Things from my setting


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So the Ultimate Ones would be only one step below the Supreme Being then?
Generally yes, but not necessarily. In a Multiverse where everyone is a CR 1 or less (in the infinity of multiverses this case surely exists) its Ultimate One can be a CR 2. But considering a standard Multiverse where there are Time Lords, High Lords and more, an Ultimate One is the strongest creature excluding external invasions (like Xochipactli) or descendants from the Akashic Record (because they can vary in power, from CR 1/2 to much more powerful than a standard Void Lord). As I wrote in my post, I'm building the Ultimate One in my principal Multiverse setting that is a giant Anomaly of 60k HD composed of Black Hole Matter. That monster can defite Void Lords but against Xochipactli or the Supreme Being (me), it can do nothing.
 


Living Spell (CR special)

Heavy revisitation of the Spell Beast template of the manual Stray Spells of the Little Red Goblin Games

Living spells are the literal personification of the magic that created them, though they are all appear generally appear as some other creatures with a strangely glowing bodies with a fantastic element to themselves that immediately signal that they are not normal.

Example Physical Traits
  • A commune with birds spell might appear as an avian creature who speaks with a bird-like sing-songy voice.
  • A fireball spell might be a hot tempered, crimson-skinned, Dire Ape with burning fur who is prone to literal explosive outbursts.
  • A cure light wounds spell could appear as a radiant woman with unnaturally floating hair who emanates a constant “sacred” feeling.
  • An alarm spell might be a neurotic, jumpy, stringbean Redcap with eyes all over his body.
Creating a Living Spell

“Living Spell” is an inherited or acquired template that can be added to any creature (referred to hereafter as the base creature). A living spell uses the base creature’s stats and abilities except as noted here.

Chosen Spell: When applying this template you must select a spell. This is referred to as their “chosen spell”.

CR: As base creature +½ the spell level (rounded up).

Alignment: Any, but if the chosen spell has an alignment descriptor, that component of the alignment of the living spell always mach it.

Type: The creature’s type changes to outsider (living spell, native), lose any alignment subtype and gains the alignment descriptor of the chosen spell as a subtype (if any). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A living spell gains darkvisiong 60 ft.

Defensive Abilities: A living spell gains SR 11+ HD and the following.

Recharge (Su)
When a living spell sleeps it commune with the cosmos. While sleeping attacks made against it gain a 50% miss chance. Anything that affects incorporeal creatures (force effects, ghost touch weapons) affect it normally.

Rejuvenation (Su)
It’s difficult to slay a living spell. Unless destroyed by a dispel magic, greater dispel magic, or a mage's disjunction spell (see dispelable), a living spell return to life as for a true resurrection spell 24 hours after its death. If wish or miracle are used to wish the living spell death in this time frame, the living spell is permanently destroyed.

Weakness: The living spell gains the following.

Dispelable (Ex)
A living spell is the literal personification of a magical spell. A creature that use dispel magic or greater dispel magic spells against a living spell and succeed a caster level check against a DC of 11 + HD of the living spell, inflict 1d6 damage per caster level to the living spell that become staggered for 1 round. A successful Will saving throw against a DC equal to the spell DC half the damage and negate the staggered. If a living spell enter an antimagic field, it automatically fall unconscious until removed from the area. A living spell inside the area of a mage's disjunction must make a Will save with a DC equal to the spell DC or be instantly destroyed.

Spell-like Abilities: A living spell may use its chosen spell at will, using its HD as the caster level.

Special Qualities: The living spell retains all the base creature’s special qualities and gains those described here.

Ephemera Nature (Ex)
A living spell is destroyed at 0 hit points and does not leave a body behind.

Detectable (Su)
A living spell taking no special efforts to hide itself is visible to detect magic and everywhere it has been for at least 5 minutes counts as if its spell had been cast there for the purpose of detecting residual magic.

Abilities: If the base creature does not originally a Constitution score (like construct and undead), the living spell gains a Constitution score of 10 + chosen spell level + 4 every size category above medium.

Skills: A living spell receives a +10 racial bonus on Knowledge (arcane) and Spellcraft checks. Knowledge (arcane) and Spellcraft are always class skills for a living spell.

Special: Although incredibly rare, there are living spells with metamagic feats applied to their chosen spell. In this case the chosen spell level is considered for all effects and interaction as equal to the sum of the base spell level plus its metamagic level increase. It is also recommended to apply the Living Spell template to an advanced form of creature (eg. if you create a living spell of an empower maximized fireball, I suggest to apply the living spell template to a Megaprimatus instead of a Dire Ape and the finale spell level is cosidered 8th [3 base + 2 empower + 3 maximized]).
 
