Things from my setting

Obly99

Hero
Thuringwethil (more optimized)

Female unique Hero-Deity

LE Medium outsider (native)

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

Aura divine (DC 22, 60 ft.)

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

hp 272 (16d10+112)

Fort +15, Ref +22, Will +17

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

Weakness light blindness, vulnerable to cold and light

Speed 60 ft., fly 110 ft. (perfect)

Melee bite +22 (1d10+2), 2 claws +28 (1d10+5/19-20x3 plus bleed), 2 talons +27 (1d10+5 plus grab)

Special Attacks bleed (3d6), blood drain (4 Constitution), death attack (DC 27), hidden strike +4d8, mythic power (3/day, surge +1d6)

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

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

3/day—limited wish

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

Base Atk +15; CMB +27; CMD 52

Feats Agile Maneuvers, Blind-FightB, Dodge, Extra Vigilant Talent (death dealer, silent dispatch, stalker sense, sure-footed)x4, Improved Initiative, Hover, Run, Skill Focus (bluff), Spring Attack, Specialized Vigilante (stalker), Vital Strike, Weapon Finesse, Weapon Focus (claws)

Skill Appraise +26, Bluff +37, Diplomacy +30, Disguise +31 (+51 for appear as her current identity), Fly +31, Intimidate +30, Linguistics +13, Perception +26, Sense Motive +26, Spellcraft +23, Stealth +31, Use Magic Device +27; +20 circumstance bonus to Disguise for appear as her current identity

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

SQ blitz focus, divine traits (hero-deity), dual identity, incredible speed, inherent bonus, integrated class feature (vigilante [blitz]), might, portfolio (darkness, travel), rhino charge, seamless guise, social talents (many guises, quick change), starling appearance, sudden reposition, vigilant talents (another day, blind spot, death dealer, hide in plain sight, silent dispatch, sure-footed), virtual size category +0

Divine Abilities

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

• Multifaceted (Ex): Gain 6 extra feats

• Polymorph (Su): You can polymorph at will

Darkness Portfolio Traits (Lesser Deity)

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

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

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

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

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

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

Travel Portfolio Traits (Hero-Deity)

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

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

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

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

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

Death Dealer (Ex)
The vigilante gains the death attack class feature of the assassin prestige class, except they can attempt a death attack with a ranged weapon as long as they are within 30 ft of a target. The DC of this death attack is equal to 10 + ½ the vigilante’s class level + their Charisma modifier. At 12th level, the vigilante only needs to study their target for 2 rounds. At 16th level, the vigilante only needs to study their target for 1 round. If the vigilante has the sniper talent, they can attempt a death attack from any range. Only a stalker vigilante can select this talent and they must be 8th level or higher to select this talent.

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

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

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

Divine Traits (Hero-Deity) (Ex)
As a hero-deity, Thuringwethil gains a +3 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Thuringwethil’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A hero-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Thuringwethil has Mythic Power (3/day, Surge +1d6) and counts as a 3rd-rank Mythic creature. Thuringwethil use any of her spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.
 

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Obly99

Hero
On commission from @Bootlebat today I bring a version of Magneto. This version is a mid-low power level. To create it I used a 20 HD humanoid to which I applied the same abilities as a Kineticist of 20th (also taking powers from archetypes Psychokineticist – d20PFSRD and from Cerebral Kineticist (Kineticist Archetype) - Spheres of Power Wiki to replicate the fact that they are mental). Also, I used the Hyperborean template (Beefermatic version Enemies, Allies, and Ideas for Sidereals, Eternals, and above). For the rest I know that this version is not as powerful as many others that existed in various comics but as Upper_Krust say (Divine ranks of various fictional entities) is almost impossible create a perfect replicate of a Marvel or DC character, also, I am not an expert of Magneto (the only thing I saw of him was the movie X-Men: The Last Stand - Wikipedia) and I created him for what I knew: an old man who can control metal in the range of power required by Bootlebat.

Magneto

Male Venerable Hyperborean (Beefermatic version) Human

LE Medium humanoid (augmented, human)

Init +27; Perception +37

Aura divine (DC 27, 75 ft.)

AC 54, touch 36, flat-footed 50 (+8 armor, +5 deflection, +4 Dex, +13 insight, +10 natural, +4 perfection)

hp 300 (20d8+140)

Fort +32, Ref +30, Will +45; +50 against detect or scry

Defensive Abilities adaption, freedom of movement, internal buffer (3), mental barrier; DR 10/— and 10/adamantine; PR/SR 34

Speed 30 ft.

Melee unarmed strike +23/+18/+13 (1d3+4)

Ranged kinetic blast +39

Special Attacks kinetic blast, mythic power (4/day, surge +1d8)

Kineticist Wild Talents Known:

Infusions (save DC (if any) 18 + talent level)
—foe throw, force hook, fragmentation, grappling (+52), hyper-dimensional blast (Infusion Wild Talents - Spheres of Power Wiki), impale, imprisoning (Infusion Wild Talents - Spheres of Power Wiki), kinetic fist, many throw

Blasts—earth blast (10d6+25), metal blast (20d6+35), telekinetic blast (10d6+25)

Utility (save DC (if any) 29 + talent level)—basic geokinesis, basic telekinesis, friend throw (Aether Utility Talents - Spheres of Power Wiki), kinetic cityscape, kinetic healer, kinetic revification, kinetic shelter (Kinetic Shelter), magnetism (Magnetism), magnetism (greater), material affinity (metal), metal manipulator (Earth Utility Talents - Spheres of Power Wiki), twisted metal (Earth Utility Talents - Spheres of Power Wiki)

Str 18, Dex 18, Con 22, Int 40, Wis 36, Cha 36

Base Atk +15; CMB +38; CMD 55

Feats Afterburn, Greater Spell Penetration, Improved Initiative, Improved Unarmed Strike, Kinetic Combo, Mobile Gathering, Precision Blast, Presence of Mind, Spell Penetration, Toughness, Weapon Focus (kinetic blast)

Skills Appraise +39, Bluff +37, Diplomacy +37, Fly +28, Intimidate +37, Knowledge (arcane, engineering, history, local, nobility, religion) +39, Perception +37, Sense Motive +37, Spellcraft +39

Languages Common, other 15;

SQ cerebral overflow, composite specialization, elemental defense (flesh of stone), elemental focus (earth), expanded elements (earth, aether), infusion specialization (-6), intellectual control, metakinesis (empower, maximized, quicken), mind burn, mind power, gather power, supercharge

Gears braces of armor +8, amulet of natural armor +5, ring of protection +5, ring of freedom of movement, belt of physical perfection +6, headband of mental superiority +6 (fly, knowledge (arcana), spellcraft), cloak of resistance +5

Divine Abilities

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

• Intellectual Mind (Ex): Int as competence to attack rolls

• Intellectual Soul (Ex): Int as competence to saving throw

• Perfect Mind (Ex): +5 inherent bonus to all mentals

Cerebral Overflow (Ex)
Magneto psychic energy sends strange elemental humors and planar echoes through his brain instead of reshaping his body with matter from his element. Instead of gaining size bonuses to physical ability scores from elemental overflow, he gains alchemical bonuses to his mental ability scores in equal amounts (a +2 alchemical bonus to two mental ability scores at 6th level if he has at least 3 points of burn; a +4 alchemical bonus to one mental ability score and a +2 alchemical bonus to the other two at 11th level if he has at least 5 points of burn; and a +6 alchemical bonus to one mental ability score, a +4 alchemical bonus to another, and a +2 alchemical bonus to the last at 16th level if he has at least 7 points of burn).

