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Obly99

Adventurer
I don't know how Obly does his but Strange Matter is pretty much impossible to craft for anything less than like Supernals.

Obly what about Man of Quark Matter? Tbh however, I'm just curious to see the other creations you have thus far in the "Man of" series.
I will gladly go on with this series. Initially it started out as a meme but now I myself would like to see where I end up. In the current Hyperborean army you only get to the Man of Neutronium but in the past there were also Man of Quark Matter and only one Man of Strange Matter. Theoretically they still exist, lost, forgotten on some universal battlefield too dangerous to be approached. I don't know how they'll eventually come out but eventually, maybe, I'll go all the way to Man of Kuvatchim to see what they would theoretically look like if they got there. Or maybe I will be demoralized and I will give up the project halfway, who will live will see but I assure to reach at least as far as the Man of Neutronium.
 

Beefermatic

Adventurer
I will gladly go on with this series. Initially it started out as a meme but now I myself would like to see where I end up. In the current Hyperborean army you only get to the Man of Neutronium but in the past there were also Man of Quark Matter and only one Man of Strange Matter. Theoretically they still exist, lost, forgotten on some universal battlefield too dangerous to be approached. I don't know how they'll eventually come out but eventually, maybe, I'll go all the way to Man of Kuvatchim to see what they would theoretically look like if they got there. Or maybe I will be demoralized and I will give up the project halfway, who will live will see but I assure to reach at least as far as the Man of Neutronium.
It's a lot of work making these things man, I totally get it, however far you get is however far you get, you still made some of the strongest actually balanced and usable stuff in IH and that's something to be proud of.
 

Obly99

Adventurer
Here are the Man of Adamantine. While the Man of Iron are pure cannon fodder, the Man of Adamantine are more important but still expendable without problems. Able to keep an isolated deity busy (or even win if it's not particularly optimized) they are capable of shaking a world.

Man of Adamantine

LE medium construct (robot)

Init +29; Senses divine detection, increased sense (x10), see in darkness, superior optics; Perception +126

AC 117, touch 102, flat-footed 57 (+40 antidivinity, +16 deflection, +9 Dex, +6 dodge, +60 natural, +16 perfection)

hp 2.940 hp (80d20+1.340) 450 shield; regeneration 60 (divine damage or might [or higher form of those])

Fort +74, Ref +35, Will +71

Defensive Abilities adaptive defensive programming, eternal freedom, fortification 25%, self mastery, shield, sixth sense, war is eternal; DR 60/–; Immune construct traits, Terrestial Hazards; Resistance acid 120, cold 120, fire 120, Stellar Hazards; PR/SR 106

Weakness vulnerable to critical hits, vulnerable to electricity

Speed 120 ft., booster jets, cling

Melee plasma sword +119/+114/+109/+104 touch (20d10+23/19-20 plus stun)

Ranged machine gun +109/+104/+99/+94 touch (131+31/17-20x13), 2 integrated chain guns +105 (30d10/19-20×4), integrated laser cannon +105 touch (40d10/x6)

Special Attacks atomizer +105 (80d10, DC 80), auto-destruct core (60 ft., DC 80, 80d10), electromagnetic pulse (120 ft., DC 80, 60d10 electricity), suppression fire, stun (DC 89)

Str 56, Dex 28, Con –, Int 38, Wis 36, Cha 42

Base Atk +80; CMB +119; CMD 160

Feats Alertness, Cornugon Smash, Dodge, Greater Vital Strike, Greater Weapon Focus (machine gun), Greater Weapon Specialization (machine gun), Improved Critical (machine gun), Improved Critical (plasma sword), Improved Initiative, Improved Vital Strike, Signature Skill (intimidate), Vital Strike, Weapon Focus (machine gun), Weapon Specialization (machine gun)

Epic Feats Improved Dodge, Epic Skill Focus (perception), Epic Weapon Focus (machine gun), Epic Weapon Specialization (machine gun), Greater Critical (machine gun), Greater Critical Multiplier (machine gun), Improved Critical Multiplier (machine gun), Sixth Sense

Skills Intimidate +112, Knowledge (all) +113, Perception +116, Sense Motive +116, Spellcraft +110

Languages Pleromian; remote communication

SQ combined arms, ego, electric pulse, flexible programming, god killer, hyperborean celerity, hyperborean construction, integrated weaponry, might, prana generator, sustenance, virtual size category +3

ECOLOGY

Environment Any

Organization solitary, pair, squadron (3–12), platoon (1 plus 6–18 Man of Iron) or invasion (30d6, plus 60d6 Man of Iron, 10d6 Man of Orichalcum, 2d6 Man of Neutronium)

Treasure none

A Man of Adamantine gave up 18 feats to get 3 divine ability slot.

Divine Abilities

• Perfect Weapon Specialization (machine gun) (Ex): Damage maximized.

• Superior Critical (machine gun) (Ex): Critical threat quadrupled.

• Superior Critical Multiplier (machine gun) (Ex): Critical multiplier increase.

Adaptive Defensive Programming (Ex)
Three times per day as an immediate action, a Man of Adamantine can change one of its resistances to any other energy type for 10 minutes.

Atomizer (Ex)
As a full-round action once every 3 rounds, a Man of Adamantine can fire a ray as a ranged touch attack with a range of 600 feet. On a hit, the ray deals 1d10 points of damage for Man of Adamantine’s HD. When used against an object, the atomizer disintegrates as much as a 10-foot cube of nonliving matter. A creature or object that succeeds at a Fortitude save DC 80 instead takes only one-quarter normal damage. Any creature reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. The save DC is Intelligence-based.

Auto-Destruct Core (Ex)
As a full-round action, and automatically without any action when destroyer (it's a 0 or less hit points while its regeneration is deactivated), a Man of Adamantine can cause its central power core to overheat and self-destruct in an explosion that destroys the robot and deals 1d10 points of damage per HD of the Man of Adamantine to all targets in a 60-foot radius. Half of this damage is fire damage and the other half is slashing damage. Creatures in this area that succeed at a Reflex saving throw DC 80 take half damage. This explosion subjects those affected to severe radiation. When adjacent to the robot, a creature with the Craft Construct feat can make a particular Disable Device check with a DC of 126 (30 + robot HD + perfection bonus) as a standard action that provoke attack of opportunity. If the check succeed, the robot auto-destruction core ability is deactivated for 1d4+2 rounds. The save DC is Intelligence-based.

Booster Jets (Ex)
As a swift action up to 10 times per hour, a Man of Adamantine can gain a fly speed of 300 feet (good maneuverability) for a duration of 1 minute.

Chain Guns (Ex)
These advanced weapons which throw rotary saw blades have a range increment of 300 feet.

Cling (Ex)
A combination of magnetic pads and electrostatic emitters in its feet allow a Man of Adamantine to climb and travel on vertical or horizontal surfaces without having to attempt Climb checks, even allowing it to traverse these surfaces while upside down.

Combined Arms (Ex)
When taking a full-attack action, a Man of Adamantine can attack with melee and ranged natural attacks and integrated weapons simultaneously.

Divine Detection (Ex)
A Man of Adamantine can detect creatures within 10 miles that have divine rank or creatures with abilities obtained from creatures with divine rank (like cleric, paladins, the angel Solar, etc.).

Electric Pulse (Ex)
Three times per day as an immediate action, a Man of Adamantine can gain the benefit of a haste spell for 1 minutes.

Electromagnetic Pulse (Ex)
Every 1d4 rounds, as a standard action, a Man of Adamantine can unleash an electromagnetic pulse in a 120-foot radius that bypasses any active force fields (or similar effects) and deals 60d10 points of electricity damage to any robots, creatures with electronic circuits, creatures that use electricity signal in their body (like humans) or creatures with cybernetic implants. Creatures affected by this attack that succeed at a Reflex save DC 80 take only half the normal amount of damage. This effect doesn’t harm the robot itself. Any technological item within this radius is drained of 3d20 charges unless the item succeeds at a Reflex save. The save DC is Intelligence-based.

Ego (Ex)
Unlike other weak construct, a Man of Adamantine has good Fortitude and Will save, and add its Charisma modifier to hit point and Fortitude save in place of Constitution.

Eternal Freedom (Ex)
A robot with this ability is immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. It is also treated as if under the effects of a freedom of movement spell.