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I know of the living spell template of Eberron but I don't like it because you can only create mindless oozes with it. For the name I simply chose to maintain living spell because everyone know the concept and immediately know of what we are talking
I don't like the eberron template either. I just wanted to warn you that the name was already in use
 

My monster for Halloween. For my version I take some abilities from this version, while Bend the Land is a revisited of one of Ravenloft salient abilities.

Jason Voorhees

CE Medium undead

Init +11; Senses blindsight 60 ft., darkvision 180 ft., divine senses (x3), sense the land; Perception +18

Aura divine (75 ft., DC 24), terrifying presence (75 ft., DC 34), unnatural aura (180 ft.)

DEFENSE

AC 53, touch 28, flat-footed 49 (+11 deflection, +4 Dex, +3 divine, +25 natural)

hp 380 hp (760 hp in Camp Crystal Lake) (20d8+220) fast healing 10

Fort +35, Ref +28, Will +28

Defensive Abilities channel resistance +8, electricity absorption, immortal rage, merge with land; DR 5/epic and 20/good and magic; Immune undead traits; Resist acid 30, cold 30, fire 30, Terrestrial Hazard; PR/SR 33

Weakness easily distracted, fear of water

OFFENSE

Speed 25 ft.

Melee +4 human bane speed machete +57/+57/+52/+47/+42 (3d10+19/17-20), slam +48 (4d10+7 plus grab), or slam +53 (4d10+15 plus grab)

Special Attacks brutal cleave, constrict (3d10+15), deadly grapple, mythic power (3/day, surge +1d8)

Str 40, Dex 19, Con —, Int 5, Wis 7, Cha 32

Base Atk +15; CMB +48 (+52 grapple); CMD 58

Feats Alertness, Combat Reflexes, Cornugon Smash, Furious Focus, Improved Critical (machete), Improved Initiative, Improved Vital Strike, Intimidating Prowess, Power Attack, Vital Strike

Skills Intimidate +42, Perception +18, Sense Motive +3

Languages English (cannot speak)

SQ bend the land, divine realm (Camp Crystal Lake), divine traits (hero-deity), elite trapsmith, hide in plain sight, might, mythic, portfolio (massacre, strength), virtual size category +2

Gears +4 human bane speed machete

Jason renounce to the portfolio and template spell-like abilities for doubling its Divine Slots

Divine Abilities

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

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

• Invincibility (Ex): Fortitude save for negate damage

• Squamous (Ex): Natural Armor bonus equal to ¾ your hit die

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

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

Massacre Portfolio Traits (Hero-Deity)

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

Pig’s Splendor (Ex): Competence penalty to charisma equal to your divine rank.

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

• Weapon Mastery (Ex): You are adept with all weapons.

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

Strength Portfolio Traits (Hero-Deity)

Domain Power: You gain a +2 bonus to Strength.

Death before Dishonor: You cannot renege on a personal challenge.

Rhino’s Cunning: Competence penalty to intelligence equal to your divine rank (already calculated).

• Shield of Strength (Ex): You are immune to strength damage/drain.

• Scion of Strength (Su): Competence bonus (equal to your divine rank) to strength (already calculated).

Bend the Land (Su)
Jason can always remain within a specified range of a target, no matter how fast or long that target may travel. The minimum range for this power is 30 feet. If the target runs away from Jason and looks back, Jason always appears to be the same distance away. If the creature is monitored carefully while retreating, Jason disappears into the distance, only to appear again in front or to the sides — still at the same distance. Jason may, of course, approach the target should the target stop moving.
For example, a 5th-level monk runs away from Jason while 40 ft. away from him. The monk flees at a speed of 160 feet because he is running. When the monk gets 40 feet away from Jason, whenever the monk looks back, Jason will still appear to be 40 feet behind him. If the monk were to watch Jason as he ran away, Jason would disappear into the distance and reappear 40 feet in front of the monk or off to the side.

If Jason flees or decides to leave the area, it may do so normally. Jason cannot use this power while outside Camp Crystal Lake.

Brutal Cleave (Ex)
Jason can make a cleave attack (as for the Cleave feat) as a swift action whenever it drops a creature to 0 hp or slay it with its machete. Jason may continue to cleave additional targets as long as it continues dropping or slaying creatures, but it cannot strike the same creature more than once in this sequence.

