’s original size—the exact form of this new body is chosen by the True Ancestor. Use the results listed for the reincarnate spell as guidelines for determining the new body’s physical ability score adjustments.

Create Spawn (Su)
A True Ancestor can create spawn out of those it slays with blood drain (but not blood omen) or energy drain, provided that the slain creature is a living sentient creature with an Intelligence score of 5 or higher. The victim rises from death as an antediluvian vampire with the redeemer subtype in 1 day (the vampire does not gain the template usual alignment). This antediluvian vampire is under the command of the True Ancestor that created it, and remains enslaved until its master’s permanent destruction. A True Ancestor can have an unlimited number of spawn under its control. An antediluvian vampire enslaved to its creator may create and enslave spawn of its own; thus, a True Ancestor can indirectly control a large number of lesser vampires. A True Ancestor may voluntarily free an enslaved antediluvian vampire, but once freed, the former spawn cannot be enslaved again.
Also, when one of this antediluvian vampires cast animate dead, create undead or any other spells / effect that create or summon an undead creature (including create spawn), that spell/effect lose the evil descriptor (if any), and the undead created/summoned gain the redemeer subtype and lose (if any) the evil subtype, replacing it with the good subtype.

Redeemer (Subtype)
An undead with the redemeer subtype has all the normal characteristics of a normal undead with the following difference.
A redemeer undead can have any alignment, they are grey creature like the mortal living creatures. If the redemeer undead is a created undead, it has the same alignment (if any) it has in life. Otherwise (or if it summoned) it has the same alignment of a normal undead of the same type but with the evil component of the alignment substituited with good (a summoned redemeer wraith is LG.
A redemeer undead is based on positive energy instead of negative energy: it interract with positive and negative energy as a living creature. A cure spell or channel positive energy (heal living) heal the redemeer undead while inflict and channel negative energy (damage living) damage it. A channel positive energy (damage undead) or channel negative energy (heal undead) has no effect on the redemeer undead.

Dominate (Su)
A True Ancestor can crush an opponent’s will as a standard action. Anyone the True Ancestor targets must succeed on a Will or fall instantly under its influence as though by an enslave epic spell (caster level equals True Ancestor’s HD). If the creature succeed, it become immune from the dominate attack from the same True Ancestor for 24 hours. Once the control is established, only the death of the True Ancestor, mythic wish or the direct intervention of a deity (the very powerful request version of the miracle spell worth 25,000 gp) can break this control. The True Ancestor can release any number of controlled creature as a free action. The ability has a range of 120 feet and is a mind-affecting effect.

Dried by the Moon (Su)
A creature hit by a True Ancestor’s natural weapon or melee weapon gains 4 permanent negative levels. A successful Fortitude save negate the effect. This count and work as energy drain.

Eclipse (Su)
A True Ancestor under the open sky can once per day blot out the power of the sun in a 10-miles radius as a move action, forcing the moon to rise. In this area, for 12 hours, the light level drop to dim light unless already lower as a full moon rise in the sky. This count as a natural full moon for all effects (like the child of the moon ability or the lycanthrope template). If the Planet is without a moon, the True Ancestor cannot use this ability.

Mist Shapes (Su)
A True Ancestor can summon and sculpt mist into realistic shapes as the mirage arcana spell (CL equal to the True Ancestor’s total Hit Dice). A shape created in this way lasts for as long as the True Ancestor can see and concentrate upon it and for 24 hours thereafter.

Servant of the Moon (Su)
A True Ancestor can command the lesser creatures of the world. Once per hour, a True Ancestor can call forth 6d6 creatures with a CR of 10 or less native to the Material Plane as a standard action. Once per day, the True Ancestor can use this ability to call forth 2d8 creatures with a CR of 20 or less native to the Material Plane. Summoned creatures arrive in 2d6 rounds and serve the True Ancestor for up to 1 hour.

Vengeful Gaze of the Moon (Su)
A True Ancestor is identified by a pair of shining red eyes. As a standard action, the True Ancestor can focus its stare on one creature in line of sight. That creature suffer 2d6 damage per HD of the True Ancestor. A successful Fortitude save reduce the damage to equal the True Ancestor HD. This ability ignore the racial immunity against Fortitude save of construct and undead. If the attack slays the target (even if he succeed the save), it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). The only way to restore life to a character who was slain this effect is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

Telekinesis (Su)
As a standard action, a True Ancestor can use telekinesis (CL equal to the True Ancestor’s total Hit Dice) without the maximum weight limit of 375 pounds at 15th level.