Flexible Programming (Ex)
Thirty times per day as an immediate action, a Man of Adamantine can gain the benefit of any feat for which it qualifies but does not have. Each feat remains in effect for 10 minutes. In addition, it counts its racial Hit Dice as fighter levels for the purpose of qualifying for feats. If it has levels in fighter, these Hit Dice stack with these levels.

God Killer (Ex)
All the damage dealt by a Man of Adamantine count as magic and epic (artifacts) for the purpose of affecting Immortals. When a Man of Adamantine kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.

Hyperborean Celerity (Ex)
For 1 round every 10 minutes, can make a double action just as if it had the Time Dilation Cosmic ability.

Hyperborean Construction (Ex)
This construct is fashioned with the knowledge of the lost Hyperborean empire. This construct use d20’s for Hit Dice and has maximum hit points per Hit Die. It gains an antidivinity bonus to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD equal to ½ its HD. Antidivinity is like a normal bonus but that work only against creatures with a divine rank. This antidivinity bonus its not calculated on this sheet.

Integrated Weaponry (Ex)
A Man of Adamantine’s has integrated weaponry. These weapons cannot be disarmed, removed, or sundered. A Man of Adamantine’s programming allows it to wield these weapons as if it were proficient in their use. These advanced weapons automatically reload as a free action, and never misfire. All the integrated weaponry are recharged as a free action that does not provoke attack of opportunity. Integrated weaponry can still be targeted by positive effects that target manufactured weapons (such as magic weapon spells) and can be harvested for use outside of the robot’s body once the robot is destroyed (if it's not auto-destroyed). Integrated ranged weapons don’t provoke attacks of opportunity when fired in melee combat. Unlike normal integrated weaponry, a Man of Adamantine can make iterative attacks with the machine gun and plasma sword.

Laser Cannon (Ex)
Mounted on his back, a Man of Adamantine has mounted a laser cannon. These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal fire damage with a range of 300 feet. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attack

Machine Gun (Ex)
One of the Man of Adamantine’s arms ends in a powerful machine gun. This weapon has a range of 150 feet and deals 6d10 points of damage (10d10 with might). Because the ammunition is ejected from the Man of Adamantine’s body, the machine gun add the construct’s Strength modifier on damage rolls. This weapon has the automatic property and because is integrated, does not impart the -2 (from the automatic property) and -4 (from the use without being mounted) penalty to attack rolls.

Might (Ex)
A Man of Adamantine 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 Man of Adamantine HD.

Plasma Sword (Ex)
One of the Man of Adamantine’s arms has mounted, a sword that as a blade has plasma and deal damage with the mere touch. Its damage is half electricity and the other half is fire. The Man of Adamantine can retract inside the arm or extract the blade as a swift action to free the hand and allow precise manipulation of objects.

Prana Generator (Ex)
The Man of Adamantine gains a perfection bonus equal to 1/5 its HD to attack roll, save, initiative, checks, AC, DC, PR/SR, CMD, and CMD.

Remote Communication (Ex)
Using radio signals, invisible lasers, or other means, a Man of Adamantine is capable of communicating with other robot with the Hyperborean constructed trait that also have this ability instantaneously and without making any sound over long distances. This ability has a range of 1.000 miles. This signal is blocked by 10 foot of metal, 50 feet of stone, or 60 feet of organic matter.

Self Mastery (Ex)
A robot with this ability can separate its individual appendages (arms, legs, head, hands, feet, etc.), thus making it immune to death from decapitation (such as from a vorpal weapon) or dismemberment.

Shield (Ex)
The Man of Adamantine use technological shield. This provide a 450 hp barrier that surrounds this construct. Damage done to the Man of Adamantine is applied to the shield first. It regenerates 30 health per round. This replace the force fields of the robot subtype.

Stun (Ex)
The Man of Adamantine’s melee attacks deliver a nonlethal jolt of electricity with each strike. If the robot strikes a creature twice in one round with a melee attack, that target must succeed at a Fortitude save DC 89 or be stunned for 1d4 rounds. The save DC is Strength-based.

Superior Optics (Ex)
Man of Adamantine see as with the true seeing ability. A Man of Adamantine can see through solid objects. For each round of concentration it can penetrate 1 inch of metal, 1 foot of stone or 3 feet of wood or dirt. Especially dense metals like adamantine, gold, lead or silver require double the rounds of concentration.

Suppression Fire (Ex)
As a full-round action, a Man of Adamantine can give up its regular attacks and instead make one machine gun attack at its highest base attack bonus against each opponent within reach of its weapon. It must make a separate attack roll against each opponent. When it use the Suppression Fire, the machine gun lose the automatic weapon property, and also the Man of Adamantine forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Suppression Fire can be used at will but must wait 1d6 rounds between uses.

Sustenance (Ex)
A Man of Adamantine’s core can process scrap metal into new ammunition, effectively giving the construct infinite ammunition with its integrated weapons.

War is Eternal (Ex)
When a Man of Adamantine is reduced to 0 or less hit points, but its regeneration it’s not deactivated, it continue fight but gain the staggered condition. This staggered cannot be removed in any way, but its automatically removed as soon as the robot return to 1 or higher hit points.
 
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Beefermatic

Adventurer
Here are the Man of Adamantine. While the Man of Iron are pure cannon fodder, the Man of Adamantine are more important but still expendable without problems. Able to keep an isolated deity busy (or even win if it's not particularly optimized) they are capable of shaking a world.

Man of Adamantine

LE medium construct (robot)

Init +29; Senses divine detection, increased sense (x10), see in darkness, superior optics; Perception +126

AC 117, touch 102, flat-footed 57 (+40 antidivinity, +16 deflection, +9 Dex, +6 dodge, +60 natural, +16 perfection)

hp 2.940 hp (80d20+1.340) 450 shield; regeneration 60 (divine damage or might [or higher form of those])

Fort +74, Ref +35, Will +71

Defensive Abilities adaptive defensive programming, eternal freedom, fortification 25%, self mastery, shield, sixth sense, war is eternal; DR 60/–; Immune construct traits, Terrestial Hazards; Resistance acid 120, cold 120, fire 120, Stellar Hazards; PR/SR 106

Weakness vulnerable to critical hits, vulnerable to electricity

Speed 120 ft., booster jets, cling

Melee plasma sword +119/+114/+109/+104 touch (20d10+23/19-20 plus stun)

Ranged machine gun +109/+104/+99/+94 touch (131+31/17-20x13), 2 integrated chain guns +105 (30d10/19-20×4), integrated laser cannon +105 touch (40d10/x6)

Special Attacks atomizer +105 (80d10, DC 80), auto-destruct core (60 ft., DC 80, 80d10), electromagnetic pulse (120 ft., DC 80, 60d10 electricity), suppression fire, stun (DC 89)

Str 56, Dex 28, Con –, Int 38, Wis 36, Cha 42

Base Atk +80; CMB +119; CMD 160

Feats Alertness, Cornugon Smash, Dodge, Greater Vital Strike, Greater Weapon Focus (machine gun), Greater Weapon Specialization (machine gun), Improved Critical (machine gun), Improved Critical (plasma sword), Improved Initiative, Improved Vital Strike, Signature Skill (intimidate), Vital Strike, Weapon Focus (machine gun), Weapon Specialization (machine gun)

Epic Feats Improved Dodge, Epic Skill Focus (perception), Epic Weapon Focus (machine gun), Epic Weapon Specialization (machine gun), Greater Critical (machine gun), Greater Critical Multiplier (machine gun), Improved Critical Multiplier (machine gun), Sixth Sense

Skills Intimidate +112, Knowledge (all) +113, Perception +116, Sense Motive +116, Spellcraft +110

Languages Pleromian; remote communication

SQ combined arms, ego, electric pulse, flexible programming, god killer, hyperborean celerity, hyperborean construction, integrated weaponry, might, prana generator, sustenance, virtual size category +3

ECOLOGY

Environment Any

Organization solitary, pair, squadron (3–12), platoon (1 plus 6–18 Man of Iron) or invasion (30d6, plus 60d6 Man of Iron, 10d6 Man of Orichalcum, 2d6 Man of Neutronium)

Treasure none

A Man of Adamantine gave up 18 feats to get 3 divine ability slot.

Divine Abilities

• Perfect Weapon Specialization (machine gun) (Ex): Damage maximized.