Magneto doesn’t gain a chance to negate critical hits and sneak attacks based on his burn.

This ability alters the elemental overflow class feature.

Intellectual Control (Su)
Magneto, unlike a normal kineticist, uses his mind over his body: he use his Intelligence modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution based wild talents, the duration of wild talents with a Constitution-based duration, his bonus on concentration checks for wild talents, and the other Constitution based effects of all his wild talents as well as the amount of burn he may accept. This ability alters the kineticist’s class skills and the key ability score of wild talents and burn.

Mental Barrier (Ex)
The powers of Magneto allow him to avoid the most dangerous of effects of channeling such powers, if only slightly. Magneto can accept up to 6 points of burn without suffering any negative effects.

Mind Burn (Ex)
Magneto’s mind strains when he overtaxes himself. He takes a –2 penalty on Intelligence checks, and Intelligence-based skill checks for each point of burn he has accepted, rather than taking nonlethal damage from burn. Also, whenever Magneto accepts burn beyond what his mental barrier allows him to ignore, he gain the following conditions:

1+: Magneto is dazzled

2+: Magneto is shaken

3+: Magneto is treated as though under the effects of a feeblemind spell

4+: Magneto is comatose for 8 hours

Magneto cannot accept burn if he is immune to any of these conditions.

Otherwise, his burn works just like a normal kineticist’s.

Mind Power
Magneto has the same abilities of a 20th level kineticist with the following differences:
  • has Intellectual Control
  • Mind Burn (alter burn)
  • Celebral Overflow (alter elemental overflow)
  • can only gains the aether and earth elements
  • with the wild talents and infusion of aether (like grappling) can only manipulate metalic objects and creatures
  • the earth element is only usable with metal manipulator utility wild talent
  • he does not gain omnikinesis
Mythic (Ex)
Magneto has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Magneto 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.
 

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Obly99

Hero
This is my revisited version of the old Blind oracle template of the Book of Templates Deluxe of the 3.5

Blind Oracle Template

Oracles, great seers of the future and the supernatural, exist among virtually every race in the world. Their communities consider them paragons of wisdom and conduits for divine guidance. In order to tune out the distractions of the world around them, and show their dedication to their deity or powerful extraplanar entity, oracles are either struck blind by the divine beings they serve, or they blind themselves through elaborate and painful rituals.

Appearance Changes
Blind oracles look exactly like a typical member of their race, except their eyes are often milky white in color with no discernible retina or iris. In rare cases, an aspiring oracle plucks out his or her eyes in order to receive the knowledge from beyond the physical world.

Creating a Blind Oracle

“Blind Oracle” is an acquired template that can be added to any creature with an Intelligence, Wisdom and Charisma greater than 4. A Blind Oracle has all of the base creature’s characteristics except as noted here.

CR: Same as the base creature +5.

AL: Any, usually LN.

Defensive Abilities: As the base creature plus the following.

Insight of the World (Su): A blind oracle gains an insight bonus to AC and saving throws equal to its higher mental modifier. A blind oracle gains uncanny dodge and improved uncanny dodge as a barbarian with level equal to its HD.

Neutrality (Su): A blind oracle is neutral with all the factions. A blind oracle is under a constant supernatural sanctuary effect but with the following difference: the save DC is 10 + ½ the HD of the blind oracle + the higher mental modifier of the blind oracle. If a creature fail the save against the effect, he cannot directly attack the blind oracle for 1 round (instead for the duration of the spell). The blind oracle cannot take hostile actions against a creature that does not have take hostile actions against him from the ending of the last turn. This hostile actions does not break the sanctuary effect.

Special Qualities: As the base creature plus the following.

World Vision (Su): A blind oracle has blindsight with a range of 10 feet per Hit Die the creature possesses. Beyond this range, the creature is totally blind. In this range the blind oracle benefit also of a true seeing spell.

Immunities (Ex): A blind oracle is immune to all gaze attacks, as well as spells that rely on visual effects.

Powers of Precognition (Sp): A mystical sense allows the blind oracle to sense the hidden and to see things with the mind’s eye. A blind oracle has the following spell-like abilities: Constant—comprehend languages, tongues; At will—augury, greater detect magic, identify, read magic, speak with animals, speak with plants; 4/day—divination, scrying, speak with dead; 1/day—analyze dweomer, commune, commune with nature, contact other plane, find the path, legend lore, locate creature, locate object, retrocognition; 1/month—akashic communion, discern location, glimpse of the akashic, vision. Caster level equals the blind oracle’s Hit Dice.

Spellcasting: A blind oracle gains the ability to cast a small amount of spells from the cleric/oracle spell list. The caster level for this spells is equal to the HD of the blind oracle, the spellcasting modifier is its higher mental ability score, must prepare this spells in advance (as a cleric) and does not gains bonus spells slots for having high spellcasting modifier.

Table: Blind oracle spells slots

HD
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1-3​
2​
1​
-​
-​
-​
-​
-​
-​
-​
-​
4-6​
2​
2​
1​
-​
-​
-​
-​
-​
-​
-​
7-9​
-​
2​
2​
1​
-​
-​
-​
-​
-​
-​
10-12​
-​
-​
2​
2​
1​
-​
-​
-​
-​
-​
13-15​
-​
-​
-​
2​
2​
1​
-​
-​
-​
-​
16-18​
-​
-​
-​
-​
2​
2​
1​
-​
-​
-​
19-21​
-​
-​
-​
-​
-​
2​
2​
1​
-​
-​
22-24​
-​
-​
-​
-​
-​
-​
2​
2​
1​
-​
25+​
-​
-​
-​
-​
-​
-​
-​
2​
2​
1​

Abilities: Strength -2, Dexterity -4, Constitution -2, Intelligence +6, Wisdom +6, Charisma +6.

Skills: Blind oracles gains all Knowledge skills as class skills and may make all Knowledge skill checks untrained. They get a +8 insight bonus on Perception checks based on hearing and a racial bonus equal to ½ her HD on Knowledge checks.

Organization: Blind oracles are often solitary, or they are unique individuals among normal members of the base creature type.


Cyclopean All-Seeing CR 14

Cyclop Blind Oracle Jotunblood

LN Huge humanoid (giant)

Init +0; Senses low-light vision, scent, world vision 200 ft.; Perception +33 (+41 based on hearing)

DEFENSE

AC 16, touch 9, flat-footed 16 (–4 Dex, +5 insight, +7 natural, –2 size)

hp 170 (20d8+80)

Fort +15, Ref +7, Will +22

Defensive Abilities battle insight, ferocity, improved uncanny dodge, insight of the world, neutrality (DC 25), rock catching, uncanny dodge; Immune gaze attacks, visual effects; SR 28

Weakness blind after 200 ft.

OFFENSE

Speed 40 ft.

Melee great club +22/+17/+12 (3d8+13)

Ranged rock +11 (3d8+13)

Space 15 ft.; Reach 15 ft.

Special Attacks eye blast +9 touch (1d4 rounds, 60 ft-line, 10d6 force, Ref DC 26 half), improved rock throwing (150 ft.)

