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Obly99

Hero
Commision from @Bootlebat. I always found Tharizdun weird. In the canon is an intermediate deity that create the Abyss and all the deities imprison it. All the deities for an intermediate deity. Upgraded to Entity with some custom ability, powers from the Old One template (it create the Abyss) and changed from NE to CE (I tied him to the Abyss like its a true Old One).

Tharizdun

Beyond Alignment (CE) Macro-Medium Outsider (elemental, entity, evil, extraplanar)

Init +155 (Always First); Senses blindsight, cosmic consciousness (plane/galaxy), darkvision, divine senses (x20), low-light vision, true seeing, x-ray; Perception +390

Aura abominable (DC 287, 13.200 ft.), divine (DC 127, 13.200 ft.)

AC 509, touch 135, flat-footed 473 (+85 deflection, +30 Dex, +6 dodge, +32 divine, +374 natural, -28 size)

hp 291.840 (320d100+16.640)x6; fast healing 160, regeneration 160 (epic and good)

Fort +331, Ref +310, Will +364

Defensive Abilities cosmic firmament, cosmic string (1d10 minutes), sixth sense; DR 300/—; Immune ability damage and drain, acid, confusion, cold, death effects, electricity, energy drain, fear, insanity, mind-affecting, negative energy, enchantment, illusion and transmutation, death from massive damage, elemental traits, ooze traits, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 362, any spell which fails to penetrate Tharizdun spell resistance is reflected back upon the caster

Speed 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 74), fly 10.000 (perfect)

Melee bite +406 (80d20+82), 4 claws +406 (60d20+82), 2 wings +401 (40d20+41)

Space 5.335 ft.; Reach 8.000 ft.

Special Attacks elder elemental eye (DC 287), elemental storm, madness inside (DC 287), melt form, mythic surge 32/day (+20d6), touch of insanity (DC 287)

Spell-Like Abilities (CL 352th, concentration +469)

Constant—mindblank

At will—confusion (DC 131), insanity (DC 133), lesser confusion (DC 128), mind fog (DC 132), phantasmal killer (DC 132), rage, symbol of insanity (DC 134), touch of idiocy, weird (DC 135)

3/day—summon entropy (6d6 cogent or 3d4 juvenile void dragons; summon monster 80)

Str 174, Dex 70, Con 115, Int 80, Wis 70, Cha 180

Base Atk +320; CMB +462; CMD 593

Feats Alertness, Charismatic Initiative, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Mobility, 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 Sense, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Metamagic Feat Automatic Metamagic Capacity x5, 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

Skills Omnicompetent - All skills 355 + ability modifier

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Tongue, other 352 (GM’s discretion); telepathy 10.000 ft.

SQ cosmic might, creator of the abyss, divine traits (entity), madness, madness portfolio traits (Old One), massive, mythic, virtual size category +4

Environment: Bind in the Reality (Abyss)

Organization: Unique

Treasure: Incidental

Tharizdun renounce 108 feats for 18 Divine Ability slots extra

Divine Abilities

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

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

• Celerity (Ex): Speed x3

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

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

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

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

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

• Mutability (Ex): Gains ooze traits

• 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

• Squamous (Ex): Natural Armor bonus equal to 3/4 your hit die

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

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

Cosmic Abilities

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

• Apostasy (Su): You are beyond alignment

• Cosmic Consciousness (Su): Your senses extend to the edge of the universe

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

• Dominance (Su): Foes with less than 1/3 your HD automatically fail all saves against you

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

Madness Portfolio Traits (Old One)

Granted Power: You cast enchantment spells at +1 level.