Spell-like Abilities:
Constant
mind blank, true seeing, unseen servant

At-willastral projection, deeper darkness, destruction, dream, fog cloud, dimension door, greater dispel magic, greater teleport, haste, overwhelming presence, plane shift, soul bind, storm of vengeance, wail of the banshee, weird

3/dayeclipse [E], energy drain, freedom, greater spell immunity, implosion, massacre, time stop, wish (only to duplicate cleric/oracle or sorcerer/wizard spells)

1/daydreamscape [E], interplanetary teleport, momento mori [E], nailed to the sky [E], safe time (self only) [E], soul dominion [E], time duplicate [E], true resurrection, wish

Caster level equals True Ancestor’s total Hit Dice. All DCs are Charisma-based.

Special Qualities: The True Ancestor retains all the base creature’s special qualities and gains those described here.

Archetype (Ex)
A True Ancestor is able to manipulate its own gravity. It can balance on any (liquid or solid) objects that could not naturally support its weight such as water or flimsy tree branches. The True Ancestor can walk up walls or on ceilings as if they were floors. This is not climbing in the sense that it must hang on, instead the wall or ceiling becomes its new gravity.
Also, when a True Ancestor cast animate dead, create undead or any other spells / effect that create or summon an undead creature, that spell/effect lose the evil descriptor (if any), and the undead created/summoned gain the redemeer subtype and lose (if any) the evil subtype, replacing it with the good subtype.

Change Shape (Su)
As a standard action, a True Ancestor can assume the shape of any kind of creature. This ability otherwise functions as aberrant form III [Gothic Campaign Compendium of the Legendary Games], fey form IV, geniekind, greater proxy aspect [Legendary Oracle of the Legendary Games], magical beast shape, monstrous physique IV, ooze form III, shapechange, undead anatomy IV, and vermin shape II, except that the True Ancestor does not adjust its ability scores and can remain in this form until it assumes another.

Child of The Moon (Su)
When the moon is at least half full, the True Ancestor gains the benefit of heroism whenever it is outdoors at night and under the direct light of the moon. On nights of the full moon (the night that precedes it, the precise night, and the night after), the True Ancestor gains the effect of greater heroism and augmented mythic haste rather than heroism, and retains the benefit indoors.

Eyes of the Ancestor (Su)
A True Ancestor can see, hear, and speak through the body of a creature it has returned to life that is currently helpful toward him or one of its spawn and can communicate telepathically with it. The True Ancestor can use this ability indefinitely on one creature at a time, as long as it and the creature remain on the same plane. A True Ancestor using this ability can’t move, but is still aware of its surroundings and can end this ability as a free action.

Gaseous Form (Su)
As a standard action, a True Ancestor can assume gaseous form at will (caster level equal to the True Ancestor’s total Hit Dice), but can remain gaseous indefinitely and has a fly speed of supersonic with perfect maneuverability.

Hibernation (Ex)
A True Ancestor can enter a state of voluntary hibernation. While in hibernation, it can take no actions, is helpless, and its fast healing ability ceases to function. While in hibernation, the True Ancestor’s damage reduction improves to 100/− and it gains immunity to any spell or spell-like ability that allows spell resistance as well as all divination effects. The a True Ancestor also appears dead to most observers, though a successful Heal check DC 10 + True Ancestor vampire HD + its Charisma modifier reveal its undead nature. Magical senses like lifesense or spiritsense, automatically reveal the ruse. If it is jostled or damaged while hibernating, a True Ancestor can attempt a DC 50 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 hours to awaken from hibernation. A True Ancestor can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, the True Ancestor needs only 1d3 rounds to rouse itself, with no Will saving throw necessary.

Moon Jump (Su)
A True Ancestor cat can leap into the open night sky and travel to the moon (or one moon of his choice if the planet has multiple moon; or, if on a moon, leap and travel back to the main planet) as a full-round action that provokes an attack of opportunity. This trip takes the True Ancestor 1d3 minutes to complete, and while jumping, the True Ancestor is considered in an alternate dimension. A True Ancestor can bring another willing creature with him when using moon jump (but the creature is not protected by any environment my find on the moon or main planet). A True Ancestor always arrive in a place of its choice on the moon (or main planet) under the open sky. If the Planet is without a moon, the True Ancestor cannot use this ability.

