I like it!Haterax the Invincible
CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
Init +24 (always first); Senses detect good, detect law, true seeing; Perception +114
AC 133, touch 83, flat-footed 125 (+8 circumstance, +45 deflection, +8 Dex, +8 divine, +8 luck, +50 natural, -4 size)
hp 7.280 (80d10+3.200) x2 regeneration 200 (permanent damage)
Fort +180, Ref +148, Will +163
Defensive Abilities evasion, freedom of movement, karmic bond, malleable form; DR 100/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 98
Speed 80 ft., fly 160 ft. (perfect)
Melee 6 claws +199 (4d6+25 plus grab)
Ranged 4 ray of madness +182 (4d4 Wisdom damage and 2d4 Wisdom drain)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (4d6+25 plus 2d4 Wisdom drain), poisonous words (DC 121), ray of madness (300 ft. range; Will DC 119 half the damage and drain)
Spell-Like Abilities (CL 88th, concentration +141)
Constant—detect good, detect law, freedom of movement, nondetection (self only), tongues, true seeing
At will—astral projection, chaos hammer (DC 78), deeper darkness, desecrate, greater dispel magic, greater teleport, plane shift (DC 81), power word blind, telekinesis (DC 79), scrying (DC 78), shapechange, unhallow
8/day—finger of death (DC 81), summon demons (6d6 any CR 20 or less), symbol of death (DC 82)
3/day—gate, soul bind (DC 83), time stop, wail of the banshee (DC 83), wish
Str 60, Dex 26, Con 90, Int 46, Wis 56, Cha 90
Base Atk +80; CMB +207; CMD 196
Feats Ability Focus (poisonous words), Ability Focus (reflection), Improved Initiative
Epic Feats Superior Initiative
Skills All skills 91 + ability modifier;
Languages Abyssal, Celestial, Common, Draconic; tongues; telepathy 1 mile
SQ divine traits (fallen deity), unsuspected
Haterax renounce 36 feats for 6 extra divine ability slot.
• Amarantine Body (Ex): Divine Rank as circumstance to AC.
• Amarantine Mind (Ex): Cos as circumstance to attack rolls.
• Amarantine Soul (Ex): Cos as circumstance to saving throw.
• Amarantine Spirit (Ex): Divine Rank as circumstance to DC.
• Asport (Su): You can summon items from an opponents grasp (range 900 ft.; DC 114).
• Distant Gaze (Su): Your gaze can push enemies out of the plane you currently occupy (DC 113).
• Eternal Freedom (Ex): You are immune to spells and effects which impede your movement.
• Heavenly Body (Ex): Divine Rank as luck to AC.
• Heavenly Mind (Ex): Cha as luck to attack rolls.
• Heavenly Soul (Ex): Cha as luck to saving throw.
• Heavenly Spirit (Ex): Divine Rank as luck to DC.
• Maven (Ex): Maximum rank in all know skill.
• Omnicompetent (Ex): All skills are class skill.
• Perfect Initiative (Ex): Always First.
Claws of a Shattered Reality (Su)
Haterax’s claws slice through reality, allowing it to make melee attacks against any creature it is aware of (usually with a range of 3 miles). The demon still only threatens the 20-foot area around it and cannot make attacks of opportunity against creatures farther away. This ability can span vast distances, allowing Haterax making use of divination magic to detect distant creatures and attack foes separated by miles or even planes. Spells like forbiddance, which prevent planar travel, protect against Haterax’s claws. The spell dimensional anchor also prevents Haterax from using this ability for the duration of that spell. An attacked creature can retaliate until the beginning of Haterax’s next turn, striking at the demon’s claws with weapons or spells as if it were physically present, but Haterax’s claws receive a size bonus to AC as if they were two sizes smaller than him, and the attacked creature cannot grapple or otherwise prevent the claws from vanishing out of reach at the end of the round. If Haterax grapple a creature with its claws, the creature must break the grapple before the start of the demon next turn or be transported in a square adjacent to the monster while its claws retract.
Divine Traits (Fallen Deity) (Ex)
As a fallen deity, Haterax gains a +8 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. It also gains 8 divine ability slot and multiply its hit points x2. He does not gains, however, any other benefits a deity normally gain.
Malleable Form (Su)
Haterax has complete control over its physical form, and if transformed into another shape against its will, it can revert to its own form as a free action.
Poisonous Words (Su)
The words of Haterax are poison to the mind. Every round Haterax speaks verbally or with telepathy (a free action), all non-demons with an Intelligence score of 3 or higher that hear him must make a DC 116 Will save or become vulnerable to its blasphemous discourse. The DC of this Will save increases by +1 for each consecutive round a creature has listened to the same mind plunderer speak.