Lemming’s Wisdom (Ex): –32 competence penalty to wisdom

Shaky Morale (Ex): You cannot benefit from morale bonuses

• Shield of Madness (Ex): You are immune to mind affecting effects

• Scion of Madness (Ex): +32 competence bonus on attack rolls, damage rolls and armor class against opponents with a lower Wis. score than you

• Improved Summoning (Aberrations) (Su): Aberrations summoned have 50% more HD

• Instrument of Madness (Su): Immunities against your mind affecting attacks only 50% effective

• Uncanny Withering (Wis.) Mastery (Su): Assault your enemies with wisdom draining attacks

• Insane Soul (Ex): Do nothing that round and gain regeneration equal to ½ your HD

• Cosmic Serpent (Su)*: You can change an opponents alignment with a mere touch (CE only, DC 287)

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

• Total Wisdom (Su): Temporarily add single opponent’s wisdom score to your own

Uncanny Elemental Mastery

As a creature of the Primordial Chaos and an elemental, Tharizdun has a unique variant of the [Energy] Effect. This work as a Cosmic [Energy] effect that combine acid, cold, electricity, fire and sonic in a unique damage. Creatures with immunity or resistance against one or more of those elements does not apply them unless they have immunity or resistance against all of them (in case of different resistance values, apply the lower one).

Beam (Ray) 320d20; 13.200 ft.

Blast 160d20; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 80d20; Melee automatic ability Ref DC 104/negate

Breath* 320d20; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 480d20; Melee Touch

Immolation 480d20; 13.200 ft. radius Free/Standard Ref 104/half

Storm 80d20; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 80d20; Melee (bonus) Free -

Wrath (Gaze) 320d20; all creature 13.200 ft. Will 237/negate (see elder elemental eye)

Uncanny Withering (Wis.) Mastery

Beam (Ray) 32; 13.200 ft.

Blast 16; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 8; Melee automatic ability Ref DC 104/negate

Breath* 32; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 48; Melee Touch

Immolation 48; 13.200 ft. radius Free/Standard Ref 104/half

Storm 8; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 8; Melee (bonus) Free -

Wrath (Gaze) 16; all creature in 825 ft. – Will 137/negate

Abominable (Su)
Inside the area of the divine aura of Tharizdun, illusion of unspeakable horrors lurk. All foes suffer this effect every round they are inside this area. The target first gets a Will save DC 287 to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save DC 287 or die from fear. Even if the Fortitude save is successful, the subject takes 60d20 points of damage. This is a death, emotion, fear, illusion (phantasma), mind-affecting effect. The save DC is Charisma-based.

Alter Reality (Su)
Once per round as a free action Tharizdun can duplicate any spell of 14th-level or less. This ability can also duplicate any epic spells of DC 410 or less. Other use of this ability are GM’s discretion.

Cosmic Might (Ex)
Tharizdun deals d20'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 its HD.

Creator of the Abyss (Ex)
Tharizdun create the Abyss, making it much more like an Old One than an Entity. This give it the Cosmic Firmament ability of the Old One template, a x6 hit point multiplier and gains Cosmic Serpent (CE only) instead of Starstruck from the Elder One ability of the Madness Portfolio.

Divine Traits (Entity) (Ex)
As an entity, Tharizdun 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. Tharizdun’s natural attacks or any weapons it 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.

Elder Elemental Eye (Su)
When Tharizdun use the Wrath version of the Uncanny Elemental Mastery, its damage increase to equal its HD instead of ¼, the range to equal its divine aura, the save DC gains a +100 bonus and a successful save only half the damage instead of negate it.

Elemental Storm (Su)
As a full-round action that provoke opportunity, Tharizdun can increase the area of the Wrath version of the Uncanny Elemental Mastery to its line of sight until the start of its next round.

Grant Spells
Tharizdun can grant spells of any level. It grant access to the domains of Air, Chaos, Destruction, Earth, Evil, Fire, Madness, and Water and to the subdomains of Catastrophe, Corruption, Entropy, Ice, Insanity, Lightning, and Wind.

Madness (Ex)
Tharizdun uses its Charisma modifier on Will saves instead of its Wisdom modifier, and is immune to confusion, fear, and insanity effects. Only a miracle or wish spell from a creature with First One (or equivalent) or higher power can cure Tharizdun’s madness. If this occurs, Tharizdun gains 60 points of Wisdom and loses 60 points of Charisma.

Madness Inside (Ex)
Anyone targeting Tharizdun with a thought detection, mind control, or telepathic ability makes direct contact with the vortex of madness that is its mind and takes 10d12 points of Wisdom drain and then must make a Will save DC 287 or go permanently insane (those immune to Wisdom drain must still save or go insane). Creatures with the Madness Portfolio, native to the Far Realms/Dark Tapestry or with the Mad Mind ability (Great Old Ones and Outer Gods mainly) are immune to this ability. The save DC is Charisma-based.