Mythic (Ex)
The True Ancestor has Mythic Power (X/day, Surge +Y) and counts as an X-rank Mythic creature. The True Ancestor 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. X his equal to 1/5 his HD and Y is the Surge suitable for the rank (minimum 10th-rank, 10/day, Surge +1d12).

See Through Blood (Su)
The True Ancestor when use his blood drain attack can see into a being’s past and learn his history. The target must make a Will save (DC 10 + ½ True Ancestor + his Charisma modifier) or have his entire history become known to the True Ancestor. The True Ancestor can attempt to discern an individual’s history any number of times, but each time the target successfully save against this ability, he gains, for a week, a cumulative +4 circumstance bonus on his next save against this ability. Each successful save reset the week duration. This is a mind-affecting affect but immunity against it instead give only a +8 racial bonus on the save.

Telepathy (Su)
A True Ancestor can communicate telepathically with any creature within 120 feet that has a language. In addition, a True Ancestor can use this ability to communicate with any creature of the nature world.

Tenuous Existence (Su)
A True Ancestor can pass through solid objects (like walls, doors, ceilings, and floors) using its fly speed as if they weren't there. If it end its inside a solid object, it takes 6d6 points of damage which ignore damage reduction and is shunted in the nearest open space.

Vitae (Var.)
A True Ancestor has the Vitae as for the antediluvian template, except that its maximum blood pool size is its HD + its Charisma modifier and the pool regain a number of points when using Blood Drain or equivalent equal to the total Constitution damage inflicted. The following vitae are improved compared to the antediluvian version:
  • Ancient Blood Sorcery (Sp): The spell-like abilities of this vitae work as standard spell-like abilities and no longer require material or focus components.
  • Bloated with the Blood of Nations (Ex): Hp multiplier increased to x3.
  • Blood Cult: Creatures that gain divine spells from the vampire receive spells per day of any levels, up to the maximum they can cast.
  • Blood for the Blood God (Su): No longer allows a saving throw.
  • Blood Rites of the Ancients (Su): Activation reduced to standard action and recovers 1d8+8 blood points.
  • Brother to Jackals, Companion to Owls (Su): Maximum swarm CR increased to 15, maximum creature CR increased to 12.
  • Curse of Eternal Sorrow (Su/Sp): A creature affected by its blood drain in the last year instead of the last 24 hours.
  • Gift of Suffering (Su): 4 points version cost reduced to 3 and range become same plane, 6 points version cost reduced to 4 and range become unlimited.
  • Resilience from Before the Flood (Ex): +12 bonus to Strength and Dexterity and temporary hit points equal to ½ its maximum hit points.
  • We Are of One Blood (Su): The base range is 100 ft.+10 ft./HD. If it spends 3 blood points the range increase to 400 ft.+40 ft./HD and can exclude creatures. If it spends 5 blood points the range increase to 1,600 ft.+160 ft./HD.
  • Unstoppable (Ex): Instead of making a new saving throw, the vampire automatically terminate the effect.

Abilities: Str +50, Dex +30, Int +20, Wis +20, Cha +30. As an undead creature, a True Ancestor has no Constitution score.

Feats: A True Ancestor gains Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats.

Epic Feats: A True Ancestor gains Cat’s Fall, Improved Combat Reflexes, Improved Dodge, Mathesis, Phrenology, Sixth Sense, and Superior Initiative as bonus epic feats without need to meet their prerequisite.

Skills: A True Ancestor receives a +40 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks. Bluff, Perception, Sense Motive, and Stealth are always class skills for a True Ancestor.
 