• Superior Critical (machine gun) (Ex): Critical threat quadrupled.

• Superior Critical Multiplier (machine gun) (Ex): Critical multiplier increase.

Adaptive Defensive Programming (Ex)
Three times per day as an immediate action, a Man of Adamantine can change one of its resistances to any other energy type for 10 minutes.

Atomizer (Ex)
As a full-round action once every 3 rounds, a Man of Adamantine can fire a ray as a ranged touch attack with a range of 600 feet. On a hit, the ray deals 1d10 points of damage for Man of Adamantine’s HD. When used against an object, the atomizer disintegrates as much as a 10-foot cube of nonliving matter. A creature or object that succeeds at a Fortitude save DC 80 instead takes only one-quarter normal damage. Any creature reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. The save DC is Intelligence-based.

Auto-Destruct Core (Ex)
As a full-round action, and automatically without any action when destroyer (it's a 0 or less hit points while its regeneration is deactivated), a Man of Adamantine can cause its central power core to overheat and self-destruct in an explosion that destroys the robot and deals 1d10 points of damage per HD of the Man of Adamantine to all targets in a 60-foot radius. Half of this damage is fire damage and the other half is slashing damage. Creatures in this area that succeed at a Reflex saving throw DC 80 take half damage. This explosion subjects those affected to severe radiation. When adjacent to the robot, a creature with the Craft Construct feat can make a particular Disable Device check with a DC of 126 (30 + robot HD + perfection bonus) as a standard action that provoke attack of opportunity. If the check succeed, the robot auto-destruction core ability is deactivated for 1d4+2 rounds. The save DC is Intelligence-based.

Booster Jets (Ex)
As a swift action up to 10 times per hour, a Man of Adamantine can gain a fly speed of 300 feet (good maneuverability) for a duration of 1 minute.

Chain Guns (Ex)
These advanced weapons which throw rotary saw blades have a range increment of 300 feet.

Cling (Ex)
A combination of magnetic pads and electrostatic emitters in its feet allow a Man of Adamantine to climb and travel on vertical or horizontal surfaces without having to attempt Climb checks, even allowing it to traverse these surfaces while upside down.

Combined Arms (Ex)
When taking a full-attack action, a Man of Adamantine can attack with melee and ranged natural attacks and integrated weapons simultaneously.

Divine Detection (Ex)
A Man of Adamantine can detect creatures within 10 miles that have divine rank or creatures with abilities obtained from creatures with divine rank (like cleric, paladins, the angel Solar, etc.).

Electric Pulse (Ex)
Three times per day as an immediate action, a Man of Adamantine can gain the benefit of a haste spell for 1 minutes.

Electromagnetic Pulse (Ex)
Every 1d4 rounds, as a standard action, a Man of Adamantine can unleash an electromagnetic pulse in a 120-foot radius that bypasses any active force fields (or similar effects) and deals 60d10 points of electricity damage to any robots, creatures with electronic circuits, creatures that use electricity signal in their body (like humans) or creatures with cybernetic implants. Creatures affected by this attack that succeed at a Reflex save DC 80 take only half the normal amount of damage. This effect doesn’t harm the robot itself. Any technological item within this radius is drained of 3d20 charges unless the item succeeds at a Reflex save. The save DC is Intelligence-based.

Ego (Ex)
Unlike other weak construct, a Man of Adamantine has good Fortitude and Will save, and add its Charisma modifier to hit point and Fortitude save in place of Constitution.

Eternal Freedom (Ex)
A robot with this ability is immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. It is also treated as if under the effects of a freedom of movement spell.

Flexible Programming (Ex)
Thirty times per day as an immediate action, a Man of Adamantine can gain the benefit of any feat for which it qualifies but does not have. Each feat remains in effect for 10 minutes. In addition, it counts its racial Hit Dice as fighter levels for the purpose of qualifying for feats. If it has levels in fighter, these Hit Dice stack with these levels.

God Killer (Ex)
All the damage dealt by a Man of Adamantine count as magic and epic (artifacts) for the purpose of affecting Immortals. When a Man of Adamantine kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.

Hyperborean Celerity (Ex)
For 1 round every 10 minutes, can make a double action just as if it had the Time Dilation Cosmic ability.

Hyperborean Construction (Ex)
This construct is fashioned with the knowledge of the lost Hyperborean empire. This construct use d20’s for Hit Dice and has maximum hit points per Hit Die. It gains an antidivinity bonus to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD equal to ½ its HD. Antidivinity is like a normal bonus but that work only against creatures with a divine rank. This antidivinity bonus its not calculated on this sheet.

Integrated Weaponry (Ex)
A Man of Adamantine’s has integrated weaponry. These weapons cannot be disarmed, removed, or sundered. A Man of Adamantine’s programming allows it to wield these weapons as if it were proficient in their use. These advanced weapons automatically reload as a free action, and never misfire. All the integrated weaponry are recharged as a free action that does not provoke attack of opportunity. Integrated weaponry can still be targeted by positive effects that target manufactured weapons (such as magic weapon spells) and can be harvested for use outside of the robot’s body once the robot is destroyed (if it's not auto-destroyed). Integrated ranged weapons don’t provoke attacks of opportunity when fired in melee combat. Unlike normal integrated weaponry, a Man of Adamantine can make iterative attacks with the machine gun and plasma sword.

Laser Cannon (Ex)
Mounted on his back, a Man of Adamantine has mounted a laser cannon. These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal fire damage with a range of 300 feet. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attack

Machine Gun (Ex)
One of the Man of Adamantine’s arms ends in a powerful machine gun. This weapon has a range of 150 feet and deals 6d10 points of damage (10d10 with might). Because the ammunition is ejected from the Man of Adamantine’s body, the machine gun add the construct’s Strength modifier on damage rolls. This weapon has the automatic property and because is integrated, does not impart the -2 (from the automatic property) and -4 (from the use without being mounted) penalty to attack rolls.

Might (Ex)
A Man of Adamantine 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 Man of Adamantine HD.

Plasma Sword (Ex)
One of the Man of Adamantine’s arms has mounted, a sword that as a blade has plasma and deal damage with the mere touch. Its damage is half electricity and the other half is fire. The Man of Adamantine can retract inside the arm or extract the blade as a swift action to free the hand and allow precise manipulation of objects.

Prana Generator (Ex)
The Man of Adamantine gains a perfection bonus equal to 1/5 its HD to attack roll, save, initiative, checks, AC, DC, PR/SR, CMD, and CMD.

Remote Communication (Ex)
Using radio signals, invisible lasers, or other means, a Man of Adamantine is capable of communicating with other robot with the Hyperborean constructed trait that also have this ability instantaneously and without making any sound over long distances. This ability has a range of 1.000 miles. This signal is blocked by 10 foot of metal, 50 feet of stone, or 60 feet of organic matter.

Self Mastery (Ex)
A robot with this ability can separate its individual appendages (arms, legs, head, hands, feet, etc.), thus making it immune to death from decapitation (such as from a vorpal weapon) or dismemberment.

Shield (Ex)
The Man of Adamantine use technological shield. This provide a 450 hp barrier that surrounds this construct. Damage done to the Man of Adamantine is applied to the shield first. It regenerates 30 health per round. This replace the force fields of the robot subtype.

Stun (Ex)
The Man of Adamantine’s melee attacks deliver a nonlethal jolt of electricity with each strike. If the robot strikes a creature twice in one round with a melee attack, that target must succeed at a Fortitude save DC 89 or be stunned for 1d4 rounds. The save DC is Strength-based.

Superior Optics (Ex)
Man of Adamantine see as with the true seeing ability. A Man of Adamantine can see through solid objects. For each round of concentration it can penetrate 1 inch of metal, 1 foot of stone or 3 feet of wood or dirt. Especially dense metals like adamantine, gold, lead or silver require double the rounds of concentration.

Suppression Fire (Ex)
As a full-round action, a Man of Adamantine can give up its regular attacks and instead make one machine gun attack at its highest base attack bonus against each opponent within reach of its weapon. It must make a separate attack roll against each opponent. When it use the Suppression Fire, the machine gun lose the automatic weapon property, and also the Man of Adamantine forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Suppression Fire can be used at will but must wait 1d6 rounds between uses.

Sustenance (Ex)
A Man of Adamantine’s core can process scrap metal into new ammunition, effectively giving the construct infinite ammunition with its integrated weapons.