Spell-Like Abilities (CL 20th; concentration +22)

Constant—comprehend languages, tongues

At will—augury, greater detect magic, identify, read magic, speak with animals, speak with plants

4/day—divination, scrying (DC 16), speak with dead

1/day—analyze dweomer, commune, commune with nature, contact other plane, find the path, legend lore, locate creature, locate object, retrocognition

1/month—akashic communion, discern location, glimpse of the akashic, vision

Blind Oracle Spells Prepared (CL 20th; concentration +25)

7th—hymn of peace (DC 22)

6th—greater dispel magic, word of recall

5th—greater command (DC 20), plane shift (DC 20)

STATISTICS

Str 28, Dex 2, Con 18, Int 16, Wis 20, Cha 14

Base Atk +15; CMB +26 (+28 bull rush); CMD 37 (39 vs. bull rush)

Feats Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Intimidating Prowess, Power Attack, Skill Focus (Bluff, Diplomacy)

Skills Bluff +28, Diplomacy +28, Intimidate +11, Knowledge (all) +13, Perception +33 (+41 based on hearing), Profession (soothsayer) +28, Sense Motive +15, Spellcraft +13; Racial Modifiers +8 racial bonus on Perception, +8 insight bonus on Perception based on hearing, +10 racial bonus on Knowledge

Languages Common, Cyclops, Giant; comprehend languages, tongues

SQ flash of insight, powers of precognition

SPECIAL ABILITIES

Flash of Insight (Su)
Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.
 

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Obly99

Hero
Ungoliant

Female CE Macro-Medium Outsider (entity, evil, extraplanar)

Init +180 (Always First); Senses blindsight 5.000 ft., darkest vision, darkvision 10.000, divine senses (x20), low-light vision, scent, true seeing, x-ray; Perception +334

Aura divine (DC 97, 40.000 ft.)

AC 467, touch 103, flat-footed 433 (+55 deflection, +28 Dex, +6 dodge, +32 divine, +364 natural, -28 size)

hp 42.480 (240d100+18.480) fast healing 120 regeneration 120 (epic and good)

Fort +311, Ref +264, Will +284

Defensive Abilities cosmic string (1d10 minutes), dark clouds, lair mistress, messiah of spiders; DR 600/—; Immune ability damage or drain, death effects, energy drain, mind-affecting, poison, sonic, enchantment, illusion and transmutation, death from massive damage, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 282, any spell which fails to penetrate Ungoliant spell resistance is reflected back upon the caster

Weakness light blindness, vulnerability to fire

Speed 6.000 ft., burrow 3.000 ft. (ground with maximum hardness of 105), fly 6.000 (perfect)

Melee bite +436 (240d20+168 plus grab and poison), 4 claws +436 (240d20+112 plus grab)

Space 8.000 ft.; Reach 5.335 ft.

Special Attacks dark web 349/day (+384, DC 239, 7.680 hp), fast swallow, mythic surge 32/day (+20d6), poison, powerful blows (bite), quick wrap, swallow whole (240d20+168 plus 80d6 acid damage, 192 AC, 4.248 hp)

Spell-Like Abilities (CL 272th, concentration +359)

Constant—mindblank

At will—blindness/deafness (DC 99), deeper darkness, energy drain (DC 106), feast of ashes (DC 99), greater magic fang, greater shadow evocation (DC 105), horrid wilting (DC 105), hunger for flesh (DC 101), hungry darkness (DC 104), hungry hearth (DC 102), hungry pit (DC 104), magic fang, nightmare (DC 102), obscuring mist, shades (DC 106), shadow body, shadow step, shadow walk

Str 235, Dex 66, Con 165, Int 110, Wis 100, Cha 120

Base Atk +240; CMB +524; CMD 511 (523 vs. trip)

Skills Omnicompetent - All skills 275 + ability modifier

Feats AlertnessB, Blind-FightB, Combat ExpertiseB, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Mobility, Muscle Reaction, Run, Seize the Opportunity, Spring Attack, Vital Strike, Whirlwind Attack

Epic Feats Cats Fall, Double Standards, Ether Goer, Etheric Double, Etheric Vision, Good Reflexes, Improved Combat Reflex, Improved Dodge, Malifiecus, Mathesis, Phrenology, Plastic Soul, Second Strike, Sixth SenseB, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Metamagic Feat Automatic Metamagic Capacity x75, Empower Spell, Enlarge Spell, Extend Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Maximized Spell, Metamagic Freedom, Shadow Grasp, Tenebrous Spell, Widen Spell, Umbral Spell

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Tongue, other 285 (GM’s discretion); telepathy 10.000 ft.

SQ cloud of utterdarkness, cosmic might, darkness portfolio traits (Old One), divine traits (entity), massive, mythic, night stalker, virtual size category +8, web savant

Environment: Void outside the planes

Organization: Unique

Treasure: Incidental

Divine Abilities

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

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

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

• Celerity (Ex): Speed x3

• Enlarge Aura x2 (Su): Aura is doubled

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

• Hidden Illusion (Su): True seeing does not automatically foil illusions and shadow spells are more real

• Invincibility (Ex): Fortitude save for negate damage

• Lurking (Ex): You are difficult to detect

• Maven (Ex): Maximum rank in all know skill

• Perfect Initiative (Ex): Always first

• Omnicompetent (Ex): All skills are class skill

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

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

• Shadow Self (Ex): Create a shadow duplicate

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

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

• True SeeingB (Su): You gain a constant true seeing

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

Consumation Portfolio Traits (Old One)

Granted Power: You gain a primary natural bite attack that deals 1d6 plus your Str modifier with the grab ability (for Medium size). If you already have a bite attack, instead that attack increase its damage by one size and gains the grab ability.

Hunger (Ex): Even if you do not need to eat, you must consume twice as much food as normal for your species and size. If you fail to do so, you must make a Will save versus DC 15, +5 DC per divine rank or immediately begin looking for food.

Force Vulnerability (Ex): Suffer 50% extra damage from force damage

• Gluttony (Ex): You gains the swallow whole ability with the same damage of your bite plus 1d6 acid damage/3 HD

• Buffet (Ex): Competence bonus to attack rolls, damage rolls and armor class equal to your divine rank after consuming a feast enough to satisfy your hunger trait

• Summon Food (Su): When you summon a creature, you can choose to have it destroyed as soon as it materializes to heal hit points equal to its HD and heal all ability damage to one score

• Consumer (Su): Immunities against your necromantic effects are only 50% effective

• Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks

• Feast (Ex): You gain regeneration equal to half your HD for a number of minutes equal to your divine rank after consuming a feast enough to satisfy your hunger trait

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

Cosmic Imperfection (Continence): One artifact in the universe can defeat your cosmic string

• Abrogate (Su): Nullify an opponent’s greatest ability (or ability score)

Darkness Portfolio Traits (Old One)

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

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

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

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

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

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

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

• Embodiment of Darkness (Su): Negative Energy immunity only 50% effective against you

• Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks

• Darkness Regeneration (Ex): Regeneration equal to ½ your HD while shrouded in darkness

• Dark Messiah (Su): Shadow creatures of a lower divine rank cannot harm you (no save)

Cosmic Imperfection (Sun): One artifact in the universe can defeat your cosmic string

• Pariah of Light (Su): Light based spells/effects cease to function in your divine realm

Uncanny Negative Energy Mastery

Beam (Ray) 40; 10.000 ft.