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Well, the most beloved dragon of D&D, now updated with the rules of the IH

Tiamat

Unique Great Great Great-Wyrm Polychromatic Dragon

LE Titanic dragon (evil, extraplanar, lawful)

Init +40; Senses blindsight 120 ft., detect hoard, keen senses, scent, true seeing; Perception +146

Aura elemental storm, divine (1,080 ft., DC 62), frightful presence (1,680 ft., DC 111)

DEFENSE

AC 178, touch 66, flat-footed 157 (+35 deflection, +15 Dex, +17 divine, +6 dodge, +112 natural, –16 size)

hp 6,566 (13,132 in her Lair in Avernus) (98d20+4,606) fast healing 20, regeneration 30 (epic good)

Fort +134, Ref +123, Will +136

Defensive Abilities all-around vision, epic spell reflection, ferocity, independent minds, intercept attacks, sixth sense; DR 45/epic and good; Immune ability damage and drain, acid, cold, death effects, disease, energy drain, electricity, fire, nonlethal damage, paralysis, poison, sleep, stunning, death from massive damage, Terrestrial Hazards; Resistance Stellar Hazards; PR/SR 153

OFFENSE

Speed 480 ft., fly 1,440 ft. (good), swim 480 ft.

Melee 5 bite +179 (10d10+40 plus 6d6 elemental and grab), 2 claws +179 (8d10+40), 2 wings +174 (8d10+20), tail sting +174 (8d10+60 plus poison)

Space 160 ft.; Reach 120 ft. (160 ft. with bite)

Special Attacks breath weapon (special), crush (Huge creatures, DC 102, 8d10+60), devastating, dismemberment, fast swallow, hurl foe, mythic power (17/day, surge +4d6), swallow whole (10d10 acid, 10d10 acid cold, 10d10 electricity, and 10d10 fire damage, AC 66, 656 hp [1,313 in her Lair in Avernus]), tail sweep (Large creatures, 80-ft. cone, DC 102, 4d10+60), trample (10d10+60, DC 116)

Sorcerer Spells Known (CL 115th; concentration +167; DC (if any) 62 + spell level)

Epic Spells per day: (9) +146 base Spellcraft

Epic Spells Know: Crown of vermin, damnation, dreamscape, eidolon, enslave, eternal freedom, greater ruin, hellball, let go of me, momento mori, rain of fire, safe time, soul dominion, time duplicate

of any level from 0 to 24th of spells—any spell from any spell list;

Spell-Like Abilities (CL 115th, concentration +167)

Constantepic spell reflection [E], true seeing

At willblasphemy (DC 69), eminence of chromatic dragonkind (DC 111), limited wish

17/daywish

3/daydragon knight (very young polychromatic dragon instead of adult red dragon) [E], mage’s disjunction, summon monster IX

1/daydragon strike (adult polychromatic dragon instead of red dragon) [E], spell worm [E] (DC 72)

1/10 yearsrage of dragons [E] (DC 72)

STATISTICS

Str 90, Dex 40, Con 63, Int 66, Wis 67, Cha 80

Base Atk +98; CMB +211 (+215 grapple); CMD 237 (241 vs. trip)

Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Power Attack, Toughness

Metamagic Feats Empower Spell, Enlarge Spell, Extend Spell, Heightened Spell, Maximize Spell, Quicken Spell, Still Spell

Epic Metamagic Feats Automatic Metamagic CapacityB x4, Metamagic Freedom

Epic Feats Epic Spellcasting, Ether Goer, Etheric Double, Etheric Vision, Improved Combat Reflexes, Improved Dodge, Sixth Sense, Spell Stowaway (time stop), Subtle Body, Superior Initiative, Tenacious Body

Polychromatic Bonus Feats Improved Spell Resistance x14

Skills All skills 118 + ability modifier;

Languages Abyssal, Aboleth, Aklo, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Necril, Old Tongue, Sylvan, Terran, Treant, Undercommon, other 11; telepathy 10 miles

SQ alter self, change shape (unique female Medium human, alter self), chromatic traits, maven, massive, might, multi-headed, virtual size category +2

SPECIAL ABILITIES

Tiamat renounce 24 feats for 4 Divine Slots

Divine Abilities

• Divine SorceryB: Double the spells know

• Divine WizardryB: Double the spell slots

• Enlightened (Su)B: You know all spells

• Ensorcelled (Su)B: You can cast any number of spells per day

• Invincibility (Ex): Fortitude save for negate damage

• Omnicompetent (Ex): All skills are class skills.

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

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

Alter Self (Su)
The polychromatic dragon can change the color of its scales and the shape of its body to mimic the appropriate evil dragon type. However the dragon’s disguise is not perfect as it still retains its tail barb.