War is Eternal (Ex)
When a Man of Adamantine is reduced to 0 or less hit points, but its regeneration it’s not deactivated, it continue fight but gain the staggered condition. This staggered cannot be removed in any way, but its automatically removed as soon as the robot return to 1 or higher hit points.
Nice this is badass! I like it!
 



Obly99

Adventurer
I'm bringing something big today. Ex-Amidah of the setting in which my players play, he has currently left the Amidah to his protégé to retire to private life, but is still feared even by the gods. Here you go, Whitebeard.

Edward “Whitebear” Newgate

Male Human Giantx2 Lord Warlord 69/ Stalker (Brutal Slayer) 6/ Deepstone Sentinel 5

CG Huge humanoid (human)

Init +284 (always first); Senses arcane sight, aura sight, darkvision 60 ft., enchantment sight, read magic, see invisibility, speechreader’s sight; Perception +274

Aura lord presence (900 ft., DC 130, less than 60 HD, 400 damage)

Defense

AC 452, touch 345, flat-footed 232 (+35 deflection, +10 dodge, +35 insight, +45 luck, +107 natural, +210 Str)

hp 6.640 (80d20+5.040) fast healing 75

Fort +187, Ref +344, Will +262

Defensive Abilities armor of scars, evasion, force of personality, immortal, long lived, sixth sense, uncanny dodge (as level 6); DR 115/curse and epic; Immune ability damage and drain, charm and compulsion effects, cold, death effects, disease, energy drain, fire, petrification, poison, and all forms of madness (including confusion effects and feeblemind); SR 135

Offense

Speed 300 ft., fly 60 ft. (good)

Melee Murakumogiri +305/+305/+305/+305/+305 (960d10+250/13-20x5)

or with inner eye +325/+325/+325/+325/+325 (9.850 without critical or 49.250 with critical)

Unarmed Strike +265/+265/+265/+265 (60d10+158/17-20x5)

or with inner eye +285/+285/+285/+285 (758 without critical or 3.790 with critical)

Space 15 ft.; Reach 15 ft. (30 ft. with Murakumogiri)

Special Attacks awaken the stone dragon (DC 200, range 800 ft.), crashing mountain juggernaut, dragon’s tooth (D 200), improved warleader 121/day (swift action; 108 rounds), mythic surge 16/day (+4d6), stone curse (DC 200)

Stalker Maneuvers Readied (IL 43th, save DC (if any) 115 + level of the maneuver)

Cyclonic Shell Crush, Defensive Shell, Five-Fold Hydra Sting, Invulnerable Shell of the Iron Tortoise, Snapping Riposte, Unlimited Aggression

Stalker Maneuvers Know (IL 43th)

Iron Tortoise: Cyclonic Shell Crush, Defensive Shell, Invulnerable Shell of the Iron Tortoise, Quick Snap, Snapping Riposte, Unlimited Aggression

Steel Serpent: Bite the Mongoose, Five-Fold Hydra Sting, Iron Fang, Sigh Piercing Fang, Sting of the Cobra

Stalker Stance Know (IL 43th)

Stance of the Defending Shell, Steel Coils, Turtle General’s Stance

Warlord Maneuvers Readied (IL 80th, save DC (if any) 115 + level of the maneuver)

All Stone Dragon maneuvers of 4th level and higher

Warlord Stance Know (IL 80th)

All Stone Dragon stance

Spell-Like Abilities (CL 125th, concentration +240)

At will—limited wish

5/day—passwall

3/day—wish

Statistics

Str 220, Dex 52, Con 136, Int 79, Wis 80, Cha 80

Base Atk +78; CMB +265; CMD 341

Feats Alertness, Greater Fortitude, Improved Initiative, Improved Unarmed Strike, Initiator Boon (warlord), Iron Will, Lightning Reflexes, Near and Far, Stand Still, Total (warlord’s gambit), Weapon Group Adaptation (close, polearms)

Warlord Bonus Combat Feats Combat Reflexes, Dodge, Greater Weapon Focus (bisento), Greater Weapon Specialization (bisento), Improved Critical (bisento), Improved Unarmored Specialist, Muscle Reaction, Improved Sunder, Power Attack, Shards of Granite, Step Up, Stone Power, Unarmored Specialist, Weapon Focus (bisento), Weapon Specialization (bisento)

Warlord Bonus Epic Combat Feats Epic Weapon Focus (bisento), Epic Weapon Specialization (bisento), Greater Critical (bisento), Greater Multiplier Critical (bisento), Improved Critical Multiplier (bisento), Improved Dodge, Improved Power Attack

Warlord Bonus Teamwork Feats Bonded Mind, Coordinate Change, Coordinate Reposition, Duck and Cover, Improved Duck and Cover, Exceptional Aid, Feint Partner, Improved Feint Partner

Epic Feats Epic Skill Focus (perception), Improved Combat Reflexes, Good Fortitude, Good Reflexes, Good Will, Master of the Stone Dragon, Sixth Sense, Superior Initiative, Weapon Mastery (bludgeoning, maneuvers, slashing)

Skills All skills 163 + ability modifier; +2 insight bonus to Perception, Sense Motive and Stealth

Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Boggard, Celestial, Common, Cyclops, Dark Folk, Dragon, Drow Sign, Druidic, Dwarven, D’ziriak, Elven, Giant, Gnoll, Gnome, Goblin, Grippli, Halfling, Ignan, Infernal, Necril, Orc, Protean, Old Tongue, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, plus 80; comprehend languages, tongues

SQ battle prowess (stone dragon; +10), brutal strike, combat insight, deepstone initiator, dual boost 11/day, dual stance, indomitable redoubt, inner eye, ki pool (108 points), lord of the destruction, maven, might, mythic, mountain fortress stance, muscle memory, omnicompetent, stalker arts (evasion, phantom reach [40 ft.]), strongest man in the world, tactical assistance, tactical flanker, dual tactical presence, virtual size category +12, warlord’s gambit (all; +40 luck to the risk), warlord’s presence (free action; three presence)

Traits (Unorthodox Method, Stalker, lose Solar Wind for Iron Tortoise)

Gears Murakumogiri (+40 everdancing ghost touch impact speed orichalcum bisento)

Whitebear renounce to 36 feats for 6 Divine Ability

Divine Abilities

• Divine Skill Focus (Perception) (Ex): +60 to the chosen skill.

• Martial Recovery (Ex): You can recover epic maneuvers as if they were non-epic maneuvers.

• Perfect Initiative (Ex): Always first.

• Perfect Weapon Focus (bisento) (Ex): Always higher BaB for iteractive attacks.

• Superior Critical (bisento) (Ex): The critical threat is quadrupled.

• Superior Critical Multiplier (bisento) (Ex): The critical multiplier is higher.

Immortal (Su)
This functions as the base mythic ability (Mythic Adventures 13): if Whitebeard is killed, he return to life 24 hours later, regardless of the condition of his body or the means by which he was killed. When Whitebeard return to life, he is’t treated as if he had rested, and doesn’t regain the use of abilities that recharge with rest until he next rest. This ability doesn’t apply if he’s killed by a coup de grace or critical hit made with an artifact.

Long-Lived (Ex)
Use of wish have extended Whitebeard’s life. He gains the +3 bonus to Intelligence, Wisdom, and Charisma scores for having lived beyond venerable age, but he doesn’t gain the penalties to Strength, Dexterity, and Constitution resulting from this advanced age. Whitebeard’s supernaturally empowered life grants him complete immunity to ability damage and drain, charm and compulsion effects, death effects, disease, energy drain, petrification, poison, and all forms of madness (including confusion effects and feeblemind).

Lord of the Destruction (Ex)
Whitebeard specialized in the Stone Dragon school for his Warlord levels but this has both advantages and disadvantages: he loses access to all schools besides Stone Dragon for the Warlord but in return he knows all the maneuvers and stances. When he recovers maneuvers with warlord's gambit, he can swap any Stone Dragon maneuver he has readied for another one he knows.

Might (Ex)
Whitebeard 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)
Whitebeard has Mythic Power (16/day, Surge +4d6) and counts as a 16th-rank Mythic creature. Whitebeard can use any of his spell-like abilities effect 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.