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

Melt Form (Su)
If Tharizdun hits with three or more natural attacks in a round the same living or undead corporeal opponent, it partly destabilizes its foe's physical form, dealing additional 100d20 damage and 12d6 points of Constitution drain (Charisma drain if undead). If a creature is drained to 0 Constitution (Charisma if undead), two different things happen. If the creature is undead, his dead body is reduced to ash, as for the disintegrate spell. If the creature is living, all the Constitution drain is cured and gains the Eldritch Abomination template (Necromancers of the Northwest ; any type of corporeal creatures other than construct and undead; CE alignment) and the Corporeal Instability (tied to any melee natural attack of the creature; 1d4 Wis drain per DR of the base creature (minimum 1d4); Will DC 10 + ½ HD of the creature + Con mod instead of fixed 15) and the Resistant to Transformation abilities of the Chaos Beast, becoming a fanatic willing servitor of Tharizdun. It's possible remove the transformation (template, abilities and fanatic willing servitor of Tharizdun; effectively returning the creature to its previous state) with a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). In case of a successful check, the creature is free from this corruption but due to shock to have his body remodeled is reduced to 1 hp and staggered for 1 minute.

Mythic (Ex)
Tharizdun has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Tharizdun 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. It can also expend Mythic Power to use the augmented versions of these spells.

Touch of Insanity (Su)
As a standard action, Tharizdun can make a melee touch attack against a creature within reach. If the attack hit, the target must make a Will save DC 287 or he goes completely insane (as a combination of the feeblemind and insanity spells; this ignore immunity to compulsion or mind-affecting effects of creatures less than Sidereals). This insanity can be cured only by a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). Once a creature succeed this save, he is immune to touch of insanity for 1 year. The save DC is Charisma-based.
 

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Bootlebat

Explorer
Commision from @Bootlebat. I always found Tharizdun weird. In the canon is an intermediate deity that create the Abyss and all the deities imprison it. All the deities for an intermediate deity. Upgraded to Entity with some custom ability, powers from the Old One template (it create the Abyss) and changed from NE to CE (I tied him to the Abyss like its a true Old One).

Tharizdun

Beyond Alignment (CE) Macro-Medium Outsider (elemental, entity, evil, extraplanar)

Init +155 (Always First); Senses blindsight, cosmic consciousness (plane/galaxy), darkvision, divine senses (x20), low-light vision, true seeing, x-ray; Perception +390

Aura abominable (DC 287, 13.200 ft.), divine (DC 127, 13.200 ft.)

AC 509, touch 135, flat-footed 473 (+85 deflection, +30 Dex, +6 dodge, +32 divine, +374 natural, -28 size)

hp 291.840 (320d100+16.640)x6; fast healing 160, regeneration 160 (epic and good)

Fort +331, Ref +310, Will +364

Defensive Abilities cosmic firmament, cosmic string (1d10 minutes), sixth sense; DR 300/—; Immune ability damage and drain, acid, confusion, cold, death effects, electricity, energy drain, fear, insanity, mind-affecting, negative energy, enchantment, illusion and transmutation, death from massive damage, elemental traits, ooze traits, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 362, any spell which fails to penetrate Tharizdun spell resistance is reflected back upon the caster

Speed 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 74), fly 10.000 (perfect)

Melee bite +406 (80d20+82), 4 claws +406 (60d20+82), 2 wings +401 (40d20+41)

Space 5.335 ft.; Reach 8.000 ft.

Special Attacks elder elemental eye (DC 287), elemental storm, madness inside (DC 287), melt form, mythic surge 32/day (+20d6), touch of insanity (DC 287)

Spell-Like Abilities (CL 352th, concentration +469)

Constant—mindblank

At will—confusion (DC 131), insanity (DC 133), lesser confusion (DC 128), mind fog (DC 132), phantasmal killer (DC 132), rage, symbol of insanity (DC 134), touch of idiocy, weird (DC 135)

3/day—summon entropy (6d6 cogent or 3d4 juvenile void dragons; summon monster 80)

Str 174, Dex 70, Con 115, Int 80, Wis 70, Cha 180

Base Atk +320; CMB +462; CMD 593

Feats Alertness, Charismatic Initiative, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Mobility, 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 Sense, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Metamagic Feat Automatic Metamagic Capacity x5, 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

Skills Omnicompetent - All skills 355 + ability modifier

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Tongue, other 352 (GM’s discretion); telepathy 10.000 ft.