Deadly Grapple (Ex)
If Jason pin a creature, the victim must succeed on a DC 39 Fortitude save or be paralyzed for 1 round. The save DC is Strength-based.

Divine Traits (Hero-Deity) (Ex)
As a hero-deity, Jason 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. Jason’s natural attacks or any weapons it 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.

Easily Distracted (Ex)
In any round in which Jason notices an additional opponent, it is obligated to halt and twitch in his direction, reducing him to a single standard or move action in that round. This does not apply to “not real” creatures, like the ones summoned with a summon monster spell.

Electricity Absorption (Ex)
Whenever Jason is subjected to electricity damage, it takes no damage and instead heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause Jason to exceed its full normal hit points, it gains any excess as temporary hit points. Jason gets no saving throw against attacks that deal electricity damage.

Elite Trapsmith (Ex)
Jason is a masters of creating and working around traps. Jason can create and reset traps in ¼ the time that it normally costs to create or reset them. In addition, Jason never accidentally triggers its own traps. Jason gains the Trap ability of the Trapper Ranger’s archetype, using its HD as the Ranger level, but it automatically know all extraordinary ranger traps. Jason can only craft extraordinary traps.

Fast Healing (Ex)
Unlike a normal fast healing, if Jason loses a limb, it regrows in 1d4+4 hours. It will regrow in 1 minute if the severed member is held against the stump. This “regeneration” only functions in Camp Crystal Lake area.

Fear of Water (Ex)
Jason is deathly afraid of water and will never willingly enter any body of water large enough to completely submerge itself. In any round in which Jason finds himself underwater, it must make a Will save (DC 15 + 2/round submerged) or panic, flail and suffer the panicked condition until leaving the water. This overcome the normal immunity against such condition of the undead type.

Hide in Plain Sight (Ex)
Jason can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light or natural wilderness, Jason can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Immortal Rage (Ex)
When Jason is reduced to 0 hp for the first time in a day, it is returned to a number of hit points equal to quadruple its HD (80).

Merge with Land (Su)
If reduced to 0 hit points or slay while in Camp Crystal Lake, Jason automatically merges with the land around him. It gains a burrow speed of 200 ft., and is completely intangible, though it cannot leave the confines of its territory until it has reformed a body. It cannot be harmed by any means while in this state. While forced in this state, Jason cannot use any ability, even purely mental ones (like spell-like abilities, silent still spells or psychic spells). After an hour, it regains 1 hit point and its fast healing resume working. If Jason is forced by damage or death to merge with the land can be permanently slay while in this state with an augmented mythic wish spell or a direct divine intervention of a good deity (the very powerful request version of the miracle spell worth 25,000 gp). If Jason is slay outside of Camp Crystal Lake, it is completely destroyed. This ability replace the normal rules of rejuvenations of immortals.

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

Mythic (Ex)
Jason has Mythic Power (3/day, Surge +1d8) and counts as a 3rd-rank Mythic creature. Jason, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability.

Sense the Land (Su)
As long as it is within the area of Camp Crystal Lake (either merged with it or in its physical form, see merge with the land), Jason ignore difficult terrains and can observe the world (with all its senses) from any point within Camp Crystal Lake as if it were at that point. While merged with Camp Crystal Lake, it can observe all points simultaneously in this way. As a move action, Jason can teleport from one point in Camp Crystal Lake to any other point in the camp, as if using greater teleport; Jason can only start and end this teleport while outside the sight of sentient creatures (Int 3+).

Terrifying Presence (Su)
A creature that fails its Will save against the frightful presence of Jason is panicked if it has fewer Hit Dice than the monster.


Jason Voorhees is an undead revenant, a relentless force driven by pure hatred and malice. His hulking frame is clad in ragged clothes, and his iconic hockey mask covers a grotesquely disfigured face. He stalks his prey silently, appearing from shadows with terrifying suddenness, wielding his machete with lethal precision.
 

Well, after years another conversion of Disney villains. I take some inspirations from the 5e version of stuntmantan.