Permanent Spells
Through the use of permanency (replicated with wish), Whitebeard is constantly under the effect of the following spells: arcane sight, aura sight, comprehend languages, darkvision, enchantment sight, read magic, see invisibility, speechreader’s sight, and tongues.

Strongest Man in the World (Ex)
Whitebeard was once the amidah of the universe but still retains some skills. He double his Strength score (as the Legendary Strength Cosmic Ability) and can trade 6 feats for a divine ability. For ability that go on divine rank, he count as if he had a divine rank of 1 (he is still a mortal and does not count as having divine rank or be an immortal for any effect, like the Deicide Portfolio). Whitebeard count his bisento and unarmed strike as a shield and their attack as shield bash for the Iron Tortoise School maneuvers and stance.
 

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Beefermatic

Adventurer
I'm bringing something big today. Ex-Amidah of the setting in which my players play, he has currently left the Amidah to his protégé to retire to private life, but is still feared even by the gods. Here you go, Whitebeard.

Edward “Whitebear” Newgate

Male Human Giantx2 Lord Warlord 69/ Stalker (Brutal Slayer) 6/ Deepstone Sentinel 5

CG Huge humanoid (human)

Init +284 (always first); Senses arcane sight, aura sight, darkvision 60 ft., enchantment sight, read magic, see invisibility, speechreader’s sight; Perception +274

Aura lord presence (900 ft., DC 130, less than 60 HD, 400 damage)

Defense

AC 452, touch 345, flat-footed 232 (+35 deflection, +10 dodge, +35 insight, +45 luck, +107 natural, +210 Str)

hp 6.640 (80d20+5.040) fast healing 75

Fort +187, Ref +344, Will +262

Defensive Abilities armor of scars, evasion, force of personality, immortal, long lived, sixth sense, uncanny dodge (as level 6); DR 115/curse and epic; Immune ability damage and drain, charm and compulsion effects, cold, death effects, disease, energy drain, fire, petrification, poison, and all forms of madness (including confusion effects and feeblemind); SR 135

Offense

Speed 300 ft., fly 60 ft. (good)

Melee Murakumogiri +305/+305/+305/+305/+305 (960d10+250/13-20x5)

or with inner eye +325/+325/+325/+325/+325 (9.850 without critical or 49.250 with critical)

Unarmed Strike +265/+265/+265/+265 (60d10+158/17-20x5)

or with inner eye +285/+285/+285/+285 (758 without critical or 3.790 with critical)

Space 15 ft.; Reach 15 ft. (30 ft. with Murakumogiri)

Special Attacks awaken the stone dragon (DC 200, range 800 ft.), crashing mountain juggernaut, dragon’s tooth (D 200), improved warleader 121/day (swift action; 108 rounds), mythic surge 16/day (+4d6), stone curse (DC 200)

Stalker Maneuvers Readied (IL 43th, save DC (if any) 115 + level of the maneuver)

Cyclonic Shell Crush, Defensive Shell, Five-Fold Hydra Sting, Invulnerable Shell of the Iron Tortoise, Snapping Riposte, Unlimited Aggression

Stalker Maneuvers Know (IL 43th)

Iron Tortoise: Cyclonic Shell Crush, Defensive Shell, Invulnerable Shell of the Iron Tortoise, Quick Snap, Snapping Riposte, Unlimited Aggression

Steel Serpent: Bite the Mongoose, Five-Fold Hydra Sting, Iron Fang, Sigh Piercing Fang, Sting of the Cobra

Stalker Stance Know (IL 43th)

Stance of the Defending Shell, Steel Coils, Turtle General’s Stance

Warlord Maneuvers Readied (IL 80th, save DC (if any) 115 + level of the maneuver)

All Stone Dragon maneuvers of 4th level and higher

Warlord Stance Know (IL 80th)

All Stone Dragon stance

Spell-Like Abilities (CL 125th, concentration +240)

At will—limited wish

5/day—passwall

3/day—wish

Statistics

Str 220, Dex 52, Con 136, Int 79, Wis 80, Cha 80

Base Atk +78; CMB +265; CMD 341

Feats Alertness, Greater Fortitude, Improved Initiative, Improved Unarmed Strike, Initiator Boon (warlord), Iron Will, Lightning Reflexes, Near and Far, Stand Still, Total (warlord’s gambit), Weapon Group Adaptation (close, polearms)

Warlord Bonus Combat Feats Combat Reflexes, Dodge, Greater Weapon Focus (bisento), Greater Weapon Specialization (bisento), Improved Critical (bisento), Improved Unarmored Specialist, Muscle Reaction, Improved Sunder, Power Attack, Shards of Granite, Step Up, Stone Power, Unarmored Specialist, Weapon Focus (bisento), Weapon Specialization (bisento)

Warlord Bonus Epic Combat Feats Epic Weapon Focus (bisento), Epic Weapon Specialization (bisento), Greater Critical (bisento), Greater Multiplier Critical (bisento), Improved Critical Multiplier (bisento), Improved Dodge, Improved Power Attack

Warlord Bonus Teamwork Feats Bonded Mind, Coordinate Change, Coordinate Reposition, Duck and Cover, Improved Duck and Cover, Exceptional Aid, Feint Partner, Improved Feint Partner

Epic Feats Epic Skill Focus (perception), Improved Combat Reflexes, Good Fortitude, Good Reflexes, Good Will, Master of the Stone Dragon, Sixth Sense, Superior Initiative, Weapon Mastery (bludgeoning, maneuvers, slashing)

Skills All skills 163 + ability modifier; +2 insight bonus to Perception, Sense Motive and Stealth

Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Boggard, Celestial, Common, Cyclops, Dark Folk, Dragon, Drow Sign, Druidic, Dwarven, D’ziriak, Elven, Giant, Gnoll, Gnome, Goblin, Grippli, Halfling, Ignan, Infernal, Necril, Orc, Protean, Old Tongue, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, plus 80; comprehend languages, tongues

SQ battle prowess (stone dragon; +10), brutal strike, combat insight, deepstone initiator, dual boost 11/day, dual stance, indomitable redoubt, inner eye, ki pool (108 points), lord of the destruction, maven, might, mythic, mountain fortress stance, muscle memory, omnicompetent, stalker arts (evasion, phantom reach [40 ft.]), strongest man in the world, tactical assistance, tactical flanker, dual tactical presence, virtual size category +12, warlord’s gambit (all; +40 luck to the risk), warlord’s presence (free action; three presence)

Traits (Unorthodox Method, Stalker, lose Solar Wind for Iron Tortoise)

Gears Murakumogiri (+40 everdancing ghost touch impact speed orichalcum bisento)

Whitebear renounce to 36 feats for 6 Divine Ability

Divine Abilities

• Divine Skill Focus (Perception) (Ex): +60 to the chosen skill.

• Martial Recovery (Ex): You can recover epic maneuvers as if they were non-epic maneuvers.

• Perfect Initiative (Ex): Always first.

• Perfect Weapon Focus (bisento) (Ex): Always higher BaB for iteractive attacks.

• Superior Critical (bisento) (Ex): The critical threat is quadrupled.

• Superior Critical Multiplier (bisento) (Ex): The critical multiplier is higher.

Immortal (Su)
This functions as the base mythic ability (Mythic Adventures 13): if Whitebeard is killed, he return to life 24 hours later, regardless of the condition of his body or the means by which he was killed. When Whitebeard return to life, he is’t treated as if he had rested, and doesn’t regain the use of abilities that recharge with rest until he next rest. This ability doesn’t apply if he’s killed by a coup de grace or critical hit made with an artifact.

Long-Lived (Ex)
Use of wish have extended Whitebeard’s life. He gains the +3 bonus to Intelligence, Wisdom, and Charisma scores for having lived beyond venerable age, but he doesn’t gain the penalties to Strength, Dexterity, and Constitution resulting from this advanced age. Whitebeard’s supernaturally empowered life grants him complete immunity to ability damage and drain, charm and compulsion effects, death effects, disease, energy drain, petrification, poison, and all forms of madness (including confusion effects and feeblemind).

Lord of the Destruction (Ex)
Whitebeard specialized in the Stone Dragon school for his Warlord levels but this has both advantages and disadvantages: he loses access to all schools besides Stone Dragon for the Warlord but in return he knows all the maneuvers and stances. When he recovers maneuvers with warlord's gambit, he can swap any Stone Dragon maneuver he has readied for another one he knows.