SQ cosmic might, creator of the abyss, divine traits (entity), madness, madness portfolio traits (Old One), massive, mythic, virtual size category +4

Environment: Bind in the Reality (Abyss)

Organization: Unique

Treasure: Incidental

Tharizdun renounce 108 feats for 18 Divine Ability slots extra

Divine Abilities

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

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

• Celerity (Ex): Speed x3

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

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

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

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

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

• Mutability (Ex): Gains ooze traits

• 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

• Squamous (Ex): Natural Armor bonus equal to 3/4 your hit die

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

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

Cosmic Abilities

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

• Apostasy (Su): You are beyond alignment

• Cosmic Consciousness (Su): Your senses extend to the edge of the universe

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

• Dominance (Su): Foes with less than 1/3 your HD automatically fail all saves against you

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

Madness Portfolio Traits (Old One)

Granted Power: You cast enchantment spells at +1 level.

Lemming’s Wisdom (Ex): –32 competence penalty to wisdom

Shaky Morale (Ex): You cannot benefit from morale bonuses

• Shield of Madness (Ex): You are immune to mind affecting effects

• Scion of Madness (Ex): +32 competence bonus on attack rolls, damage rolls and armor class against opponents with a lower Wis. score than you

• Improved Summoning (Aberrations) (Su): Aberrations summoned have 50% more HD

• Instrument of Madness (Su): Immunities against your mind affecting attacks only 50% effective

• Uncanny Withering (Wis.) Mastery (Su): Assault your enemies with wisdom draining attacks

• Insane Soul (Ex): Do nothing that round and gain regeneration equal to ½ your HD

• Cosmic Serpent (Su)*: You can change an opponents alignment with a mere touch (CE only, DC 287)

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

• Total Wisdom (Su): Temporarily add single opponent’s wisdom score to your own

Uncanny Elemental Mastery

As a creature of the Primordial Chaos and an elemental, Tharizdun has a unique variant of the [Energy] Effect. This work as a Cosmic [Energy] effect that combine acid, cold, electricity, fire and sonic in a unique damage. Creatures with immunity or resistance against one or more of those elements does not apply them unless they have immunity or resistance against all of them (in case of different resistance values, apply the lower one).

Beam (Ray) 320d20; 13.200 ft.

Blast 160d20; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 80d20; Melee automatic ability Ref DC 104/negate

Breath* 320d20; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 480d20; Melee Touch

Immolation 480d20; 13.200 ft. radius Free/Standard Ref 104/half

Storm 80d20; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 80d20; Melee (bonus) Free -

Wrath (Gaze) 320d20; all creature 13.200 ft. Will 237/negate (see elder elemental eye)

Uncanny Withering (Wis.) Mastery

Beam (Ray) 32; 13.200 ft.

Blast 16; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 8; Melee automatic ability Ref DC 104/negate

Breath* 32; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 48; Melee Touch

Immolation 48; 13.200 ft. radius Free/Standard Ref 104/half

Storm 8; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 8; Melee (bonus) Free -

Wrath (Gaze) 16; all creature in 825 ft. – Will 137/negate

Abominable (Su)
Inside the area of the divine aura of Tharizdun, illusion of unspeakable horrors lurk. All foes suffer this effect every round they are inside this area. The target first gets a Will save DC 287 to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save DC 287 or die from fear. Even if the Fortitude save is successful, the subject takes 60d20 points of damage. This is a death, emotion, fear, illusion (phantasma), mind-affecting effect. The save DC is Charisma-based.

Alter Reality (Su)
Once per round as a free action Tharizdun can duplicate any spell of 14th-level or less. This ability can also duplicate any epic spells of DC 410 or less. Other use of this ability are GM’s discretion.

Cosmic Might (Ex)
Tharizdun deals d20'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 its HD.