Blast 20; 10.000 ft./625 ft. Standard action Ref 107/half

Blood 10; Melee automatic ability Ref DC 129/negate

Breath* 40; 625 ft. (cone) 2.500 ft. (line) Standard Ref 129/half

Hand 60; Melee Touch

Immolation 60; 10.000 ft. radius Free/Standard Ref 129/half

Storm 10; 10.000 ft. radius Standard/Free – Special Ref 107/half

Strike 10; Melee (bonus) Free -

Wrath (Gaze) 20; all creature in 625 ft. – Will 107/negate

Alter Reality (Su)
Once per round as a free action Ungoliant can duplicate any spell of 84th-level or less. This ability can also duplicate any epic spells of DC 345 or less. Other use of this ability are GM’s discretion.

Cloud of Utterdarkness (Su)
The light level of the area in the divine aura of Ungoliant is reduced to supernatural darkness. No form of sense can pierce this darkness (even see in darkness, blindsight and other supernatural senses), only the darkest vision of the Darkness Portfolio from at least an Old One can pierce it. This darkness block all the divination effects unless the caster make a caster level check against the SR of Ungoliant and dispel and prevents any light effect with a spell level less than 32 (DR of Ungoliant). For light effects without spell level, the creature must make a check using the caster level of the effect against a DC of 272 (HD+DR of Ungoliant). Also, creatures selected by Ungoliant, while in the area, can see in this darkness and do not trigger alarms or traps unless the creator is an Old One or higher creature. Ungolian can suppress or reactivate this ability as a move action.

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

Dark Clouds (Su)
In any condition of light below normal light, Ungoliant gains the benefit of the Nebulous Cosmic Ability.

Dark Web (Ex)
This work like the web monster ability with the following difference:
  • the hp of the web is 7.680 (HD x DR)​
  • the DR of the web is equal to 272 (HD + DR)​
  • can be used 349 times per day (HD + DR + Con modifier)​
  • the maximum range is 10.000 ft. with a range increment of 1.000 ft.​
  • the base Perception DC for notice the web is only 0, but increase to 272 (HD + DR) in dim light or lower condition of light​
  • the entangle of the dark webs ignore freedom of movement or similar abilities (like Eternal Freedom) generated by Elder One or below immortals​
  • the web has vulnerability to fire damage​

Divine Traits (Entity) (Ex)
As an entity, Ungoliant gains a +32 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Ungoliant’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. An entity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Grant Spells
Ungoliant can grant spells of any level. She grant access to the domains of Artefice, Chaos, Community, Death, Destruction, Darkness, Evil and Vermin and to the subdomains of Cannibalism, Catastrophe, Corruption, Entropy, Family, Loss, Murder, Toil, Trap.

Lair Mistress (Ex)
While touching any web, Ungoliant gains evasion and uncanny dodge.

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

Mythic (Ex)
Ungoliant has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Ungoliant can use any of her Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.

Night Stalker (Ex)
Ungoliant, while in areas of dim light or lower condition of light ignore all size penalties on Stealth checks and gain a +32 bonus on attack rolls against flat-footed enemies.

Poison (Ex)
Bite
—injury; save Fort DC 239; frequency 1/round for 32 rounds; effect 4d6 Con drain plus paralysis for 1 round. Anyone who fails two consecutive saves against this poison is permanently blinded. This poison ignore immunity to poison and ability drain of creatures with less DR of Shelob. The save DC is Constitution-based.

Quick Wrap (Ex)
Whenever Ungoliant successfully grapples a creature with her claws, she can immediately make a web special attack against that creature.

Messiah of Spiders (Su)
Ungoliant cannot be harmed, either willingly or unwillingly, by spider and spider-like creatures of a lower divine status. This creatures have a starting attitude of friendly with Ungoliant.

Swallow Whole (Ex)
Ungoliant swallow whole ability can only be used with the grab of the bite. Also, if a creature that is swallowed whole by Ungoliant manages to escape by cutting itself free, Ungoliant’s muscles simply seals over the hole created so that other swallowed creatures must cut their own way out.

Web Savant (Ex)
Ungoliant can move freely in natural webs and in magical webs generated by a deity up to First One grade at her climb speed and can pinpoint the location of any creature touching a web with which she is in contact.
 

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Obly99

Hero
Ok, today I post my version for the Queen of Chaos from D&D (Queen of Chaos). For create this version I use two version: the first version from the 3.5 (Realms Helps Creature: Queen Of Chaos) and a 5e version from the good @dave2008 (D&D 5E - 5e EPIC MONSTER UPDATES) and upgrading the power to a Greater Deity equivalent because I cannot conceive the idea that a creature at the level of a demi-deity can almost put the universe in check.

Queen of Chaos

Female CE Large Outsider (aquatic, chaos, evil, extraplanar, qlippoth, shapechanger)

Init +51 (Always First); Senses darkvision 600 ft., detect good, detect law, divine senses (x10), read magic, true seeing; Perception +179

Aura cloak of chaos (DC 75), divine (DC 67, 1.300 ft.), horrific appearance (DC 127, 30 ft.)

AC 215, touch 99, flat-footed 182 (+68 armor, +41 deflection, +27 Dex, +6 dodge, +16 divine, +48 natural, -1 size)

hp 6.360 [12.720 in the Abyss and Mealstrom] (120d20+3.960) regeneration 60 (epic and lawful)

Fort +181, Ref +177, Will +187

Defensive Abilities chaotic resistance, sixth sense; DR 40/cold iron, good, lawful and epic; Immune A greater deity is unaffected by 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 magical cold, magical disease, magical fire etc.; ability damage or drain, charm, cold, compulsion, electricity, death effects, energy drain, mind-affecting, poison, death from massive damage, Terrestrial Hazards; Resistance acid 30, cold 30, electricity 30, fire 30, Stellar Hazards; PR/SR 146, any spell which fails to penetrate the QC spell resistance is reflected back upon the caster

Speed 600 ft., burrow 300 ft. (ground with maximum hardness of 105), fly 600 (perfect), swim 1.800 ft.

Melee death of law always hit +277/+277/+272/+267/+262 (48d10+102 plus 3d6 and 1 negative level against law), +5 10 tentacles +233 (8d10+59 plus grab)

Space 10 ft.; Reach 10 ft. (30 ft. with tentacles)

Special Attacks chaos wave (DC 127), chaotic explosion, command demon and qlippoth 44/day (DC 127), constrict (8d10+54), finger of chaos (DC 127), mythic surge 16/day (+4d6), noxious cloud (DC 119), powerful blows (tentacles), tear (12d10+54), tentacle cage (8d10+36, 34 AC, 636 hp)

Spell-Like Abilities (CL 136th, concentration +193)

Constant—cloak of chaos (DC 75), detect good, detect law, greater magic fang, read magic, true seeing

At will—animate objects, blade barrier (DC 73), blasphemy (DC 74), chain lightning (DC 73), chaos hammer (DC 71), clairvoyance/clairaudience, cloak of chaos, commune, deeper darkness, desecrate, divine power, dream, etherealness, fear (71), flame strike (DC 72), geas/quest, greater dispel magic, greater teleport, major image (DC 70), magic circle against law, magic jar (DC 72), magic missile, magic vestment, magic weapon, mass charm monster (DC 75), mass suggestion (DC 73), pyrotechnics (DC 69), power word blind, power word kill, power word stun, protection from law, sending, shatter (DC 69), slow (DC 70), spiritual weapon, telekinesis (DC 72), summon monster IX (chaotic creatures only), tongues, unhallow, unholy aura (DC 75), unholy blight (DC 71), ventriloquism (DC 68), word of chaos (DC 74)

16/day—wish

3/day—polymorph any object (DC 75), summon demon and qlippoth

1/day—summon demon lord and qlippoth lord

Str 82, Dex 64, Con 77, Int 83, Wis 88, Cha 92

Base Atk +120; CMB +230; CMD 257 (cannot be tripped)

Skills Omnicompetent - All skills 139 + ability modifier

Feats Alertness, Combat Expertise, Combat Reflexes, Cornugon Smash, Deadly Aim, Dodge, Greater Vital Strike, Improved Initiative, Improved Natural Attack (tentacle), Improved Vital Strike, Lightning Reflexes, Mobility, MultiattackB, Power Attack, Run, Seize the Opportunity, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (trident), Whirlwind Attack

Epic Feats Cats Fall, Double Standards, Good Reflexes, Improved Combat Reflex, Improved Dodge, Plastic Soul, Prehensile Hair, Second Strike, Sixth Sense, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, other 153 (GM’s discretion); telepathy 1.000 ft.