The demon may use its speech to affect a listener in ways that mimic any of the following spells:
calm emotions, charm monster, command, confusion, crushing despair, deep slumber (without limit of HD), dominate monster, enthrall, modify memory, rage, or suggestion.
Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware the demon is working its power upon them. Haterax can affect multiple victims with different spell effects in the same round.
This effect ignore immunity to charm, compulsion or mind-affecting effects of creatures with less HD of Haterax. They instead gain +4 to the save. The base save DC is Charisma-based.
Karmic Bond (Ex)
Every time Haterax is hit with an attack or suffer a non-harmless spell (before apply DR and spell resistance) can force one creature within 1 mile of himself to make a Will save DC 116. If the creature fail the save, he suffer the attack or the effect instead of Haterax. If the creature succeed the saving throw, Haterax can select a creature within 30 ft. of itself. That creature take half the damage of the effect instead of Haterax. This emergency version of the effect can only transfer hit points damage. The save DC is Constitution-based.
A creature that attempts a save against any of Haterax’s abilities is unaware that it has done so unless obvious visual evidence is present.
This is cool, but I thought the Mulahat were both destiny and doom simultaneously, not both, they were fate already? Not to shoot this down though, I like the concept nonetheless, I just thought these were already covered in a sense.They have been talked about a lot but they have never been created. I have remedied. Here is the creature destined to come out as the future Supreme Being. Here you are, the Fate Dragon.
Beyond Aligment (CN) dragon (extrauniversal)
Size Xona-Titanic; Hit Dice 32.770d10.000
Speed Folds Universe
Climate/Terrain: Aravoth or outised the creation
Born from the forbidden union of a Destiny and a Doom Muhlatimic dragons, these dragons are the ultimate pinnacle of the dragon-kind. Already born with powers and abilities that rival Aravoth himself, they are often hunted by power-hungry Ultras to be used as components to create artifacts or to be used as prized mounts.
Ultras Traits: Fate Dragons gain six fundamental concepts they are comprised of (Possibility, Desire, Will, Knowledge, Power, and Creation). These work just like a divine being's Divine Bonus, and they gain this to all Checks, AC, CMD, Attack Rolls, DCs, Initiative, SR, Saving Throws and all other potential rolls. They gain a +1 bonus of each type for each HD they possess.
Universe-Folding (Ex): A Fate Dragon is able to fold the universe to instantly travel to any point in all the multiverses at any time, this effectively makes the Dragon occupy all spaces for all positive benefits or effects, and not occupy any space that would be considered non beneficial. Essentially allowing the dragon to target a foe without being able to be targeted itself. This ability counter Space Folding but is not counter by it in return. Only creatures capable of travel between multiple multiverses (like the Supreme Being) can counter this ability.
Omni-Existential (Ex): A Fate Dragon is a being that exists in multiple concepts and multiple multiverses all at once. It entirely controls it’s dimensions, and it’s opponent’s perceptions of it at all times, allowing it to simultaneously exist as both something micro-diminutive for purposes of detecting it and attacking it and also Xona-Titanic for purposes of grappling, damage, etc. it is treated as having an effectively infinite size bonus in both AC, Grapple, and Attack all at the same time without penalty. This ability counter Poly-Existential but is not counter by it in return. Only creatures capable of exists in multiple multiverses at the same time (like the Supreme Being) can counter this ability.
AC: A Fate Dragon gain a natural armor equal to its HD and a deflection bonus equal to its Charisma modifier.
Jaws of a New Universe (Ex): A bite from the Dragon sends opponents hurtling to a different multiverse of the Dragon’s choice or if slain there are canceled from the page of Akasha (100% chance to send a creature to another multiverse, that is to say change of campain settin. If this attack kills a foe, it is eradicate and treated as never existing). A Will save negate the effect. The save DC is Charisma-based.
Multi-Universal Wings (Ex): A Fate's wings split every round quadrupling it’s number of wing attacks per round, and it’s number of actions per round indefinitely. It starts combat with 4000 wings and quadruple actions.
Rectifyng Claws (Ex): If a Fate Dragon hit a creatures with its claw, he can change alignments, allegiances, attitudes and the very fabric of creation on that being. The Fate Dragon can alter any numerical effect (Stats, DC’s etc) Alignment, Classes, Level, QP, EXP, Race, etc as he sees fit. Powerful enemies are usually simply turned into hard won allies, entire backstories, whole histories changed, this is not an illusion or any other trick, any memory of the past is erased immediately as if it never took place. The Fate Dragon cannot create a creature more powerful than itself. A Will save negate this ability. This ability can be negated or removed with the Will of God of the Supreme Being or a combined use of Mastery of Magic of 10.000 Great-Wyrm Gankyil Dragons.