Breath Weapons (Su)
Tiamat possesses 5 heads, one for each of the main type of the chromatic dragons: Black, Blue, Green, Red, and White, each capable of producing a breath weapon. After using a specific breath, that head requires 1d3 rounds before Tiamat can use that breath weapon again. Each of the heads and effects follows: Black (320-ft. Line, Reflex half, 98d20 divine acid), Blue (320-ft. line, Reflex half, 98d20 divine electricity), Green (160-ft. cone, Reflex half, 98d20 divine acid), Red (160-ft. cone, Reflex half, 98d20 divine fire), White (160-ft. cone, Reflex half, 98d20 divine cold). All the saves are DC 102. A successful saving throw halves the damage. As a swift action which requires one use of mythic power, Tiamat can negate the wait time between breath weapon uses for one of her heads. The save DC is Constitution-based.

Change Shape (Su)
Tiamat can take only a medium female human form with long dark hair and completely black eyes knows on Krynn as Takhisis. In humanoid form she loses all-around vision, breath weapons, crush, devastating, dismemberment, fast swallow, hurl foe, indipendent minds, intercept attack, massive, multi-headed, natural attacks, tail sweep, trample, and swallow whole. The virtual size category increase to +5 but this does not cause an increase to Constitution or natural armor or penalty to Dexterity. The ability score remains unchanged. But this grants bonus damage with Might.

Chromatic Traits (Ex)
Tiamat heads gains the following abilities based on their corresponding dragon.
  • Black Head: Acid pool, corrupt water, charm reptiles, speak with reptiles, swamp stride (main body), water breathing. Spell-like abilities: darkness (140-ft. radius), insect plague, plant growth.​
  • Blue Head: Desert thirst, mirage (main body), sand storm, sound imitation, storm breath. Spell-like abilities: ghost sound, hallucination terrain, minor image, mirage arcane, ventriloquism, veil.​
  • Green Head: Awaken treants (mythic treants instead of normal ones), camouflage (main body), miasma, trackless step (main body), water breathing, woodland stride (main body). Spell-like abilities: charm person, command plants, dominate person, entangle, plant growth, suggestion.​
  • Red Head: Incinerate, manipulate flames, melt stone, smoke vision. Spell-like abilities: detect magic, discern location, find the path, pyrotechnics, suggestion, wall of fire.​
  • White Head: Blizzard, freezing fog, ice shape, ice tomb, icewalking (main body), snow vision. Spell-like abilities: control weather, fog cloud, gust of wind, wall of ice.​
Each bite of Tiamat adds 6d6 elemental damage based on that specific head (eg. fire damage for the Red head). Unless specific with (main body), a specific ability apply or can be used only by that specific head. If an ability require the use of a specific breath weapon (like the blizzard special attack of a White dragon), Tiamat must use the corresponding breath (eg. for use blizzard, Tiamat must use her White head). If a head has listed spell-like abilities, only that head can use them. They can be used at will.
As a swift action which requires one use of mythic power, Tiamat can also gain all the racial special abilities that are not an aura or that modify the main body of the Mythic version of a Black, Blue, Green, Red, or White dragon for 1 hour. (Eg. if she gains the traits of a Mythic Black Dragon, she gains caustic sputum, disease (Black head only), jaws of decay (Black head only), and serpentine servants, but not acrid stench that is an aura or deadly spines that modify the main body.)

Detect Hoard (Su)
Tiamat automatically detect all precious stones and precious metals within 100 miles of herself, all art objects worth at least 250 gp within 50 miles of herself, and all magic items within 15 miles of herself. Tiamat can make a free Appraise (or Spellcraft for magic items) check with a +20 insight bonus for assess the value of items or to identify the properties and command words of magic items she detect with this ability. This ability allow her to identify artifacts as well.

Devastating (Ex)
Tiamat ignores 20 points of hardness and she gains +20 racial bonus to Strength check for break object. As a full-round action, Tiamat can assault a structure, dealing 300d10+800 points of damage to the structure in that round.

Dismemberment (Ex)
Tiamat, when chooses to conduct a grapple with just her head, never gains the grappled condition or take the –20 to the combat maneuver. If two or more heads grab the same creature, they each tug and pull on the creature’s body, ripping it asunder as they fight over its meat. Each time one of its heads successfully grabs a creature that is already grabbed by another head, the two heads make opposed Strength checks. The winner continues to grapple the target, while the loser ceases grappling the grabbed creature, and either way, the target suffers damage equal to three times Yamata-no-Orochi’s Strength modifier (174). If either head rolls a natural 20 on its Strength check, the target suffers damage equal to five times Yamata-no-Oroch’s Strength modifier, instead (290).