SQ amphibious, boon of the chaos queen, change shape (fixed human or merfolk form, alter self), chaos gate, chaos portfolio traits (greater deity), chaotic trident, divine traits (queen of chaos), empathic link, grappler, might, mythic, tenacius grapple, virtual size category +4, war portfolio traits (greater deity)

Environment: Steaming Fen, fourteenth layer of the Abyss

Organization: Unique

Treasure: braces of epic armor +68, death of law (+48 anarchic power, distance, impact, returning, unerring, trident of speed made of 1/64th of orichalcum [x6 the base dice])

The Queen of Chaos renounce the integrated class feature for gains double the divine slots. Also, renounce 24 feats for 4 divine slots.

Divine Abilities

• Celerity (Ex): Speed x3

• Chaotic Mind (Ex): Cha as anarchic to attack rolls

• Chaotic Soul (Ex): Cha as anarchic to saving throw

• Dimensional Heritage (Demon) (Ex): Gain the demon traits

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

• Experience over Body (Ex): You can make combat maneuvers against opponents your size +10

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

• Perfect Initiative (Ex): Always first

• Omnicompetent (Ex): All skills are class skill

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

Cosmic Abilities (Esoteric)

• Cosmic String (Ex): You can only be killed by a creature with at least 16 DR

• Quixotic (Su): You can re-roll any dice roll once

• Spirited Away (Su): You are saved at the moment of your defeat

Chaos Portfolio Traits (Greater Deity)

Granted Power: You cast chaos spells at +1 caster level.

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

Axiomatic Vulnerability (Ex): Suffer 50% extra damage from lawful aligned attacks and spells

• Transmutation Immunity (Su): You are immune to transmutation based attacks

• Scion of Chaos (Ex): Competence bonus to attack rolls, damage rolls and armor class equal to your divine rank within a chaos aligned locale

• Improved Summoning (Chaos): Chaos aligned creatures summoned have 50% more HD

• Greater Taint of Chaos (Su): Healing against your damage 50% effective except in lawful aligned locale

• Uncanny Anarchic Mastery (Su): Assault your enemies with chaos based attacks

• Anarchic Regeneration (Su): You gain regeneration equal to half your HD while within a chaos aligned locale

War Portfolio Traits (Greater Deity)

Granted Power: Free martial weapon proficiency and weapon focus with the deity’s favored weapon

Lemming’s Wisdom (Ex): Competence penalty to wisdom equal to your divine rank

Soldier’s Death (Ex): Competence penalty to on all rolls equal to your divine rank for one week if you ever retreat

• Battle Ready (Su): You can use armor or shields without penalty

• Scion of War (Ex): Competence bonus on attack rolls equal to your divine rank

• Sons of Battle (Ex): Those summoned gain an attack bonus equal to your divine rank

• Chink in the Armor (Su): Ignore armor bonuses from armor/shields, not enhancement bonus

• Uncanny Force Mastery (Su): Assault your enemies with force based attacks

• Warrior’s Soul (Su): You gain regeneration equal to half your HD while in combat

Uncanny Anarchic Mastery

Beam (Ray) 120d8; 5.200 ft.

Blast 60d8; 5.200 ft./325 ft. Standard action Ref 77/half

Blood 30d8; Melee automatic ability Ref DC 69/negate

Breath* 120d8; 325 ft. (cone) 1.300 ft. (line) Standard Ref 69/half

Hand 180d8; Melee Touch

Immolation 180d8; 1.300 ft. radius Free/Standard Ref 69/half

Storm 30d8; 1.300 ft. radius Standard/Free – Special Ref 77/half

Strike 30d8; Melee (bonus) Free -

Wrath (Gaze) 60d8; all creature in 325 ft. Will 77/negate

Uncanny Force Mastery

Beam (Ray) 120d4; 5.200 ft.

Blast 60d4; 5.200 ft./325 ft. Standard action Ref 77/half

Blood 30d4; Melee automatic ability Ref DC 69/negate

Breath* 120d4; 325 ft. (cone) 1.300 ft. (line) Standard Ref 69/half

Hand 180d4; Melee Touch

Immolation 180d4; 1.300 ft. radius Free/Standard Ref 69/half

Storm 30d4; 1.300 ft. radius Standard/Free – Special Ref 77/half

Strike 30d4; Melee (bonus) Free -

Wrath (Gaze) 60d4; all creature in 325 ft. Will 77/negate

Boon of the Chaos Queen (Su)
A number of times per day equal to her DR, the QC can touch a willing creature with the demon or qlippoth subtype for granting a boon for 24 hours.

A demon gains the Nascent Demon Lord Traits:
  • Quasi-Deity template​
  • Immune to charm and compulsion effects, death effects, electricity, poison​
  • Resist acid, cold and fire 30​
  • Summon (Sp) Once per day, nascent demon lords can summon any demon or combination of demons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.​
  • Telepathy 300 ft.​
  • A nascent demon lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic and evil for the purposes of overcoming damage reduction.​
A qlippoth gains the Qlippoth Lord Traits:
  • Quasi-Deity template (unless the creatures has 30+ HD, in that case gains the Demi-Deity template)​
  • Immunity to cold, death effects, mind-affecting effects, and poison​
  • Resistance to acid 30, electricity 30, and fire 30​
  • Regeneration (Ex) At least 20 and stopped by Lawful damage​
  • Summon (Sp) Once per day as a standard action, a qlippoth lord can summon any combination of qlippoth whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.​
  • Telepathy 300 ft.​
  • A qlippoth lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic and evil for the purposes of overcoming damage reduction.​

Chaos Gate (Su)
Three times per hour, when the Queen detects the Rod being used, she can create a gate within 30 feet of her. The other end opens on the Maelstrom or the Material Plane 30-120 feet away from the current wielder of the Rod. For each piece of the Rod that has been assembled, subtract 10 feet from the distance the gate appears in front of the wielder. Through this gate, the Queen will send a pack or troupe of spider-demons to slay the wielder and retrieve the Rod. The gate looks like a disk of black fire from the side.

Any creature, save the Queen, a demon, a qlippoth, or a creature native to the Maelstrom, that steps through the gate (on either side) has a 25% chance of being swept to a random outer plane of existence. Objects and magical effects cannot pass through the chaos gate unless worn or carried. The chaos gate remain active for 1 minute.