Shan Yu CR 20
Advanced human

CE Medium humanoid (human)
Init +10; Perception +27

DEFENSE
AC 36, touch 21, flat-footed 30 (+8 armor, +5 deflection, +6 Dex, +7 natural)
hp 289 hp (17d10+119)
Fort +22, Ref +21, Will +17; +5 against traps
Defensive Abilities danger sense +5, improved uncanny dodge, indomitable, ferocity, uncanny dodge; DR 4/—; Immune charm, compulsion, fear; SR 31

OFFENSE
Speed 40 ft.
Melee +5 speed bastard sword +31/+31/+26/+21/+16 (1d10+18/17-20), or unarmed strike +26/+21/+16/+11 (1d3+9)
Special Attacks battle cry, command ally, greater rage 43 rounds/day (+3 melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will save; –2 AC, 51 temporary hp), rage powers (brawler, ferocious mount, greater brawler, guarded stance, low-light vision, night vision, renewed vigor [5d8+7], scent), rallying cry

Str 28, Dex 22, Con 24, Int 24, Wis 24, Cha 26

Base Atk +17; CMB +26 (+28 sunder); CMD 47 (49 vs. sunder)

Feats Combat Reflexes, Extra Followers, Improved Critical (bastard sword), Improved Initiative, Improved SunderB, Improved Vital Strike, Improved Unarmed Strike, Mounted Combat, Power Attack, Vile Leadership (25 score; cohort human slayer 15), Vital Strike

Huns bonus feats Improved Mounted Archery, Mounted Archery, Trick Riding

Skills Acrobatics +26, Climb +29, Disable Device +23, Handle Animal +28, Intimidate +28, Perception +27, Ride +26, Stealth +26, Sense Motive +27, Survival +27, Swim +29

Languages Ancient Chinese, Hun

SQ animal companion (bird), brute, cavalry training, fast movement, powerful build, pillage, tireless rage, huns lord

Gears belt of physical perfection +6, headband of mental perfection +6 (disable device, handle animal, swim), cloak of resistance +5, amulet of natural armor +5, ring of protection +5, braces of armor +8, +5 speed bastard sword

When raging, Shan Yu’s statistics are:

Senses darkvision 60 ft., low-light vision, scent

AC 39, touch 24, flat-footed 28 (+8 armor, +5 deflection, +5 dodge, +6 Dex, +7 natural, –2 rage) [with guarded stance active]

hp 340 hp (17d10+119 plus 51 temporary)

Will +20

Melee +5 speed bastard sword +34/+34/+29/+24/+19 (2d10+21/17-20), or unarmed strike +27/+27/+22/+17/+12 (2d6+11)

CMB +29 (+31 sunder); CMD 50 (52 vs. sunder)

Battle Cry (Ex)
Once per day, as a standard action, Shan Yu can empower all allies within 120 ft. other than himself. All allies in this area that can hear him gain +4 moral bonus on attack rolls and immunity to fear for 1 minute. Shan Yu can then make one melee attack as a swift action.

Brute (Ex)
A melee weapon deals two extra dice of its damage when Shan Yu hits with it while in rage (included in the rage version).

Cavalry Training (Ex)
The Mounted Combat feat does no consume an immediate action when used by Shan Yu and he can also negate an additional number of hits against his mount per round using the Mounted Combat feat equal to his Dexterity bonus (this does not stack with Trick Riding). Once per round as an immediate action, Shan Yu can substitute a Ride check for a single Reflex saving throw his mount must make. If his mount moves its speed or less, Shan Yu can still take a full-attack action (instead of only an attack action). Shan Yu gains Improved Mounted Archery, Mounted Archery, and Trick Riding as a bonus feats.

Command Ally (Ex)
Shan Yu targets one ally he can see within 30 feet of him as a swift action. If the target can see or hear him, the target can make one weapon attack using his immediate action and has +4 moral bonus on the attack and damage roll.

Huns Lord
Shan Yu gains
  • the nature bond (animal companion) class feature of a druid​
  • the damage reduction, danger sense, fast movement, improved uncanny dodge, rage/greater rage, rage powers, tireless rage, and uncanny dodge of an unchained barbarian​
using his HD as his level in this classes for calculate their bonus.

Indomitable (Ex)
Three times per day, Shan Yu can reroll a saving throw he fails. He must use the new roll, even if worst of the original.

Pillage (Ex)
Shan Yu gains Improved Sunder as a bonus feat without the need to meet its prerequisites. Also, when Shan Yu makes a melee attack against an object or structure he deals double damage to it and ignore any hardness that is less of 20.