Might (Ex)
Whitebeard 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)
Whitebeard has Mythic Power (16/day, Surge +4d6) and counts as a 16th-rank Mythic creature. Whitebeard can use any of his spell-like abilities effect 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.

Permanent Spells
Through the use of permanency (replicated with wish), Whitebeard is constantly under the effect of the following spells: arcane sight, aura sight, comprehend languages, darkvision, enchantment sight, read magic, see invisibility, speechreader’s sight, and tongues.

Strongest Man in the World (Ex)
Whitebeard was once the amidah of the universe but still retains some skills. He double his Strength score (as the Legendary Strength Cosmic Ability) and can trade 6 feats for a divine ability. For ability that go on divine rank, he count as if he had a divine rank of 1 (he is still a mortal and does not count as having divine rank or be an immortal for any effect, like the Deicide Portfolio). Whitebeard count his bisento and unarmed strike as a shield and their attack as shield bash for the Iron Tortoise School maneuvers and stance.
Nice this is pretty bad ass!

Curious, I see that he only has a limited selection of divine abilities, but where are his cosmic powers? I see that he has inner eye, I was just curious what else he had.
 

Obly99

Adventurer
Nice this is pretty bad ass!

Curious, I see that he only has a limited selection of divine abilities, but where are his cosmic powers? I see that he has inner eye, I was just curious what else he had.
The inner eye is from the template Lord (Custom divine abilities, portfolios, etc.). For the rest is a mortal. I give him the Legendary Strength Cosmic Ability because of his title "The Stongest Man in the World" and access to divine abilities by exchanging them for 6 feats because once a time he was the Amidah (and because if you have to go against gods you need to have access to the divine abilities). All the rest of his power comes purely from his build.
 

Obly99

Adventurer
Question for another NPC i will post in the next days:
If you take the Divine Wizardy divine ability
DIVINE WIZARDRY (SU)
Prerequisites: Spellcraft 40 Ranks.
Benefit: You have double the number of spell slots available per day
It double even the Epic Spell Slots?
 

Beefermatic

Adventurer
The inner eye is from the template Lord (Custom divine abilities, portfolios, etc.). For the rest is a mortal. I give him the Legendary Strength Cosmic Ability because of his title "The Stongest Man in the World" and access to divine abilities by exchanging them for 6 feats because once a time he was the Amidah (and because if you have to go against gods you need to have access to the divine abilities). All the rest of his power comes purely from his build.
Nice! Ty
 

Beefermatic

Adventurer
Question for another NPC i will post in the next days:
If you take the Divine Wizardy divine ability
DIVINE WIZARDRY (SU)
Prerequisites: Spellcraft 40 Ranks.
Benefit: You have double the number of spell slots available per day
It double even the Epic Spell Slots?
I would say no as Epic spells are their own thing.

Other things that affect spellcasting doesn't effect Epic magic such as metamagic feats so I don't believe it would.

Even something like caster level doesn't generally have much application with Epic magic as the whole thing is based solely on Epic spells known and skill checks.. Really it's just like a modified version of a skill check than anything like the basic spells per day tbh.
 

Obly99

Adventurer
Beast Of Gévaudan CR 21
Originated from this post (https://www.reddit. com/r/DnDHomebrew/comments/t4ymmr/the_beast_of_g%C3%A9vaudan_the_legendary_monster_that/)
CE Large magical beast (shapechanger)

Init +19; Senses darkvision 120 ft., low-light vision, superior scent; Perception +38

Aura frightful presence (60 ft., DC 29), unnatural aura (300 ft.)

AC 36, touch 23, flat-footed 30 (+8 deflection, +6 Dex, +13 natural, -1 size)

hp 379 hp (23d10+253) regeneration 10 (epic and silver)

Fort +24, Ref +19, Will +19

Defensive Abilities feral counter, fortification 75%, freedom of movement, impervious skin, recuperation, resilient form; DR 20/epic and silver; Immune ability damage and drain, disease, energy drain, exhaustion, fear, fatigued, nonlethal damage, polymorph, poison, sleep, and death from massive damage; Resistance all elements 20; SR 32

Speed 60 ft.

Melees bite +35 (4d6+39/17-20 plus grab and thirst for blood), 2 claws +35 (3d6+13 plus bleed)

Space 10 ft.; Reach 10 ft.

Special Attacks bestial fury, bleed (2d6), blood frenzy, curse of gévaudan, ferocity, fast swallow, hurl foe, maw and claws, pounce, rend (2 claws, 3d6+19), shake prey, swallow whole (4d8 bludgeoning plus 4d8 acid, AC 16, hp 37), thirst for blood, wild hunt

Spell-Like Abilities (CL 23th, concentration +31)

Constant—freedom of movement, jump

Str 37, Dex 22, Con 32, Int 15, Wis 18, Cha 26

Base Atk +23; CMB +37; CMD 61

Feats Combat Reflexes, Greater Vital Strike, Horrific Gorging, Improved Critical (bite), Improved Vital Strike, Intimidating Prowess, Iron Will, Muscle Reaction, Power Attack, Signature Skill (intimidate), Vital Strike

Epic Feats Good Will

Skills Acrobatics +6 (+36 to jump), Intimidate +47, Perception +38, Stealth +28, Survival +38; Racial Modifiers +8 to Perception and Survival

Languages Common (cannot speak)

SQ grant spells, lycanthropic empathy, lunar sympathy, powerful bite, wood hunter

Organization Unique (solitary) or Cult (Beast Of Gévaudan, 1 High Priest [Any humanoid natural werewolf Cleric 9/Barbarian 3], 2d4 Elite Guards [Any humanoid natural werewolf Ranger 8], 4d4 Lieutenants [Any humanoid natural werewolf fighter 4], 6d6 Low Grade [Any humanoid natural werewolf fighter 2], 1d6 Winter Wolfs [Only if in a cold world area], 3d4 Worg, 4d6 Dire Wolf, 8d6 Wolf)

Bestial Fury (Su)
As a swift action, three times per day, the Beast Of Gévaudan can enter a feral rage fuelled by its ravenous hunger. It increase its size to Huge, gains +4 size bonus to Strength and Constitution, -2 to Dexterity, +4 natural armor bonus and its bite and claws increase the damage accordingly. This effect lasts as long as the Beast is engaged in combat and ends when it believes there is nothing left for it to kill. For simplicity the changing sheet parts are written below updated with this active ability.

CE Huge magical beast (shapechanger)

Init +21;

AC 38, touch 21, flat-footed 33 (+8 deflection, +5 Dex, +17 natural, -2 size)

hp 425 hp (23d10+299)

Fort +26, Ref +18

Melees bite +36 (6d6+45/17-20 plus grab), 2 claws +36 (4d6+15 plus bleed)

Space 15 ft.

Special Attacks rend (2 claws, 4d6+22), swallow whole (6d8 bludgeoning plus 6d8 acid, AC 18, hp 42)

Str 41, Dex 20, Con 36

CMB +40; CMD 63

Skills Acrobatics +5 (+35 to jump), Intimidate +49, Stealth +23

Blood Frenzy (Ex)
The Beast Of Gévaudan gains +4 moral bonus to attack rolls against any creature that does not have all his hit points. This increase to equal its Charisma modifier against creature who are suffering any bleed damage.

Curse of Gévaudan (Su)
If the Beast Of Gévaudan dies, the Curse of Gévaudan is trasmitted to the nearest creature with the shapechanger subtype, the change shape ability, the wild shape ability or the ability to cast spell with the polymorph descriptor within 1 mile. The creature must make a Will save DC 29 or became the new Beast: all its statistics are replaced with those of the Beast Of Gévaudan and to the actual the monster is brought back to life with all its memories. The new Beast seems to avoid the sites its elder incarnation terrorized, and it usually does not seek revenge against those who slew its predecessor. Usually. If the creature succeeds on the saving throw, the curse tries to move to the next one closest to the Beast's death site that meets the prerequisites (always within 1 miles of the death site) until one fails or all pass. If everyone succeed the save, the curse goes dormant and it can be years if not decades before it manifests again, possessing a werewolf who has done acts so horrible that they are unmentionable. The GM is encouraged to not use this ability on any of the players. Only wish or miracle can remove the Curse of Gévaudan from a creature, all other effects like break enchantment or remove curse automatically fail, but this merely save that specific creature because if removed it will begin trying to pass to other creatures as if the bearer were dead. This ability is a curse, polymorph, transmutation effect. The DC is Charisma-based.