Warping Effect: When a chaos gate is opened, there is a cumulative 20% chance that a wave of chaos sweeps that world. When a wave hits:
  • The terrain around the heroes changes. Mountains might become a desert, the grass might turn blue (the sun might turn green).​
  • Each day the heroes stay in this landscape, they must make a saving throw or take damage from the environment (toxic air, hot weather, etc).​
  • Beasts of Chaos: Animals are transformed into Beasts of Chaos (Tome of Horror Complete).​

Chaos Wave (Su)
As a full-round action that provoke opportunity, once per minute, the QC can emit a pulse of chaotic energy in a 300-foot radius around herself. Each creature in the area must make a Will save DC 127. Roll a d10 for each target, on a failed save it suffers one of the following effects, or half as much damage and no secondary effect on a successful save:
  • 1-3: The target takes 100d6 half divine half electricity damage. Secondary effect: the target is confused for 1 round.​
  • 4-6: The target takes 100d6 half divine half negative energy damage. Secondary effect: the target is panicked for 1 round.​
  • 7-9: The target takes 100d6 half divine half force damage. Secondary effect: the target is stunned for 1 round.​
  • 10: The target takes 100d6 divine damage. Secondary effect: the target is dominate as per dominate monster for 1 minute.​

Chaotic Explosion (Su)
When the QC is killed or her Spirited Away ability is triggered, a chaos wave effect is triggered in that place, even if the ability is in cooldown.

Chaotic Resistance (Su)
When the QC takes acid, cold, divine, electricity, fire, force, or negative energy damage she gains resistance 100 to that type of damage for 1 hour. The QC can only have a maximum of three different types of resistance at one time.

Chaotic Trident (Su)
The Queen, if she hurls her death of law, the weapon return immediately in her hands, allowing iterative attack (unlike a normal returning ability). The QC can throw her death of law with iterative attacks, even if normally throwing a two-handed weapon is a full-round action.

Command Demon and Qlippoth (Su)
The QC can also channel negative energy a number of times per day equal to 3 + her Charisma modifier, but only to affect creatures with the demon or qlippoth subtype as if they were undead and she possessed the Command Undead feat, with a cleric level equal to her HD. The QC can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel. Creatures of demi-deity status (like demon lords and qlippoth lords with 30+ HD) and higher are immune to this ability.

Divine Traits (Queen of Chaos) (Ex)
As one of the most ancient creatures of the universe, the Queen of Chaos has the Greater Deity template without using or needing quintessence and gains a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Queen of Chaos’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. The Queen of Chaos does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. The Queen of Chaos count all the Abyss and the Maelstrom as her Godly Realm for the purpose of gaining the x2 hp multiplier.

Empathic Link (Su)
The Queen has a sixth sense concerning the Rod of Seven Parts and can sense its precise location when a creature begins assembling the pieces or when the wielder uses one of the Rod's powers. This ability is not inhibited by distance or plane, though she can only detect the Rod if it is in the Maelstrom, the Material Plane, or the current plane in which she is traveling.

Finger of Chaos (Su)
As a standard action once every 1d6+2 rounds, the QC inflict 1200 damage (10 x HD) to a creature within 145 ft. (range close). A Will save DC 127 reduce the effect to 120d4 damage (1d4 x HD). For the type of damage, roll a d8 every time this ability is used: 1-acid, 2-cold, 3-divine, 4-electricity, 5-fire, 6-force, 7-negative energy, and 8-positive energy.

Grant Spells
The Queen of Chaos can grant spells of any level. She grant access to the domains of Chaos, Community, Destruction, Evil and War and to the subdomains of Blood, Catastrophe, Cooperation, Demon, Entropy, Leadership°, Rage, and Tactics.
° Clerics of the Queen of Chaos can modify the War domain with the Leadership subdomain

Grappler (Ex)
The Queen of Chaos apply her Divine Ability Experience over Body to her grab special attack of her tentacles.

Horrific Appearance (Su)
The QC horrific appearance work keeps the meaning of her name alive. This ability can effect any creature, not only living. This ability has 3 possible results (all of them are at least mind-affecting) based on the alignment in the chaos-law axis the affected creature has:

  • Chaotic: if the creature fail the save, it is dominated as for the dominate monster spell for 120 days (same HD of the QC). Lesser Deity and creatures of higher status are instead charmed as for charm monster for the same duration if they fail the save. This version ignore the immunity of charm, compulsion and mind-affecting of creatures of Demi-Deity and below status. The charm version is a charm effect while the dominate is a compulsion).
  • Neutral: if the creature fail the save, it is panicked for 120 hours (same HD of the QC). Lesser Deity and creatures of higher status are instead shaken for the same duration if they fail the save. This version ignore the immunity of fear and mind-affecting of creatures of Demi-Deity and below status. This is a fear effect.
  • Law: if the creature fail the save, it instantly die. Lesser Deity and creatures of higher status are instead panicked for 120 rounds (same HD of the QC) if they fail the save. This version ignore the immunity of fear, death and mind-affecting of creatures of Demi-Deity and below status. The instadeath is a death effect, while the panicked is a fear effect.

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

Mythic (Ex)
The QC has Mythic Power (16/day, Surge +4d6) and counts as a 16th-rank Mythic creature. The QC can use any of her spells and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.

Noxious Cloud (Su)
Once every 1d4 rounds, as a standard action, the QC generate a cloud of toxic vapor in a cone of 120 ft. This work as a combination of cloudkill, deeper darkness and stinking cloud. A Fortitude save DC 119 reduce the effect of cloudkill and stinking cloud as normal. Unlike a normal cloud, noxious cloud can be used and extend underwater. The QC can see normally in this cloud. The save DC is Constitution-based.

Summon Demon and Qlippoth (Sp)
The QC can summon any combination of non unique demons and qlippoth whose total CR sum is 200 or less (like 10 balor CR 20) but no one creature can have a CR higher than 25.

Summon Demon Lord and Qlippoth Lord (Sp)
The QC can summon any 3 demon lords or qlippoth lords with whom she is on good terms (this included creature dominated with horrific appearance). The specific creature can refuse the summon, but usually they do not do it for fear of incurring in the anger of the Queen of Chaos.

Tear (Ex)
A beak hidden among the tentacles of the QC automatically bites a trapped opponent in the tentacle cage for 12d10+54 points of damage each round.

Tenacious Grapple (Ex)
The QC does not gain the grappled condition if she grapples a foe with her tentacles.

Tentacle Cage (Ex)
If the QC successfully grapples a Large or smaller creature, she automatically transfers that creature into her lower body’s nest of cage-like tentacles without needing additional actions. This works like swallow whole. The QC’s tentacles are AC 34 and have 636 hp for the purpose of an entrapped creature cutting itself out. The QC’s tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free. The QC can use this ability on any number of creatures, up to the maximum that they fit into her space (like 1 Large, 4 Medium and Small, 8 Tiny, 16 Diminutive, or 32 Fine). 2 Fine count as 1 Diminutive, 2 Diminutive count as 1 Tiny, 2 Tiny count as 1 Small.
 

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Obly99

Hero
Among the list of various abominations, I have always noticed one notable absence: the abominations generated by the celestials of the Upper Planes.
Drawing inspiration from the base PF1 version (Nephilim – d20PFSRD), this race (Nephilim (5e Race) - D&D Wiki) and this template (Nephilim (3.5e Template)), this is my version of the abomination of the Upper Planes.