Creator of the Abyss (Ex)
Tharizdun create the Abyss, making it much more like an Old One than an Entity. This give it the Cosmic Firmament ability of the Old One template, a x6 hit point multiplier and gains Cosmic Serpent (CE only) instead of Starstruck from the Elder One ability of the Madness Portfolio.

Divine Traits (Entity) (Ex)
As an entity, Tharizdun 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. Tharizdun’s natural attacks or any weapons it 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.

Elder Elemental Eye (Su)
When Tharizdun use the Wrath version of the Uncanny Elemental Mastery, its damage increase to equal its HD instead of ¼, the range to equal its divine aura, the save DC gains a +100 bonus and a successful save only half the damage instead of negate it.

Elemental Storm (Su)
As a full-round action that provoke opportunity, Tharizdun can increase the area of the Wrath version of the Uncanny Elemental Mastery to its line of sight until the start of its next round.

Grant Spells
Tharizdun can grant spells of any level. It grant access to the domains of Air, Chaos, Destruction, Earth, Evil, Fire, Madness, and Water and to the subdomains of Catastrophe, Corruption, Entropy, Ice, Insanity, Lightning, and Wind.

Madness (Ex)
Tharizdun uses its Charisma modifier on Will saves instead of its Wisdom modifier, and is immune to confusion, fear, and insanity effects. Only a miracle or wish spell from a creature with First One (or equivalent) or higher power can cure Tharizdun’s madness. If this occurs, Tharizdun gains 60 points of Wisdom and loses 60 points of Charisma.

Madness Inside (Ex)
Anyone targeting Tharizdun with a thought detection, mind control, or telepathic ability makes direct contact with the vortex of madness that is its mind and takes 10d12 points of Wisdom drain and then must make a Will save DC 287 or go permanently insane (those immune to Wisdom drain must still save or go insane). Creatures with the Madness Portfolio, native to the Far Realms/Dark Tapestry or with the Mad Mind ability (Great Old Ones and Outer Gods mainly) are immune to this ability. The save DC is Charisma-based.

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

Melt Form (Su)
If Tharizdun hits with three or more natural attacks in a round the same corporeal opponent, it partly destabilizes its foe's physical form, dealing additional 100d20 damage and 12d6 points of Constitution drain (Charisma drain if undead). If the victim is drained to 0 Constitution (Charisma if undead), its dead body is reduced to ash, as for the disintegrate spell.

Mythic (Ex)
Tharizdun has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Tharizdun 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. It can also expend Mythic Power to use the augmented versions of these spells.

Touch of Insanity (Su)
As a standard action, Tharizdun can make a melee touch attack against a creature within reach. If the attack hit, the target must make a Will save DC 287 or he goes completely insane (as a combination of the feeblemind and insanity spells; this ignore immunity to compulsion or mind-affecting effects of creatures less than Sidereals). This insanity can be cured only by a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). Once a creature succeed this save, he is immune to touch of insanity for 1 year. The save DC is Charisma-based.
Aweome, just two questsions:
Why does he have apostacy? It seems out of character since he is THE god of evil in Greahawk,That said, I fully support changing him to CE. Secondly why does he only have a single portfolio (and not even a double)?
 

Commision from @Bootlebat. I always found Tharizdun weird. In the canon is an intermediate deity that create the Abyss and all the deities imprison it. All the deities for an intermediate deity. Upgraded to Entity with some custom ability, powers from the Old One template (it create the Abyss) and changed from NE to CE (I tied him to the Abyss like its a true Old One).

Tharizdun

Beyond Alignment (CE) Macro-Medium Outsider (elemental, entity, evil, extraplanar)

Init +155 (Always First); Senses blindsight, cosmic consciousness (plane/galaxy), darkvision, divine senses (x20), low-light vision, true seeing, x-ray; Perception +390

Aura abominable (DC 287, 13.200 ft.), divine (DC 127, 13.200 ft.)