Ability Scores: Are all at 1.600 for a Wyrmling and gain an additional +1.024 to all ability for each category beyond Wyrmling.
HD: All Fate start with 32.770 HD and gain +3.277 HD per Age Category (68.817 HD at Great Wyrm). They also gain d10,000s as HD and have a Hp Multiplier equal to their HD.
Immortality (Ex): A Fate Dragon does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.
Spell Resistance/Spell Reflection (Ex): Fate Dragons have spell resistance equal to 10 + HD. Any spell which fails to penetrate the dragon’s spell resistance is reflected back upon the caster.
Divine Aura (Su): A Fate Dragon divine aura extend to the borders the current multiverse it inhabit.
Immunities (Ex): A Fate Dragon is unaffected by any magical or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by artifacts (epic magic items) and epic spells. Fate Dragons are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), death from massive damage, and are immune to all of the five energy types. Fate Dragons are immune to Terrestial/Stellar/Dimensional/Universal/Multiversal Hazards and to the effect of the Pleroma space. Fate Dragons are immune to Dead Magic zones.
Energy Absorption and Energy Reflection (Ex): A Fate Dragon is immune to all elements and heal hit points in the same quantity of the damage of one of those elements whole normally deal. After the heal the effect is reflected (as the Energy Absorption and Energy Reflection of the nehaschimic dragons).
Mythic (Ex): Fate Dragons have Mythic Power (x/day, Surge +y) and counts as a xth-rank Mythic creature. Fate Dragon can use any of them Alter Creation effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spells. X is equal to the Ultras Trait bonus of the Fate Dragon and y is the corresponding surge.
Despise Aravoth (Ex): A Fate Dragon is immune to all effects and abilities unless generated by creatures that can tap their powers from the Akashic Library, like the Supreme Being, the Aspects, or the Lipika or that are outside the multiverse like Xochipactli.
Breath of a New Universe (Su): A Fate Dragon breath weapon is a cone that extend to the border of the current multiverse it inhabit. This can have two version. The first version is equal to the Rectifyng Claws: it alter the story of the entire area. The second version is Disruption: this annihilates all thins in the area (matter, mind, and soul), sending them seemingly spiraling into a black hole like rift. A Reflex save negate the first version while a successful save against the Disruption only result in damage equal to the 50% of maximum hp. The save DC is Constitution-based.
Omnific Nullification (Ex): A Fate Dragon subsequentially abrogates all Omnific and below abilities of any and all enemies it faces.
11th Sense (Ex): The Fate Dragons are able to perceive the entirety of all times and all fates. They knows all actions before they were ever even conceived, and can redo rounds that do not work in their favor, simply moving to a more favorable timespace continuum.
Alter Creation (Su): A Fate Dragon can alter any aspect of existence as it sees fit with but a thought, these effects are permanent and considered fundamental to creation, nothing within existence can resist the alteration of reality with exception of powerful Supernals (Highlord Rank 20+). This replaces and stacks with the parameters of Alter Reality.
A New Archive (Ex): A Fate Dragon is treated as having access and the capability to use all Feats, all Epic Feats, all Divine Abilities, all Cosmic Abilities, all Transcendent Abilities, and all Omnific Abilities as if he had individually chosen and earned each and every ability. A Fate Dragon count as the Omega for affect the Supreme Being. This ability cannot be abrogated and each ability must be removed individually.
Multiversal Mastery: A Fate Dragon gain 1 divine ability slot for every 5 HD it has. It can conver 2000 divinity slot for 1 Metempiric Ability.
Words of Creation (Ex): A Fate Dragon gain 1 word of creation of its choice plus 1 for every age category after the wyrmling. Every Fate Dragon choose its and not necessarily two Fate Dragons have the same.
Ultras Might: A Fate Dragon deals d10.000'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 Fate Dragon HD.