Divine Traits (Epic Dragon) (Ex)
As an epic dragon, Tiamat gains a +17 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. Tiamat’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Tiamat does not age, requires no air to breathe, no food or drink to sustain herself, nor sleep.

Elemental Storm (Su)
As a free action, Tiamat can activate or deactivate an elemental aura that extend to the same range of her divine aura. Creatures and unattended objects in the area suffer 8d8 damage. This damage can be acid, cold, electricity, or fire (Tiamat’s choice).

Energy Immunity (Ex)
Polychromatic dragons are immune to acid, cold, electricity, and fire-based attacks.

Eminence of Chromatic Dragonkind (Su/Sp)
Tiamat is the queen of all chromatic dragons, embodying the hated orbs of dragonkind. Tiamat is immune to the breath weapons of all chromatic dragons. Tiamat can dominate any chromatic dragon (but not any other dragon) within 1 mile (as dominate monster). This is a spell-like ability with spell level equal to 12 and is a compulsion, mind-affecting effect that ignore any immunity the dragon can have against them. Unlike the normal rules of spell-like ability the save DC is 10 + ½ Tiamat HD + her Charisma modifier and spell resistance does not help against this effect. Once a dragon make a successful save, it become immune to the eminence of chromatic dragonkind ability of Tiamat for 24 hours.
Tiamat knows whether there are chromatic dragons within 500 miles of herself at all times (only mind blank and more powerful effects protect from this divination). Within 100 miles, Tiamat learns how many chromatic dragons of each type there are within range. Within 10 mile of a chromatic dragon, Tiamat is aware of the exact age and location of the creature. Furthermore, Tiamat can communicate telepathically with all owners of the orbs of dragonkind (chromatic orbs only) and can cast dominate monster on the owner of a chromatic orb as a spell-like ability with unlimited range. Once an owner make a successful save, it become immune to the eminence of chromatic dragonkind ability of Tiamat for 24 hours. Unlike the normal rules of spell-like ability the save DC is 10 + ½ Tiamat HD + her Charisma modifier and spell resistance does not help against this effect.

Hurl Foe (Ex)
When Tiamat damages a Gargantuan or smaller foe with one of her natural attacks, she can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 120 ft. in a direction of Tiamat choice and falls prone. The distance the foe is hurled increases by 5 feet for every 5 points by which Tiamat check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Independent Minds (Ex)
Each of Tiamat’s heads has its own unique mind and identity, and counts as a separate creature for the purposes of mind-affecting spells and effects. If Tiamat fails a Will save against a mind-affecting spell or effect, only one of her heads, chosen by Tiamat, is affected. For an effect that imposes penalties, this effect applies to attacks and other abilities from the chosen head as appropriate to the effect. If the head is paralyzed (as per hold monster), it cannot make attacks, cast spells/spell-like abilities, or use its breath weapon with that head. If the head comes under another creature’s control (as per dominate monster, for example), the head will act according to the controller’s wishes. If the head becomes confused, Tiamat’s affected head is subject to the confusion effect at the beginning of her turn; a result of “attack nearest creature” causes the head to attack another of Tiamat’s heads. Mind-affecting effects that apply to more than half of Tiamat’s heads also affect her body (for example, a caster that successfully used dominate monster on more than half of Tiamat’s heads, the body would obey its commands as well, though any remaining unaffected heads would still act normally, but cannot cast spells with somatic components).

Intercept Attacks (Ex)
For each head that has not made an attack, cast a spell/spell-like ability, or used its breath weapon, Tiamat can attempt a melee attack to prevent a hit by a melee or ranged attack. If the attack result exceeds the result from the attack against it, Tiamat is unaffected by the attack (as if the attack had missed). Tiamat can expend one use of mythic power as a swift action to intercept an attack with a head that has already made an attack, cast a spell/spell-like ability, or used its breath weapon.

Improved Spell Resistance (Ex)
Polychromatic dragons gain the benefits of an Improved Spell Resistance feat with every age category.