AC 509, touch 135, flat-footed 473 (+85 deflection, +30 Dex, +6 dodge, +32 divine, +374 natural, -28 size)

hp 291.840 (320d100+16.640)x6; fast healing 160, regeneration 160 (epic and good)

Fort +331, Ref +310, Will +364

Defensive Abilities cosmic firmament, cosmic string (1d10 minutes), sixth sense; DR 300/—; Immune ability damage and drain, acid, confusion, cold, death effects, electricity, energy drain, fear, insanity, mind-affecting, negative energy, enchantment, illusion and transmutation, death from massive damage, elemental traits, ooze traits, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 362, any spell which fails to penetrate Tharizdun spell resistance is reflected back upon the caster

Speed 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 74), fly 10.000 (perfect)

Melee bite +406 (80d20+82), 4 claws +406 (60d20+82), 2 wings +401 (40d20+41)

Space 5.335 ft.; Reach 8.000 ft.

Special Attacks elder elemental eye (DC 287), elemental storm, madness inside (DC 287), melt form, mythic surge 32/day (+20d6), touch of insanity (DC 287)

Spell-Like Abilities (CL 352th, concentration +469)

Constant—mindblank

At will—confusion (DC 131), insanity (DC 133), lesser confusion (DC 128), mind fog (DC 132), phantasmal killer (DC 132), rage, symbol of insanity (DC 134), touch of idiocy, weird (DC 135)

3/day—summon entropy (6d6 cogent or 3d4 juvenile void dragons; summon monster 80)

Str 174, Dex 70, Con 115, Int 80, Wis 70, Cha 180

Base Atk +320; CMB +462; CMD 593

Feats Alertness, Charismatic Initiative, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Mobility, 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 Sense, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Metamagic Feat Automatic Metamagic Capacity x5, 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

Skills Omnicompetent - All skills 355 + ability modifier

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Tongue, other 352 (GM’s discretion); telepathy 10.000 ft.

SQ cosmic might, creator of the abyss, divine traits (entity), madness, madness portfolio traits (Old One), massive, mythic, virtual size category +4

Environment: Bind in the Reality (Abyss)

Organization: Unique

Treasure: Incidental

Tharizdun renounce 108 feats for 18 Divine Ability slots extra

Divine Abilities

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

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

• Celerity (Ex): Speed x3

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

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

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

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

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

• Mutability (Ex): Gains ooze traits

• 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

• Squamous (Ex): Natural Armor bonus equal to 3/4 your hit die

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

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

Cosmic Abilities

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

• Apostasy (Su): You are beyond alignment

• Cosmic Consciousness (Su): Your senses extend to the edge of the universe

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

• Dominance (Su): Foes with less than 1/3 your HD automatically fail all saves against you

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

Madness Portfolio Traits (Old One)

Granted Power: You cast enchantment spells at +1 level.

Lemming’s Wisdom (Ex): –32 competence penalty to wisdom

Shaky Morale (Ex): You cannot benefit from morale bonuses

• Shield of Madness (Ex): You are immune to mind affecting effects

• Scion of Madness (Ex): +32 competence bonus on attack rolls, damage rolls and armor class against opponents with a lower Wis. score than you

• Improved Summoning (Aberrations) (Su): Aberrations summoned have 50% more HD

• Instrument of Madness (Su): Immunities against your mind affecting attacks only 50% effective

• Uncanny Withering (Wis.) Mastery (Su): Assault your enemies with wisdom draining attacks

• Insane Soul (Ex): Do nothing that round and gain regeneration equal to ½ your HD

• Cosmic Serpent (Su)*: You can change an opponents alignment with a mere touch (CE only, DC 287)

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

• Total Wisdom (Su): Temporarily add single opponent’s wisdom score to your own

Uncanny Elemental Mastery

As a creature of the Primordial Chaos and an elemental, Tharizdun has a unique variant of the [Energy] Effect. This work as a Cosmic [Energy] effect that combine acid, cold, electricity, fire and sonic in a unique damage. Creatures with immunity or resistance against one or more of those elements does not apply them unless they have immunity or resistance against all of them (in case of different resistance values, apply the lower one).

Beam (Ray) 320d20; 13.200 ft.