Rallying Cry (Ex)
Shan Yu can direct and motivate his allies to act immediately. As a standard action, Shan Yu may grant an extra move action to all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies’ initiative count; the round continues normally after the Shan Yu’s turn is over. A creature can benefit from this effect only once per round, even if multiple rallying cry are used in the same round. If an ally chooses not to take the extra move action, it is lost. After using this ability, Shan Yu cannot use it again until 10 minutes have passed.



Hayabusa the Falcon

Male bird animal companion

N Small animal

Init +9; Senses low-light vision; Perception +21

DEFENSE

AC 28, touch x, flat-footed x (+5 Dex, +1 dodge, +11 natural, +1 size)

hp 105 (14d8+42)

Fort +11, Ref +14, Will +6; +4 vs. enchantments

Defensive Abilities devotion, improved evasion

OFFENSE

Speed 10 ft., fly 80 ft. (average)

Melee bite +16 (1d4+4), 2 talons +16 (1d4+4)

STATISTICS

Str 18, Dex 20, Con 14, Int 4, Wis 14, Cha 6

Base Atk +10; CMB +13; CMD 30

Feats Dodge, Improved Initiative, MultiattackB, Skill Focus (perception, stealth), Power Attack, Toughness, Weapon Finesse

Skills Perception +21, Stealth +19

Languages Huns (cannot speak)

SQ link, share spells

Image Link
 

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A conversion to PF1 e IH of Ugudenk, at the request of @Bootlebat. A lot of his abilities come from its 3.5 version in Dragon #359, my revisited Dhole, and the version of Yhidothrus (which is basically Ugudenk 2.0 ) of TheCreatureCodex.

Ugudenk, The Squirming King

CE Macro-Fine outsider (chaotic, evil, extraplanar, qlippoth)

Init +16; Senses darkvision 600 ft., divine senses (x10), tremorsense 10 miles; Perception +66

Aura divine (DC 31, 8,000 ft.), form of madness (DC 51, 120 ft.)

DEFENSE

AC 73, touch 25, flat-footed 59 (+15 deflection, +8 Dex, +6 divine, +6 dodge, +48 natural, –20 size)

hp 2,920 (40d20+2,120) force field 450 (reg. 9/round), superior fast healing 40

Fort +104, Ref +80, Will +87

Defensive Abilities ferocity, recovery, sixth sense, unstoppable; DR 15/epic; Immune ability damage and drain, acid, cold, death effects, electricity, energy drain, fire, mind-affecting effects, negative energy, poison, sonic, massive damage; Resistance acid 10, electricity 10, fire 10, Terrestrial Hazards; PR/SR 56

OFFENSE

Speed 300 ft., burrow 1,200 ft.

Melee bite +114 (24d10+66 plus grab), 1d4 slam +114 (20d10+66 plus constricting coils)

Space Thousands of miles (120 ft., see endless); Reach 160 ft.

Special Attacks breath weapon, cleaving bite, constrict (20d10+66), constricting coils, crushing coils, endless coils, devastation, fast swallow, hurl foe, impossible leap, mythic power (6/day, surge +1d8), overwhelming strength, swallow whole (30d10 bludgeoning damage and 40d10 acid damage, AC 34, 292 hp), trample (50d10+66, DC 80), tremor

Spell-Like Abilities (CL 46th, concentration +67)

At will—apport object, commune, dimension door, dream, etherealness, geas/quest, greater dispel magic, greater teleport, guardian armor, interplanetary teleport, magic jar (DC 36), maze, plane shift (DC 37), sending, teleport, tongues, urban step

6/daywish

STATISTICS

Str 98, Dex 26, Con 74, Int 3, Wis 36, Cha 40

Base Atk +40; CMB +154; CMD 149 (cannot be tripped)

Feats Alertness, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Toughness, Vital Strike

Epic Feats Epic Toughness, Improved Combat Reflexes, Improved Dodge, Good Will, Sixth Sense

Skills Bluff +64, Craft (all) +45, Escape Artist +52, Intimidate +64, Knowledge (geography, planes, religion) +45, Perception +66, Sense Motive +66, Spellcraft +42, Stealth +17, Survival +62

Languages Abyssal, Celestial, Infernal (rarely speak); telepathy 1 mile

SQ planar burrow, display of strength, massive, maven, might, mythic, portfolio (double space), virtual size category +1


Ugudenk renounce to integrate class features and four artifacts for quintuple its Divine Slots

Divine Abilities

• Acid Immunity (Ex): You are immune to acid

• Adjuration (Su): Summon up to 80 hit die of creatures per day (no single creature can have CR higher than 26)