Keen Senses (Ex)
Epic dragons see eight times as well as a human in dim light and four times as well in normal light. They also have darkvision out to 240 feet.

Massive (Ex)
Because Tiamat is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to her movement, though areas of dense forest or massive settlements are considered difficult terrain to Tiamat (GM’s discretion). A Gargantuan or smaller creature can move through any square occupied by Tiamat, or vice-versa. Tiamat can be flanked only by Gargantuan or larger foes. Tiamat gains a bonus for being on higher ground only if her entire space is on higher ground than that of her target. It’s possible for a Gargantuan or smaller creature to climb Tiamat—this generally requires a successful DC equal to her CMD, and a Small or larger creature that climbs on Tiamat body provokes an attack of opportunity from her.

Might (Ex)
Tiamat 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.

Multi-Headed (Ex)
Each of Tiamat’s heads can act independently of one another. Whenever she uses the full-attack action, each head can either make a bite attack, cast a spell-like ability, cast a spell with a casting time of a standard action or lesser (provided they have no somatic component), or use its breath weapon (if not recharging), in any combination. If Tiamat does not take the full-attack action, only one of her heads is used for take the normal actions, and with the other 4 she can cast additional spell (provided they have no somatic component) or spell-like abilities, or use their breath weapon (if not recharging), in any combination. In the later case, if used to cast additional spells with a casting time longer than 1 full-round, each head can continue to casting in multiple rounds using its action each turn (eg. if she need to cast raise dead and restoration, she can leave the casting to two of her heads, with one ending after 3 rounds and the other after a minute). If Tiamat is damaged while casting multiple spells, she must make a concentration check for each one of them.

Mythic (Ex)
Tiamat has Mythic Power (17/day, surge +4d6) and counts as a 17th-rank Mythic creature. Tiamat 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.

Poison (Ex)
Tail sting—injury; save Fort DC 100; frequency 1/round for 6 rounds; effect 3d6 Str, Dex, and Con damage; cure 3 saves.

Rage of Dragons (Sp)
Once per 10 years, Tiamat can cast the Epic spell dracorage mythal (Dragons of Faerûn) as a spell-like ability. Unlike the normal rules of dracorage mythal and spell-like abilities, this ability has the following differences:
  • Tiamat does not die and is unaffected by the spell
  • the base save start at 72 instead at 10
  • this special dracorage mythal does not have anything to do with the King-Killer Star and the duration is 1 year instead of the 10d6 days in which the King-Killer Star is visible
  • this special dracorage mythal is dismissible
  • this special dracorage mythal ignore any immunity against compulsion or mind-affecting a dragon or dragonblood creature can possess
  • the area is the current Planet or Plane (if outside the Material Plane) in which Tiamat is located, instead of Faerûn
  • the worsening of the initial attitude of dragons and dragonblooded creatures caused by the spell do not apply to any creature she specific at the casting of the spell (as if they are dragonblood creatures). This does not prevent worsening caused by other factors (such as if it turns out she's the one who cast the spell).
  • the DC for dispel is 11 + caster level of Tiamat

Spells
As a Great Great Great-Wyrm Polychromatic Dragon, Taimat casts spells as a 47th-level sorcerer, but does not gain any other class abilities.

Tail Sting (Ex)
Instead of a tail slap the polychromatic dragon can deliver a poisonous tail sting that deals piercing damage. Creatures hit by this attack are exposed to the poison of the dragon.

Terrifying Presence (Ex)
The dragon’s frightful presence extends to 120 feet per age category of the dragon. All creatures failing their saves become panicked for 8d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear.





As a Deity

Tiamat


The Dragon Queen

Alignment LE

Areas of Concern Evil dragons and greed

Domains Destruction, Evil, Law, Scalykind, and Trickery

Subdomains Devil, Dragon, Greed, Rage, and Tyranny

Favored Weapon Heavy pick shaped like a dragon head

Symbol A five-headed dragon

Sacred Animal(s) Chromatic dragon

Sacred Color(s) A multicolored combination of black, blue, green, red, and white

Unique Summon Rules
  • Summon Monster III: Any chromatic dragon of CR up to 2
  • Summon Monster IV: Any chromatic dragon of CR up to 4
  • Summon Monster V: Any chromatic dragon of CR up to 6
  • Summon Monster VI: Any chromatic dragon of CR up to 8
  • Summon Monster VII: Any chromatic dragon of CR up to 10
  • Summon Monster VIII: Any chromatic dragon of CR up to 12
  • Summon Monster IX: Any chromatic dragon of CR up to 14