Blast 160d20; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 80d20; Melee automatic ability Ref DC 104/negate

Breath* 320d20; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 480d20; Melee Touch

Immolation 480d20; 13.200 ft. radius Free/Standard Ref 104/half

Storm 80d20; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 80d20; Melee (bonus) Free -

Wrath (Gaze) 320d20; all creature 13.200 ft. Will 237/negate (see elder elemental eye)

Uncanny Withering (Wis.) Mastery

Beam (Ray) 32; 13.200 ft.

Blast 16; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 8; Melee automatic ability Ref DC 104/negate

Breath* 32; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 48; Melee Touch

Immolation 48; 13.200 ft. radius Free/Standard Ref 104/half

Storm 8; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 8; Melee (bonus) Free -

Wrath (Gaze) 16; all creature in 825 ft. – Will 137/negate

Abominable (Su)
Inside the area of the divine aura of Tharizdun, illusion of unspeakable horrors lurk. All foes suffer this effect every round they are inside this area. The target first gets a Will save DC 287 to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save DC 287 or die from fear. Even if the Fortitude save is successful, the subject takes 60d20 points of damage. This is a death, emotion, fear, illusion (phantasma), mind-affecting effect. The save DC is Charisma-based.

Alter Reality (Su)
Once per round as a free action Tharizdun can duplicate any spell of 14th-level or less. This ability can also duplicate any epic spells of DC 410 or less. Other use of this ability are GM’s discretion.

Cosmic Might (Ex)
Tharizdun deals d20'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 its HD.

Creator of the Abyss (Ex)
Tharizdun create the Abyss, making it much more like an Old One than an Entity. This give it the Cosmic Firmament ability of the Old One template, a x6 hit point multiplier and gains Cosmic Serpent (CE only) instead of Starstruck from the Elder One ability of the Madness Portfolio.

Divine Traits (Entity) (Ex)
As an entity, Tharizdun 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. Tharizdun’s natural attacks or any weapons it 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.

Elder Elemental Eye (Su)
When Tharizdun use the Wrath version of the Uncanny Elemental Mastery, its damage increase to equal its HD instead of ¼, the range to equal its divine aura, the save DC gains a +100 bonus and a successful save only half the damage instead of negate it.

Elemental Storm (Su)
As a full-round action that provoke opportunity, Tharizdun can increase the area of the Wrath version of the Uncanny Elemental Mastery to its line of sight until the start of its next round.

Grant Spells
Tharizdun can grant spells of any level. It grant access to the domains of Air, Chaos, Destruction, Earth, Evil, Fire, Madness, and Water and to the subdomains of Catastrophe, Corruption, Entropy, Ice, Insanity, Lightning, and Wind.

Madness (Ex)
Tharizdun uses its Charisma modifier on Will saves instead of its Wisdom modifier, and is immune to confusion, fear, and insanity effects. Only a miracle or wish spell from a creature with First One (or equivalent) or higher power can cure Tharizdun’s madness. If this occurs, Tharizdun gains 60 points of Wisdom and loses 60 points of Charisma.

Madness Inside (Ex)
Anyone targeting Tharizdun with a thought detection, mind control, or telepathic ability makes direct contact with the vortex of madness that is its mind and takes 10d12 points of Wisdom drain and then must make a Will save DC 287 or go permanently insane (those immune to Wisdom drain must still save or go insane). Creatures with the Madness Portfolio, native to the Far Realms/Dark Tapestry or with the Mad Mind ability (Great Old Ones and Outer Gods mainly) are immune to this ability. The save DC is Charisma-based.

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

Melt Form (Su)
If Tharizdun hits with three or more natural attacks in a round the same corporeal opponent, it partly destabilizes its foe's physical form, dealing additional 100d20 damage and 12d6 points of Constitution drain (Charisma drain if undead). If the victim is drained to 0 Constitution (Charisma if undead), its dead body is reduced to ash, as for the disintegrate spell.

Mythic (Ex)
Tharizdun has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Tharizdun 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. It can also expend Mythic Power to use the augmented versions of these spells.

Touch of Insanity (Su)
As a standard action, Tharizdun can make a melee touch attack against a creature within reach. If the attack hit, the target must make a Will save DC 287 or he goes completely insane (as a combination of the feeblemind and insanity spells; this ignore immunity to compulsion or mind-affecting effects of creatures less than Sidereals). This insanity can be cured only by a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). Once a creature succeed this save, he is immune to touch of insanity for 1 year. The save DC is Charisma-based.
I think melt form should turn them permanently into a Chaos Beast or Attata. Just a thought.