Nephilim

You look up at your teammate, Cassiopeia. You and she are the only ones who survived the bodak ambush. You too thought you were doomed to perish until your friend stepped between you and the undead horrors and with a scream she grew bigger, while great black wings sprouted from her back. With one word she destroyed all the undead. Immediately afterwards she turns to you with a sad smile as the sky lights up with a golden light and a squadron of angels with flaming bows, led by an angel bigger than the others and with a huge sword descends threatening towards her.

Any (usually CE) Large outsider (abomination, angel, native, shapechanger)

Init +7; Senses blindsight 500 ft., darkvision 60 ft., low-light vsion, true seeing; Perception +41

Aura divine (DC 22, 85 ft.), protective (20 ft.)

AC 52, touch 31, flat-footed 43 (+10 armor, +9 deflection, +3 Dex, +4 divine, +6 dodge, +11 natural, -1 size)

hp 456 (24d10+216) fast healing 12, regeneration 12 (epic and lawful)

Fort +27, Ref +21, Will +28; +4 vs. poison

Defensive Abilities determination, nondetection, powerful build, sixth sense; DR 12/epic and good; Immune ability damage or drain, acid, cold, energy drain, mind-affecting, petrification, enchantment, illusion and transmutation magic, death from massive damage; Resistance electricity 10, fire 20, sonic 20, Terrestrial Hazards; PR/SR 38

Weakness cursed by the world

Speed 60 ft., fly 180 ft. (good)

Melee +6 impact greatsword +49/+49/+44/+39/+34 (8d10+30/17-20) or 2 slams +43 (2d10+16)

with smite +6 impact greatsword +58/+58/+53/+48/+43 (8d10+78/17-20) or 2 slams +52 (2d10+64)

Ranged composite longbow +31/+31/+26/+21/+16 (3d6+17/x3)

with smite composite longbow +40/+40/+35/+30/+25 (3d6+65/x3)

Space 10 ft.; Reach 10 ft.

Special Attacks crushing blow (DC 42), mythic power (4/day, surge +1d8), mortal challenge (DC 35), greater rage 58 rounds/day (+8 Str and Cos, +4 Will), smite 8/day (+9 to hit; +48 damage)

Spell-like Abilities (CL 28th, concentration +41)

Constant—nondetection, true seeing;

At-will—chaos hammer (DC 27), holy smite (DC 27), order’s wrath (DC 27), unholy blight (DC 27)

3/day—dispel chaos, dispel good, dispel evil, dispel law, dispel magic, limited wish

1/day—blade barrier (DC 29), blasphemy (DC 30), destruction (DC 30), dictum (DC 30), dimension door, divine power, earthquake, greater dispel magic, greater restoration, heal, holy word (DC 30), sending, summon asura, word of chaos (DC 30)

1/10 years—commune, dream, wish

Str 42, Dex 16, Con 29, Int 18, Wis 27, Cha 28

Base Atk +24; CMB +45; CMD 73

Feats Alertness, Cornugon Smash, DiehardB, Dodge, Greater Vital Strike, Improved Vital Strike, Intimidating Prowess, Iron Will, Power Attack, Vital Strike

Epic Feats Good Will, Great SmitingB, Improved Dodge, Sixth Sense

Skills Bluff +40, Disguise +40 (+50 while using change shape ability), Fly +36, Intimidate +56, Knowledge (planes) +35, Knowledge (religion) +35, Perception +41, Sense Motive +41, Spellcraft +35, Stealth +30

Languages Celestial, Common, Draconic, Giant, Infernal; telepathy 1.000 ft., truespeech

SQ change shape (fixed Medium humanoid form, alter self), might, militant, virtual size category +1

Gears +1 full plate of heavy fortification, huge +6 impact keen greatsword of speed, huge +1 composite longbow of speed (+16)


When raging, the Nephilim’s statistics are (the increase of strength give another +1 virtual size category with -2 Dex, +4 nat to AC and +4 Con):

AC 53, touch 28, flat-footed 45 (+10 armor, +9 deflection, +2 Dex, +4 divine, +6 dodge, +15 natural, -2 rage, -1 size);

hp 600;

Fort +33, Ref +20, Will +32;

Melee +6 impact greatsword +53/+53/+48/+43/+38 (12d10+36/17-20) or 2 slams +47 (2d10+20)

with smite +6 impact greatsword +62/+62/+57/+52/+47 (12d10+84/17-20) or 2 slams +56 (2d10+68)

Ranged composite longbow +30/+30/+25/+20/+15 (3d6+17/x3)

with smite composite longbow +39/+39/+34/+29/+24 (3d6+65/x3)

Special Attacks crushing blow (DC 46)

Str 50, Dex 14, Con 41; CMB +49; CMD 76;

Skills Fly +34, Intimidate +57, Stealth +29, Swim +51

Crushing Blow (Ex)
When a nephilim makes a successful critical hit with a melee attack, the target must make a DC 42 Fortitude save or take an additional 10d6 points of nonlethal damage and be staggered for 1d6 rounds. The save DC is Strength-based.

Cursed by the World (Ex)
A nephilim, despite his effective alignment, count as having the evil subtype and evil alignment for all interaction with effects, like detect evil, see alignment or smite evil of the paladin.

Determination (Su)
A nephilim’s clings tenaciously to life, despite all the hate against him. He gains Diehard as a bonus feat. In addition, when first killed in a day, the nephilim dies, but he springs back to life 1d4 rounds later as if the target of a true resurrection spell. If killed a second time in the day, the nephilim again comes back to life 1d6 rounds later, as if the target of a resurrection spell. If killed a third time in the day, the nephilim again comes back to life 1 minute later, as if the target of a raise dead spell (but only if the body is intact and was not killed the third time by a death effect). Only after the nephilim is slain for a fourth time in a day his soul’s finally detaches from his corpse and die.

Divine Traits (Abomination) (Ex)
As an abomination, a nephilim gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A nephilim’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A Nephilim does not age and requires no food or drink to sustain himself.

Might (Ex)
A nephilim 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.

Militant (Ex)
A nephilim never suffer armor check penalty, never has a maximum Dex bonus from an armor or shield and never suffer a reduced speed from an armor. A nephilim has competence in all simple and martial weapons, all armors and shields.

Mythic (Ex)
A nephilim has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A nephilim 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.

Mortal Challenge (Su)
When a nephilim spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet of the nephilim must make a DC 35 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more HD than the nephilim become shaken if they fail their save, and suffer no effect if they succeed. A creature that succeeds at the save is immune to that nephilim’s mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Smite (Su)
Once per day, as a swift action a nephilim can call upon the divine forces of his blood to aid his struggle against chosen foes. The nephilim chooses one target within sight to destroy. The nephilim adds his Charisma bonus (minimum +1) to his attack rolls and adds his HD to his damage rolls against the chosen target. Attacks against chosen foes bypass any DR the target creature possesses. In addition, while smite is in effect, the nephilim gains DR 5/— against attacks made by his chosen target. This DR increases by 1 at 5 HD and every 5 HD thereafter. Smite remains in effect until the chosen target is dead or until the nephilim rests and regains his uses of this ability. At 4 HD and every 3 HD thereafter, the nephilim may use smite one additional time per day.

Summon Asura (Sp)
As a standard action once per day, a nephilim can summon any CR 20 or lower asura, 1d3 CR 16 or lower asura, 1d4+1 CR 11 or lower asura, or 1d6+2 CR 7 or lower asura. This is equivalent of a 9th level spell.