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

Grant Spells
Because of the thousands of people who feared, venerated and celebrated it over the centuries, the Beast Of Gévaudan has generated a small divine spark. If it is venerated it gives access to spells as if it were a divinity but interests it little: it is willing to devour one of its cultist as to devour a hunter who has come to kill him. Only if the worshipers of him bring huge and constant quantities of food (living sentient humanoid creatures are the favorites) are they tolerated but it only takes a bad moment for it to end up in his stomach. The Beast can grant up to 5th-level spells. It give access to the Animal, Destruction, Evil, and Strength Domains and Cannibalism (Evil), Catastrophe (Destruction), Ferocity (Strength), and Fur (Animal) subdomains.

Hurl Foe (Ex)
When the Beast Of Gévaudan damages a foe of its same or smaller size with one of its claws, it 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 10 feet in a direction of the Beast’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the Beast’s 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.

Impervious Skin (Ex)
The Beast Of Gévaudan fortification does not apply against critical hits or precision damage made with silver weapons. The Beast damage reduction cannot be overcome by weapons that are not made of silver (and they must as well count as epic for overcome the DR but it is not mandatory that they have a +6 bonus as long as they count as epic), regardless of their enhancement bonus or abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge.

Lycanthropic Empathy (Ex)
The Beast Of Gévaudan can communicate and empathize with wolf, dire wolf and wolf-like creatures like worg, winter wolf, wolfwere and werewolf. It can use Diplomacy to alter such a creature’s attitude, and when so doing gain a +4 racial bonus on the check.

Lunar Sympathy (Su)
The Beast Of Gévaudan is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the Beast gains the benefit of bless whenever it is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the Beast gains the effect of heroism rather than bless, and retains the benefit indoors.

When the moon is less than half full, the Beast becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the Beast becomes staggered and exhausted.

Maw and Claws (Ex)
As a full-round action, the Beast Of Gévaudan can make a special attack. The Beast can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the Beast does not need to make a check, it merely has to move over opponents in its path and does not provoke attack of opportunity. The Beast make the bite attack and the 2 claws attacks: it make only one attack roll for each attack; any creature in the path whose AC is equal to or lower than the result is hit by the natural attack. It cannot use the grab ability of the bite or the hurl foe special attack with maw and claws. This ability can only be used 3 times per day and the Beast must wait 1 minute between uses.

Powerful Bite (Ex)
The Beast Of Gévaudan applies triple its Strength modifier to bite damage, and its bite attack has a critical threat range of 19-20.

Recovery (Ex)
Whenever the Beast Of Gévaudan fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding, flesh to stone, temporal stasis and imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. The Beast can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if the Beast takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score while the regeneration its stoped, the damage instead heals the Beast of twice the amount of damage—but this healing leaves the monster disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the Beast to end its retreat and attack.

Resilient Form (Ex)
The Beast Of Gévaudan its trapped in that form by a terrible curse. The Beast has the shapechanger subtype from the fact the a long time ago it was something different but now only the monster remain. The Beast cannot take another form, no matter how much stronger the effect it’s, even wish and miracle fail.

Shake Prey (Ex)
If the Beast Of Gévaudan successfully grapples an opponent with its bite, it shakes the foe, dealing additional blugeoning, piercing and slashing damage equal to its Strenght modifier (it means that it inflicts it only once and is of all three types for effects). It may forgo this additional damage to bull rush, drag, reposition, or trip the target as a free action, using the same combat maneuver bonus it used to grapple the target.

Superior Scent (Ex)
The Beast Of Gévaudan has the scent ability but at quadruple the normal range. It can detect opponents within 120 feet by sense of smell. If the opponent is upwind, the range increases to 240 feet; if downwind, it drops to 60 feet. Strong scents, such as rotting garbage, can be detected at twice the ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range; when the Beast detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Beast can take a move action to note the direction of the scent. When the Beast is within 10 feet of the source, it pinpoints the source’s location. It can follow track with scent using the usual rules.

Thirst for Blood (Ex)
Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit) with its bite attack, the Beast Of Gévaudan jaws rip off a limb of the target. A Fortitude save DC 34 negate the effect. Roll 1d12 for the following table:

1-2​
Right forearm​
3-4​
Left forearm​
5-6​
Right hand​
7-8​
Left hand​
9​
Right leg​
10​
Left leg​
11​
Gut​
12​
Head​
A creature that has its gut ripped off suffers an additional 4d10 bleed damage at the start of each of his turns, until he receives magical healing or a DC 25 Heal check. A creature that loses his head dies if it can’t live without it. The table is meant for a humanoid form, if the creature does not have it, the GM is encouraged to use one that is customized on the spot. The save DC is Strength-based.

Wild Hunt (Su)
Once per week, the Beast Of Gévaudan can grant itself and a number of wolfs or wolf-like creatures (see lycanthropic empathy) equal to its Hit Dice the ranger’s quarry class feature for 24 hours, designating a single creature as the target of the hunt. All participants in the wild hunt also get the benefits of longstrider, tireless pursuers, and air walk (caster level 23th) for the duration of the hunt.

Wood Hunter (Ex)
The Beast Of Gévaudan may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. The Beast Of Gévaudan leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
 

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Beefermatic

Adventurer
Beast Of Gévaudan CR 21
Originated from this post (https://www.reddit. com/r/DnDHomebrew/comments/t4ymmr/the_beast_of_g%C3%A9vaudan_the_legendary_monster_that/)
CE Large magical beast (shapechanger)

Init +19; Senses darkvision 120 ft., low-light vision, superior scent; Perception +38

Aura frightful presence (60 ft., DC 29), unnatural aura (300 ft.)

AC 36, touch 23, flat-footed 30 (+8 deflection, +6 Dex, +13 natural, -1 size)

hp 379 hp (23d10+253) regeneration 10 (epic and silver)

Fort +24, Ref +19, Will +19

Defensive Abilities feral counter, fortification 75%, freedom of movement, impervious skin, recuperation, resilient form; DR 20/epic and silver; Immune ability damage and drain, disease, energy drain, exhaustion, fear, fatigued, nonlethal damage, polymorph, poison, sleep, and death from massive damage; Resistance all elements 20; SR 32

Speed 60 ft.

Melees bite +35 (4d6+39/17-20 plus grab and thirst for blood), 2 claws +35 (3d6+13 plus bleed)

Space 10 ft.; Reach 10 ft.

Special Attacks bestial fury, bleed (2d6), blood frenzy, curse of gévaudan, ferocity, fast swallow, hurl foe, maw and claws, pounce, rend (2 claws, 3d6+19), shake prey, swallow whole (4d8 bludgeoning plus 4d8 acid, AC 16, hp 37), thirst for blood, wild hunt

Spell-Like Abilities (CL 23th, concentration +31)

Constant—freedom of movement, jump

Str 37, Dex 22, Con 32, Int 15, Wis 18, Cha 26

Base Atk +23; CMB +37; CMD 61

Feats Combat Reflexes, Greater Vital Strike, Horrific Gorging, Improved Critical (bite), Improved Vital Strike, Intimidating Prowess, Iron Will, Muscle Reaction, Power Attack, Signature Skill (intimidate), Vital Strike

Epic Feats Good Will

Skills Acrobatics +6 (+36 to jump), Intimidate +47, Perception +38, Stealth +28, Survival +38; Racial Modifiers +8 to Perception and Survival

Languages Common (cannot speak)

SQ grant spells, lycanthropic empathy, lunar sympathy, powerful bite, wood hunter

Organization Unique (solitary) or Cult (Beast Of Gévaudan, 1 High Priest [Any humanoid natural werewolf Cleric 9/Barbarian 3], 2d4 Elite Guards [Any humanoid natural werewolf Ranger 8], 4d4 Lieutenants [Any humanoid natural werewolf fighter 4], 6d6 Low Grade [Any humanoid natural werewolf fighter 2], 1d6 Winter Wolfs [Only if in a cold world area], 3d4 Worg, 4d6 Dire Wolf, 8d6 Wolf)

Bestial Fury (Su)
As a swift action, three times per day, the Beast Of Gévaudan can enter a feral rage fuelled by its ravenous hunger. It increase its size to Huge, gains +4 size bonus to Strength and Constitution, -2 to Dexterity, +4 natural armor bonus and its bite and claws increase the damage accordingly. This effect lasts as long as the Beast is engaged in combat and ends when it believes there is nothing left for it to kill. For simplicity the changing sheet parts are written below updated with this active ability.