Super cool entry though! I really like it.
 

Obly99

Hero
Aweome, just two questsions:
Why does he have apostacy? It seems out of character since he is THE god of evil in Greahawk,That said, I fully support changing him to CE. Secondly why does he only have a single portfolio (and not even a double)?
1) At that level you need Apostasy. But the main reason is that there is no ability that allows you to be Evil without modifiers. You are either LE, NE, or CE. And seeing that in the setting it counts as THE god of evil but it was also CE because it's linked to the Abyss, Apostasy is the simplest solution I've found. I initially had the idea that due to madness it randomly changes alignment every round between LE, NE and CE (it encompass all the possible Evil) but in the final version I scrapped it to go simple with Beyond Alignment. This was the original ability

Maddening Alignment (Ex)
At the beginning of every turn, Tharizdun roll 1d4 and change its alignment accordingly (if it rolls the same alignment as its own, it stays the same):

1d4
Alignment
1​
Lawful Evil​
2​
Neutral Evil​
3​
Chaotic Evil​
4Stay the same
It temporarily gains the appropriate alignment subtype(s), and its natural weapons and whatever weapons it wields are treated as those alignments for overcoming damage reduction. It is also susceptible to alignment-based spells and attacks, depending on which one it is at this moment, and radiates an aura as an outsider of its hit dice and divine rank with that alignment.
It acts and reacts in accordance to the rolled alignment that turn. While it never ends a fight, always trying to win an engagement, how it fights that turn is influenced by its current alignment. Tharizdun count as LE, NE, and CE for meet prerequisites.
2) It's an Entity, not an Old One. I give one Portfolio for its intrinsic Madness because normally it would have none.
 
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Obly99

Hero
I think melt form should turn them permanently into a Chaos Beast or Attata. Just a thought.

Super cool entry though! I really like it.
I chose to only give Con/Cha drain and reduce to dust because is easier to return. It was defeated by normal deities, I do not want to give it too much powers (it already has enough with Elder Elementa Eye/Elemental Storm). In the original draft, before I account the defeat by the gods, if they died they would come back to life under his control with the Eldritch Abomination template (Necromancers of the Northwest ; any type of corporeal creatures other than construct and undead; CE alignment) and the Corporeal Instability (tied to any melee natural attack of the creature; 1d4 Wis drain per DR of the base creature (minimum 1d4); Will DC 10 +1/2 HD + Con mod instead of fixed 15) and the Resistant to Transformation abilities of the Chaos Beast.
 
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I chose to only give Con/Cha drain and reduce to dust because is easier to return. It was defeated by normal deities, I do not want to give it too much powers (it already has enough with Elder Elementa Eye/Elemental Storm). In the original draft, before I account the defeat by the gods, if they died they would come back to life under his control with the Eldritch Abomination template (Necromancers of the Northwest ; any type of corporeal creatures other than construct and undead; CE alignment) and the Corporeal Instability (tied to any melee natural attack of the creature; 1d4 Wis drain per DR of the base creature (minimum 1d4); Will DC 10 +1/2 HD + Con mod instead of fixed 15) and the Resistant to Transformation abilities of the Chaos Beast.
Fair enough. I wish there was some sort of happy medium.
 

Obly99

Hero
Fair enough. I wish there was some sort of happy medium.
Possibly by put this final part to the transformation?
It's possible remove the transformation (template, abilities and mind control of Tharizdun; effectively returning the creature to its previous state) with a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). In case of a successful check, the creature is free from this corruption but due to shock to have his body remodeled is reduced to 1 hp and staggered for 1 minute.
 

Possibly by put this final part to the transformation?
It's possible remove the transformation (template, abilities and mind control of Tharizdun; effectively returning the creature to its previous state) with a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). In case of a successful check, the creature is free from this corruption but due to shock to have his body remodeled is reduced to 1 hp and staggered for 1 minute.
I think that's fair, except why would it be 1/3rd Tharizdun’s HD? Isn't it generally standardized to 1/2 HD plus a modifier of some sort?
 

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