Unique Spell Rules

Adept


Dragonvoice can be prepared as a 2nd-level spell

Draconic ally can be prepared as a 3rd-level spell (form of the dragon I [chromatic only] only)

Draconic reservoir can be prepared as a 3rd-level spell

Scales of deflection can be prepared as a 3rd-level spell

Tail strike can be prepared as a 3rd-level spell

Dragon’s Breath can be prepared as a 4th-level spell

Bard

Draconic ally can be prepared as a 3rd-level spell (form of the dragon I [chromatic only] only)

Draconic reservoir can be prepared as a 3rd-level spell

Scales of deflection can be prepared as a 3rd-level spell

Tail strike can be prepared as a 3rd-level spell

Dragon’s Breath can be prepared as a 4th-level spell

Form of the dragon I (chromatic only) can be prepared as a 5th-level spell

Form of the dragon II (chromatic only) can be prepared as a 5th-level spell

Form of the dragon III (chromatic only) can be prepared as a 6th-level spell

Cleric/Warpriest

Dragonvoice can be prepared as a 2nd-level spell

Draconic ally can be prepared as a 3rd-level spell (form of the dragon I [chromatic only] only)

Draconic reservoir can be prepared as a 3rd-level spell

Scales of deflection can be prepared as a 3rd-level spell

Tail strike can be prepared as a 3rd-level spell

Dragon’s Breath can be prepared as a 4th-level spell

Form of the dragon I (chromatic only) can be prepared as a 6th-level spell

Form of the dragon II (chromatic only) can be prepared as a 7th-level spell

Form of the dragon III (chromatic only) can be prepared as an 8th-level spell

Inquisitor

Dragonvoice can be prepared as a 2nd-level spell

Draconic ally can be prepared as a 3rd-level spell (form of the dragon I [chromatic only] only)

Draconic reservoir can be prepared as a 3rd-level spell

Scales of deflection can be prepared as a 3rd-level spell

Tail strike can be prepared as a 3rd-level spell

Dragon’s Breath can be prepared as a 4th-level spell

Form of the dragon I (chromatic only) can be prepared as a 6th-level spell

Oracle

Dragonvoice can be prepared as a 2nd-level spell

Draconic ally can be prepared as a 3rd-level spell (form of the dragon I [chromatic only] only)

Draconic reservoir can be prepared as a 3rd-level spell

Scales of deflection can be prepared as a 3rd-level spell

Tail strike can be prepared as a 3rd-level spell

Dragon’s Breath can be prepared as a 4th-level spell

Form of the dragon I (chromatic only) can be prepared as a 6th-level spell

Form of the dragon II (chromatic only) can be prepared as a 7th-level spell

Form of the dragon III (chromatic only) can be prepared as an 8th-level spell

Antipaladin

Dragonvoice can be prepared as a 1st-level spell

Draconic reservoir can be prepared as a 2nd-level spell

Scales of deflection can be prepared as a 2nd-level spell

Tail strike can be prepared as a 2nd-level spell

Dragon’s Breath can be prepared as a 3rd-level spell

Form of the dragon I (chromatic only) can be prepared as a 4th-level spell

Ranger

Dragonvoice can be prepared as a 1st-level spell

Draconic ally can be prepared as a 1st-level spell (form of the dragon I [chromatic only] only)

Draconic reservoir can be prepared as a 2nd-level spell

Scales of deflection can be prepared as a 2nd-level spell

Tail strike can be prepared as a 2nd-level spell

Dragon’s Breath can be prepared as a 3rd-level spell

Form of the dragon I (chromatic only) can be prepared as a 4th-level spell
 

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Interesting take Obly,

I'm still uncertain about how to rank Tiamat. Is the Lesser/Intermediate Goddess version merely an Avatar...or even just an Aspect? Is the original Tiamat linked to Primordial Chaos? If so how do Io, Bahamut and Apsu fit into everything. Not sure yet what the best fit is, but I will probably settle on a solution when the next Epic Bestiary comes out - I have an interesting take on Dragons in that book that I think has never been covered before.
 

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