Wyrmling Fate Dragon
Byond Alignment Omni-Existential Xona-Titanic dragon (extrauniversal)
Init +∞/75.118 (Always First); Senses all possible senses, cosmic consciousness (multiverse); Perception +∞/+231.640 never fail
Aura divine (DC ∞[198.225], multiverse)
AC cannot be hit ∞, touch ∞, flat-footed ∞
Without infinite AC 430.437, touch 397.667, flat-footed 427.247 (+32.770 circumstance, +32.770 competence, +32.770 creation, +1.595 deflection, +32.770 desire, +1.595 Dex, +1.595 dodge, +32.770 insight, +32.770 knowledge, +32.770 luck, +32.770 natural, +32.770 possibility, +32.770 power, +32.770 profane, +32.770 sacred, -368 size, +32.770 will)
hp ∞/12.451.556.275.500 (32.770d10.000+52.268.150) x 32.770; ∞ fast healing
cannot fail Fort +∞ (+214.602), Ref +∞ (+214.602), Will +∞ (+214.602)
Defensive Abilities 11th sense, despise aravoth; DR ∞/–; Immune paralysis and sleep; SR ∞/229.400, any spell which fails to penetrate a Fate Dragon spell resistance is reflected back upon the caster
Speed Fold Universe
-Jaws of a New Universe: Always Hits, ∞ Range, Always Rolls Natural 20’s
-Multi-Universal Wings: Always Hits, ∞ Range, Always Rolls Natural 20’s
-Rectifyng Claws: Always Hits, ∞ Range, Always Rolls Natural 20’s
-Jaws of a New Universe: 32.770d10.000, +∞ Str, +32.770 creation, +32.770 desire, +32.770 knowledge, +32.770 possibility, +32.770 power, +32.770 will x6 x6 + Annihilation (DC ∞[230.995]) (100 attacks)
(without infinite 8.315.460 for each attack)
-Multi-Universal Wings: 32.770d10.000, +∞ Str, +32.770 creation, +32.770 desire, +32.770 knowledge, +32.770 possibility, +32.770 power, +32.770 will x6 x6 (4000 attacks quadrupling each round) (without infinite 8.315.460 for each attack)
-Rectifyng Claws: 32.770d10.000, +∞ Str, +32.770 creation, +32.770 desire, +32.770 knowledge, +32.770 possibility, +32.770 power, +32.770 will x6 x6 + Rectifyng (DC ∞[230.995]) (10.000 attacks) (without infinite 8.315.460 for each attack)
Special Attacks alter creation, breath of a new universe (DC ∞[230.995]), mythic power (32.770/day, surge +43.672d6+32.770), omnific nullification, word of creation (ath'vae'uio)
Str ∞(3.200), Dex ∞(3.200), Con ∞(3.200), Int ∞(3.200), Wis ∞(3.200), Cha ∞(3.200)
Base Atk +32.770; CMB +∞/+231.353; CMD ∞/465.538 (cannot be tripped)
Feats All Feats
Skills All skills +∞/+231.640 never fail
SQ a new archive, ultras might
(A New Archive)
(A New Archive)
(A New Archive)
(A New Archive)
Invincible Shield, Metaphysical, Metamerism
Invincible Shields (Su)
A Fate Dragon is surrounded in a personal defensive barrier akin to the Force Field ability, however it blocks all damage, and if somehow destroyed regenerates the following round.
Special: This ability counters 'Infinite Effect', and is undermined by 'Metempiric Effect' and ‘Expression of Infinite Power’.
A Fate Dragon can never be destroyed.
If the Fate Dragon would be destroyed, instead it gains another manifestation.
Word of Creation (Ex)
This Fate Dragon chose Ath'Vae'Uio, the word for Life. It can pronounce this word as a free action for control all life within its Divine Aura. It can bring dead people back to life (even from effects that normally erase from existence), it can instantly kill any living thing, destroy the undead and bring life or take it away to any corner of the universe. A Will save DC ∞ (230.995) negate this. The save DC is Charisma-based.
This is cool, but I thought the Mulahat were both destiny and doom simultaneously, not both, they were fate already? Not to shoot this down though, I like the concept nonetheless, I just thought these were already covered in a sense.
I read that, I just mean that I think the basic idea of the destiny and doom dragons are that they are both simultaneously.In this thread they same to be two separated category.I've been tinkering lately with the Muhlatimic Dragon idea. Now, I decided to post the latest fluff here. Sorry if I overdid it.:) Muhlatimic Dragons “The egg is greater. The egg is older. The seen is not enough. A million seen is not enough.” You laugh at the sight in front of you. Another...www.enworld.org
A power hungry Eternal tries to create the conditions for a Destiny and Doom dragon mating with each other. He believes that should the First and Second Matings of that type happen inside his universe, he will be able to use the paradox in order to create a new reality, with complete Akashic records, and himself as the irremovable Supreme Being. It doesn’t matter that the current reality has a good chance of being destroyed in the process
Alabaster intends to find the rest of the Speck Artifacts. He believes that with the full set, he can make a weapon much closer to a true Shell Artifact; one which will bring him a Dragon’s favor and allow him to become an Eternal. Some, however, worry it may bring the wrong kind of attention, especially since no one is sure whether the original material came from a Destiny or a Doom Dragon.