CE Huge magical beast (shapechanger)

Init +21;

AC 38, touch 21, flat-footed 33 (+8 deflection, +5 Dex, +17 natural, -2 size)

hp 425 hp (23d10+299)

Fort +26, Ref +18

Melees bite +36 (6d6+45/17-20 plus grab), 2 claws +36 (4d6+15 plus bleed)

Space 15 ft.

Special Attacks rend (2 claws, 4d6+22), swallow whole (6d8 bludgeoning plus 6d8 acid, AC 18, hp 42)

Str 41, Dex 20, Con 36

CMB +40; CMD 63

Skills Acrobatics +5 (+35 to jump), Intimidate +49, Stealth +23

Blood Frenzy (Ex)
The Beast Of Gévaudan gains +4 moral bonus to attack rolls against any creature that does not have all his hit points. This increase to equal its Charisma modifier against creature who are suffering any bleed damage.

Curse of Gévaudan (Su)
If the Beast Of Gévaudan dies, the Curse of Gévaudan is trasmitted to the nearest creature with the shapechanger subtype, the change shape ability, the wild shape ability or the ability to cast spell with the polymorph descriptor within 1 mile. The creature must make a Will save DC 29 or became the new Beast: all its statistics are replaced with those of the Beast Of Gévaudan and to the actual the monster is brought back to life with all its memories. The new Beast seems to avoid the sites its elder incarnation terrorized, and it usually does not seek revenge against those who slew its predecessor. Usually. If the creature succeeds on the saving throw, the curse tries to move to the next one closest to the Beast's death site that meets the prerequisites (always within 1 miles of the death site) until one fails or all pass. If everyone succeed the save, the curse goes dormant and it can be years if not decades before it manifests again, possessing a werewolf who has done acts so horrible that they are unmentionable. The GM is encouraged to not use this ability on any of the players. Only wish or miracle can remove the Curse of Gévaudan from a creature, all other effects like break enchantment or remove curse automatically fail, but this merely save that specific creature because if removed it will begin trying to pass to other creatures as if the bearer were dead. This ability is a curse, polymorph, transmutation effect. The DC is Charisma-based.

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

Grant Spells
Because of the thousands of people who feared, venerated and celebrated it over the centuries, the Beast Of Gévaudan has generated a small divine spark. If it is venerated it gives access to spells as if it were a divinity but interests it little: it is willing to devour one of its cultist as to devour a hunter who has come to kill him. Only if the worshipers of him bring huge and constant quantities of food (living sentient humanoid creatures are the favorites) are they tolerated but it only takes a bad moment for it to end up in his stomach. The Beast can grant up to 5th-level spells. It give access to the Animal, Destruction, Evil, and Strength Domains and Cannibalism (Evil), Catastrophe (Destruction), Ferocity (Strength), and Fur (Animal) subdomains.

Hurl Foe (Ex)
When the Beast Of Gévaudan damages a foe of its same or smaller size with one of its claws, it 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 10 feet in a direction of the Beast’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the Beast’s 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.

Impervious Skin (Ex)
The Beast Of Gévaudan fortification does not apply against critical hits or precision damage made with silver weapons. The Beast damage reduction cannot be overcome by weapons that are not made of silver (and they must as well count as epic for overcome the DR but it is not mandatory that they have a +6 bonus as long as they count as epic), regardless of their enhancement bonus or abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge.

Lycanthropic Empathy (Ex)
The Beast Of Gévaudan can communicate and empathize with wolf, dire wolf and wolf-like creatures like worg, winter wolf, wolfwere and werewolf. It can use Diplomacy to alter such a creature’s attitude, and when so doing gain a +4 racial bonus on the check.

Lunar Sympathy (Su)
The Beast Of Gévaudan is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the Beast gains the benefit of bless whenever it is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the Beast gains the effect of heroism rather than bless, and retains the benefit indoors.

When the moon is less than half full, the Beast becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the Beast becomes staggered and exhausted.

Maw and Claws (Ex)
As a full-round action, the Beast Of Gévaudan can make a special attack. The Beast can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the Beast does not need to make a check, it merely has to move over opponents in its path and does not provoke attack of opportunity. The Beast make the bite attack and the 2 claws attacks: it make only one attack roll for each attack; any creature in the path whose AC is equal to or lower than the result is hit by the natural attack. It cannot use the grab ability of the bite or the hurl foe special attack with maw and claws. This ability can only be used 3 times per day and the Beast must wait 1 minute between uses.

Powerful Bite (Ex)
The Beast Of Gévaudan applies triple its Strength modifier to bite damage, and its bite attack has a critical threat range of 19-20.

Recovery (Ex)
Whenever the Beast Of Gévaudan fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding, flesh to stone, temporal stasis and imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. The Beast can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if the Beast takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score while the regeneration its stoped, the damage instead heals the Beast of twice the amount of damage—but this healing leaves the monster disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the Beast to end its retreat and attack.

Resilient Form (Ex)
The Beast Of Gévaudan its trapped in that form by a terrible curse. The Beast has the shapechanger subtype from the fact the a long time ago it was something different but now only the monster remain. The Beast cannot take another form, no matter how much stronger the effect it’s, even wish and miracle fail.

Shake Prey (Ex)
If the Beast Of Gévaudan successfully grapples an opponent with its bite, it shakes the foe, dealing additional blugeoning, piercing and slashing damage equal to its Strenght modifier (it means that it inflicts it only once and is of all three types for effects). It may forgo this additional damage to bull rush, drag, reposition, or trip the target as a free action, using the same combat maneuver bonus it used to grapple the target.

Superior Scent (Ex)
The Beast Of Gévaudan has the scent ability but at quadruple the normal range. It can detect opponents within 120 feet by sense of smell. If the opponent is upwind, the range increases to 240 feet; if downwind, it drops to 60 feet. Strong scents, such as rotting garbage, can be detected at twice the ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range; when the Beast detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Beast can take a move action to note the direction of the scent. When the Beast is within 10 feet of the source, it pinpoints the source’s location. It can follow track with scent using the usual rules.

Thirst for Blood (Ex)
Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit) with its bite attack, the Beast Of Gévaudan jaws rip off a limb of the target. A Fortitude save DC 34 negate the effect. Roll 1d12 for the following table:

1-2​
Right forearm​
3-4​
Left forearm​
5-6​
Right hand​
7-8​
Left hand​
9​
Right leg​
10​
Left leg​
11​
Gut​
12​
Head​
A creature that has its gut ripped off suffers an additional 4d10 bleed damage at the start of each of his turns, until he receives magical healing or a DC 25 Heal check. A creature that loses his head dies if it can’t live without it. The table is meant for a humanoid form, if the creature does not have it, the GM is encouraged to use one that is customized on the spot. The save DC is Strength-based.

Wild Hunt (Su)
Once per week, the Beast Of Gévaudan can grant itself and a number of wolfs or wolf-like creatures (see lycanthropic empathy) equal to its Hit Dice the ranger’s quarry class feature for 24 hours, designating a single creature as the target of the hunt. All participants in the wild hunt also get the benefits of longstrider, tireless pursuers, and air walk (caster level 23th) for the duration of the hunt.

Wood Hunter (Ex)
The Beast Of Gévaudan may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. The Beast Of Gévaudan leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
Very nice, I always thing how weak werewolves are in 3.5 and especially pathfinder is a damn shame.
 


Beefermatic

Adventurer
Because of the werewolf is a template, it depends on the strength of the creature in question
If you want a lycanthrope more powerful I recommend using this: (Lycanthrope, Mythic (Template) - Spheres of Power Wiki)
It doesn't have anything to do with it being a template or not, its the fact that the template's powers are tremendously weak. Compare it to it's contemporary, the vampire, there's no contest whatsoever.

Thanks for the link though
 


Beefermatic

Adventurer
I think the Mythic werewolf definitely sucks a lot less than the base werewolf, that's for sure. But if you wanted to make an updated werewolf that would rock.
 


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