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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