Plus i use this post as idea
Hiya mate! :) Will there be a similar 'design an epic monster' competition for 4e? If so, that would be cool. Yes, although I'm saving that for later in the year. :angel: :devil: The competition I have in mind is (post) Vampire Bestiary related (although its a Vampire Bestiary competition for...www.enworld.org
In my idea the Fate Dragon is the child hybrid of a Destiny and Doom Dragon
Yes, they are the same and separated at the same time.I read that, I just mean that I think the basic idea of the destiny and doom dragons are that they are both simultaneously.
Yeah it says it right in the description,
"The Muhlatim. Or, as those few aware of them dare to call them, the Muhlatimic Dragons. Only one kind is known, and that has two forms, Destiny and Doom."
Sorry for the delay but I've been busy these days.What do they actually look like?
1) Its name is Diaval.2 questions:
1. What's the sample fate dragon's name (if it has one)?
2. Can you make Frollo as well? I figured he'd be an LE hellknight/inquisitor (but thinks he's LG).
This is awesome. You should list what the Kaiju's Massive ability actually does for ease of playability.Titan of the Dead CR 25
CE Colossal undead (chaotic, evil, extraplanar)
Init +14; Senses darkvision 60 ft., see invisibility, status sight, true seeing; Perception +49
Aura misfortune (40 ft.)
AC 41, touch 23, flat-footed 30 (+10 Dex, +1 dodge, +18 natural, +10 profane, -8 size)
hp 464 (32d8+320)
Fort +30, Ref +31, Will +36
Defensive Abilities death’s grace; DR 20/—; Immune channel energy, undead traits; SR 36
Speed 120 ft., fly 180 ft. (perfect)
Melee Harrowing +46/+46/+41/+36/+31 (6d6+29/19–20/×4 plus death strike and energy drain)
Space 80 ft.; Reach 80 ft.
Special Attacks death strike (DC 38), energy drain (3 levels, DC 36), final death
Spell-Like Abilities (CL 20th; concentration +30)
Constant—haste, see invisibility, true seeing
At will—call spirit (DC 25)
3/day—finger of death (DC 27)
1/day—plane shift (DC 27)
Str 46, Dex 30, Con —, Int 16, Wis 26, Cha 30
Base Atk +24; CMB +48; CMD 79
Feats Ability Focus (death strike), Cleave, Cleaving Finish, Combat Expertise, Combat Reflexes, Dazing Assault, Dodge, Furious Focus, Great Cleave, Improved Critical (scythe), Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (scythe), Whirlwind Attack
Skills Acrobatics +13, Bluff +42, Diplomacy +42, Disguise +43, Fly +18, Intimidate +39, Knowledge (religion) +35, Perception +49, Sense Motive +41; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Infernal
SQ call weaponry, mastery of the scythe, massive
Call Weaponry (Su)
The Titan of the Dead can call his weapon Harrowing (a +2 adamantine anarchic unholy scythe) to
his hands at will as a free action from any distance (even across planar boundaries). If the weapons
is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard
action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does
Death Strike (Su)
A Titan of the Dead automatically confirms any critical hit. A creature damaged by a critical hit from a Titan of the Dead must succeed at a DC 38 Fortitude saving throw or be instantly killed. This is a death effect. The save DC is Charisma-base
Death’s Grace (Su)
The dark power stolen from countless souls protects a Titan of the Dead, granting it a profane bonus on all saving throws and to AC equal to its Charisma modifier.
Final Death (Su)
A creature killed by a Titan of the Dead can’t be brought back to life by any means short of divine intervention.
Immune Channel Energy (Ex)
A Titan of the Dead takes no damage from the channel energy ability, and is not affected by effects that mimic channel energy or are based on the channel energy ability (such as turn undead and command undead).
Mastery of the Scythe (Ex)
A Titan of the Dead takes no size penalty to attack rolls with the scythe.
The Titan of the Dead is so enormous in scale that it gains the benefits of a kaiju’s massive ability.
Misfortune Aura (Su)
When a enemy creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 40 feet of a Titan of the Dead, it must roll two d20s and take the lowest roll before applying any modifiers.
Status Sight (Su)
When a Titan of the Dead gazes on a creature, it can see that creature’s emotion aura and that creature’s current health and overall well-being. This acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.