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

• Devasting Strike (Ex): Your attack is particularly devastating

• Electricity Immunity (Ex): You are immune to electricity

• Enlarge Aura (Su) x4: Aura is doubled

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

• Fire Immunity (Ex): You are immune to fire

• Force Field x9 (Su): You can generate a powerful shield to protect you from harm

• Greater Aura: Can use sleep, pain or greater heroism effects with its aura

• Invincibility (Ex): Fortitude save for negate damage

• Squamous (Ex): Natural Armor bonus equal to ¾ your hit die

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

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

• Perfect Aura (Su): Can use insanity, death, perfect heroism effects with your aura

• Sonic Immunity (Ex): You are immune to sonic

• Superior Aura (Su): Can use stunning, weakness or superior heroism effects with his aura

• Weapon Breaking (Ex): Weapons that don’t penetrate your damage reduction take sunder damage equal to the difference

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

Double Space Portfolio Traits (Demi-Deity)

Domain Power: Spacetime Shifting (Ex): Reality constantly reconfigures in your vicinity. This causes all attacks against you to suffer a 20% miss chance (50% if double portfolio). True seeing if hightened to a spell level equal to your divine rank negate this effect (or reduce to 20% for double porfolio). You can take actions normally after using dimension door effects. While under an effect that block teleport effects (like of a dimensional anchor or dimensional lock spell) you can ignore the effect for 1 round by making a Knowledge (planes) check (DC 10 + caster level/HD of the effect + divine rank of the generator of the effect) as a free action.

Hostile Environment (lock) (Ex): Competence penalty (equal to double your divine rank) on all die rolls while in an area that block dimensional travel.

Cold Vulnerability (Ex): Suffer 100% extra damage from cold based attacks and spells.

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

• Distant Gaze (Su): Your gaze can expel targets from the plane (DC 41).

• Dimensional Life (Ex): +12 competence bonus on attack rolls, damage rolls and armor class against living.

• Dimensional Summon (Ex): A summoned creature can summon or otherwise conjure another creature, and can it use any teleportation or planar travel abilities.

• Perfect Summoning (conjuration) (Ex): Creatures that have planar travel abilities (spell-like, etc.) summoned have 200% more HD.

• Hyperdimensional Body (Su): Gains the Hyperdimensional Body ability of a Great Old One.

Breath Weapon (Su)
2,400-foot long 20x20 ft. blast, once every 10 rounds, damage 40d12 acid damage and knocked prone. A successful DC 68 Reflex save halves the damage and negates the prone. The save DC is Constitution-based.

Cleaving Bite (Ex)
A single attack from Ugudenk’s bite can target all creatures in a 90-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the bite. Against creatures struck by this area bite, Ugudenk can attempt a combat maneuver check to grapple and immediately swallow them, making a single check and applying it against the CMD of all targets. If Ugudenk grapples a creature of Titanic size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. Ugudenk can grapple any number of creatures of Titanic size or smaller simultaneously.

Crushing Coils (Ex)
Ugudenk can entwine and crush as many Titanic or smaller creatures as can fit within its space. Creatures can take attacks of opportunity against Ugudenk as it moves into their area. Creatures in the affected area are pinned (DC 68 Reflex negates), taking 30d10+66 points of bludgeoning damage during the next round unless Ugudenk moves off them. If Ugudenk chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. The save DC is Constitution-based.

Constricting Coils (Ex)
Ugudenk can duplicate the effects of the Snatch feat when attacking with its slam. If the victim is successfully grappled, he takes automatic damage equal to Ugudenk’s slam damage each round that it remains grappled.

Endless (Ex)
Ugudenk's body is enormously long, to a scale measured in thousands of miles. No being can attest to over seeing the opposite end of the demon lord's body, prompting the theory that Ugudenk is merely the extension of an undiscovered Abyssal layer. Despite its size, the only part of Ugudenk body that is capable of fighting is the mouth end, treat this section as a Macro-Fine creature, with the remainder of its body burrowed down below sight (into its lair in the Writhing Realm). Ugudenk is immune to effects that are limited to creatures of specific space categories or weight (such as telekinesis). “Killing” Ugudenk merely results in the temporary destruction of its mouth—even effects like disintegrate that normally destroy a creature entire body are only capable of destroying the first 100 or so feet of its length. In such a case, the rest of Ugudenk's body withdraws with lightning speed into the Abyss (see planar burrow), where the qlippoth lord slowly regenerates back to life. Killing Ugudenk permanently is impossible as long the Writhing Realm exists. Ugudenk natural weapons are considered area attacks for the purpose of attacking swarms.