Physical Description
Nephilim take on the physical characteristics of their parents - appearing as beautiful humanoids with fine features. Their complexity is often a few shades paler than that of their mortal parent’s, their skin unblemished by birthmarks or imperfections. Fine faces are adorned by eyes that resemble pools of liquid gold ichor. They have large black wings on they back.

They are taller than humans, standing at around 15 feet tall on average and are far more muscular than humans, weighing in at around 700 to 850 pounds. Males and females reach the same height, with males being only marginally heavier than females. They lack any and all bodily hair, taking after the perfectly sculpted bodies of the celestial they were born from.

History
Nephilim is a term for a hybrid conceived from a humanoid and an angel of the second choir who produce a child because of the pure lust over the humanoid. This offspring inherits a humanoid soul from one and the celestial grace from the other parent. Nephilim are considered unholy beings and abominations of the multiverse. A mother pregnant with a nephilim sets consecrated ground they walk on alight and sears the ground of desecrated sites.

Whether the mother is celestial or humanoid, carrying a nephilim will always be fatal to them. Conceiving such a being is strictly forbidden by the laws of upper planes and the punishment is death for the celestial parent and the child. The moment of conception is felt by all celestials as a surge of energy, causing otherwise unknown feelings of spitting pain and nausea throughout their being.

A group of up to ten Solar lead by an Elohim (EB) will be tasked to smite the nephilim by a Malakim (EB).

Few things get the upper plane in such a fiery state and the sudden scrambling of such celestial powers is hard to miss. Powerful beings like archdevils, horsemans of the apocalypse or demon lords may seek out a nephilim, perhaps for their infamous strength and out of the nephilim’s need for protection or to hold them as a trophy, to be coveted and swayed in front of those of the upper plane.

A nephilim, when procreating, will never produce another nephilim. Instead, they produce a normal if not an ideal version of the species it mated with.

Outnumbered and Alone
Due to the celestial laws surrounding the conceiving of a nephilim thousands of of years may pass between the conception of one.

Contrary to popular belief being born a nephilim is nothing like being an aasimar, whose births are celebrated and they each have a connection with a divine being to guide them through the harshness of the world. A nephilim, on the other hand, if it doesn't feel the holy blade of an angel tear through it before it can grow up, experiences life on the run, not only from the evil of the world but the good as well. Hunting parties of aasimar, celestials hiding in plain sight, religious factions and states are all additions to a long list of creatures and beings that would like nothing more than to either possess or kill them. It is because of this they are a slow to trust, careful and evasive people.

Few are capable of understanding how they may feel. Nephilim may find solace with other fallen celestials and fallen aasimar. Nephilim may find adventurers good company in an adventuring party, the constant traveling and odd job type of life fits into their runaway lifestyle and their aversion to garnering fame or renown is only to their allies benefit.

Nephilim will often attempt to conceal their true identities at all costs and may go years without using their powers even in the most dangerous situations, often hesitating out of a personal fear of what could come of it if they were discovered.

Because of this state, a lot of nephilim are Chaotic Evil, with a lot of hate against the entire universe. When a nephilim makes a true friend in such a hostile world, they tend to be loyal allies, regardless of their alignment.
 

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Obly99

Hero
Well, other thins from the Lord of the Rings setting.

Troll and Olog-Hai

Troll CR 4
CE Large humanoid (giant)
Init +4; Senses darkvision 30 ft., low-light vision, scent; Perception +5
DEFENSE
AC 18, touch 9, flat-footed 18 (+3 armor, +5 natural, -1 size)
hp 39 (6d8+12)
Fort +6, Ref +2, Will +1
Weakness light blindness, sunlight petrification
OFFENSE
Speed 30 ft.
Melee greatclub +8 (2d8+6 plus push) or 2 slam +7 (1d8+6)
Special Attacks push (10 ft.)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 19, Dex 11, Con 15, Int 5, Wis 9, Cha 6
Base Atk +4; CMB +9; CMD 19
Feats Improved Initiative, Power Attack, Weapon Focus (greatclub)
Skills Perception +5
Languages Giant, Orc
Gears greatclub, hide shirt
Environment cold mountains
Sunlight Petrification (Ex)
A troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.

Cave Troll CR 5
CE Large humanoid (giant)
Init +4; Senses darkvision 30 ft., low-light vision, scent; Perception +6
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 52 (7d8+21)
Fort +7, Ref +2, Will +1
Weakness light blindness, sunlight petrification
OFFENSE
Speed 30 ft.
Melee greatclub +9 (2d8+6 plus push) or 2 slam +8 (1d8+6)
Special Attacks push (10 ft.)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 19, Dex 11, Con 16, Int 3, Wis 9, Cha 6
Base Atk +5; CMB +10; CMD 20
Feats Furious Focus, Improved Initiative, Power Attack, Weapon Focus (greatclub)
Skills Perception +6
Languages Giant, Orc (cannot speak)
Gears greatclub
Environment underground of cold mountains
Sunlight Petrification (Ex)
A troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.

Olog-Hai CR 6
CE Large humanoid (giant)
Init +5; Senses darkvision 30 ft., low-light vision, scent; Perception +11
DEFENSE
AC 20, touch 10, flat-footed 19 (+4 armor, +1 Dex, +6 natural, -1 size)
hp 67 (9d8+27)
Fort +9, Ref +4, Will +5
Weakness light blindness
OFFENSE
Speed 30 ft.
Melee masterwork iron greatclub +13/+8 (2d8+9 plus push) or 2 slam +11 (1d8+9)
Special Attacks push (10 ft.)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 23, Dex 13, Con 17, Int 8, Wis 14, Cha 13
Base Atk +6; CMB +13; CMD 24
Feats Furious Focus, Improved Initiative, Power Attack, Vital Strike, Weapon Focus (greatclub)
Skills Perception +11
Languages Giant, Orc
Gears masterwork iron greatclub, chain shirt
Environment cold mountains

Watcher in the Water CR 14

The Watcher in the Water was a kraken-like creature that emerged from the depths of Moria into the Sirannon. Driven by his hunger and Sauron's will, he waited for prey in the lake facing Moria's west gate, were he nearly captured Frodo as the Fellowship entered the city.

NE Gargantuan Magical Beast
Init +5; Senses darkvision 180 ft., low-light vision; Perception +26
DEFENSE
AC 29, touch 7, flat-footed 28 (+1 Dex, +22 natural, -4 size)
hp 212 (17d10+119)
Fort +17, Ref +11, Will +9
DR 5/magic; Immune charm, compulsion, cold, poison; SR 25
Weakness light blindness
OFFENSE
Speed swim 60 ft.
Melee 8 tentacles +23 (1d8+9 plus grab and trip)
Special Attacks constrict (1d8+9)
Space 20 ft.; Reach 15 ft. (60 ft. with tentacles)
STATISTICS
Str 29, Dex 13, Con 24, Int 10, Wis 14, Cha 10
Base Atk +17; CMB +30; CMD 41 (cannot be trip)
Feats Alertness, Blind-Fight, Greater Blind-Fight, Improved Blind-Fight, Improved Initiative, Iron Will, Power Attack, Skill Focus (stealth), Weapon Focus (tentacles)
Skills Perception +26, Sense Motive +4, Stealth +14 (+22 underwater), Swim +21; Racial Modifiers +8 Stealth while underwater
Languages Dwarven, Orc
Environment cold mountains
 

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