Endless Coils (Ex)
Ugudenk can make a variable amount of slam attacks in a round. It can never make more than one slam attack a round against a single Huge or smaller creature.

Form of Madness (Su)
Any creature that is not a qlippoth within 120 ft. that observes Ugudenk must make a Will save. Failure indicates the creature realizes Ugudenk could erupt from any earthly surface at any time. As long as the victim is in contact with the ground or any structure attached to the ground, he suffers a—4 penalty on all attack rolls, checks, and saving throws.

On the first round of combat against a creature with burrow speed, the victim must make a DC 30 Will save or be paralyzed with horror for 1d6 rounds. This is a fear, mind-affecting effect that does not afflict qlippoth. Even creatures that are normally immune to fear can be affected by Ugudenk form of madness although they suffer its effects for only 1 hour if they fail their saving throw – for all other creatures the effect is permanent until cured via mythic wish or direct divine intervention (powerful request of the miracle spell). This replaces the horrific appearance of the qlipptoh subtype. The save DC is Charisma-based.

Superior Fast Healing (Ex)
Ugudenk has fast healing 40. Unlike the normal rules, this fast healing regenerate body parts as for the regeneration monster ability. Once "killed" Ugudenk regains hit points at the rate of 40 per month of inactivity in the Writhing Real – once it returns to positive hit points, its fast heating rate returns to normal.

Devastation (Ex)
As a full round action, Ugudenk can assault a structure, dealing 12d100+500 points of damage.

Display of Strength (Ex)
As a free action, Ugudenk can expend one use of mythic power to attempt a feat of Strength, gaining a +100 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, Ugudenk can use this ability to apply a +40 circumstance bonus to its Strength score for a number of hours equal to its mythic tier for the purpose of determining its carrying capacity.

Divine Traits (Demi-Deity) (Ex)
As a demi-deity, Ugudenk gains a +6 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. Ugudenk’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. Ugudenk does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Hurl Foe (Ex)
When Ugudenk damages a Titanic or smaller foe with one of its melee attacks, it can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 180 feet in a direction of Ugudenk’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which Ugudenk’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Impossible Leap (Ex)
Ugudenk can uncoil upward, revealing more length than it seems it could possibly possess while soaring to great heights. As a full-round action, he can leap out of the ground toward a creature up to 2,400 feet in the air and make a bite attack against that creature before coiling down and returning to his original space. This leap provokes attacks of opportunity.

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

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

Mythic (Ex)
Ugudenk has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. Ugudenk can use any of its spell and spell-like abilities 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 spell and spell-like abilities. In the Abyss, it count as a 10th-rank Mythic creature and its Mythic Power increase to (10/day, surge +1d12).

Overwhelming Strength (Ex)
Ugudenk always applies 1-1/2 times its Strength modifier on all natural weapon attacks.

Planar Burrow (Ex)
Ugudenk can use its burrow speed to break through planar barriers for reach other Abyss realms or other planes as a full-round action. If it does so, only its mouth end (see endless) burst in the another layer of Plane from the ground. Ugudenk cannot use its speeds while its mouth is through the planar fracture. Ugudenk can withdraw its mouth end as a move action (or automatically if slay or leave in a death-like state [eg. flesh to stone, imprisonment, or trap the soul]) leaving the realm reached and sealing the fracture. Ugudenk can reach any place outside the Writhing Realm with this ability but the precision is limited to be like a plane shift spell (5d100 miles from the intended target) and cannot reach Planes without plane surfaces large enough for its mouth end. This ability replaces the Reality Shift of the Space Portfolio.

Tremor (Ex)
Each round in which Ugudenk uses its burrow speed to travel at least 50 feet or automatically when it reach another layer of the Abyss or another Plane with its planar burrow, it affects the area through which it burrows as if by a mythic earthquake spell (if Ugudenk moves slower than this still causes the ground to rumble, but not significantly enough to emulate an earthquake). This earthquake affects an area equal to the space Ugudenk moved through and to a 40 miles-radius around that area.

Unstoppable (Ex)
Ugudenk can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, or staggered. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. Ugudenk can use this ability at the start of its turn even if a condition would prevent him from acting, usually after using recovery.
 

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