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<blockquote data-quote="Obly99" data-source="post: 8748933" data-attributes="member: 7035194"><p>Taking inspiration by the Unelemental</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Entropy Template</span></strong></p><p></p><p>Sometimes a creature gets too close to Bys, the dimension of Entropy and becomes tainted by it but that rarely happens. Bys being nothing, it cannot create anything. But where the edges of Bys touch the other dimensions, something happens. Hideous parodies of real, existing creatures spawn from pure entropy ready to bring annihilation.</p><p></p><p>Entropy is a template that can be applied to any non-entropic creature, hereafter referred to as the "base creature".</p><p></p><p>-<strong>Challenge Rating: </strong>Same as the base creature +10.</p><p></p><p>-<strong>Type:</strong> The creature type change to outsider and gains the elemental, entropy, evil, and extraplanar subtype. It retains any subtype except for alignment subtypes (such as good). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Do not recalculate HD, BaB, save or skills.</p><p></p><p>-<strong>Alignment:</strong> Change to Neutral Evil (but see Beyond Mortal Care).</p><p></p><p>-<strong>Senses:</strong> As the base creature plus low-light and see in darkness.</p><p></p><p>-<strong>Speed: </strong>An entropy lose any previous speed and can fly at its higher ex-movement speed with perfect maneuverability (see flight).</p><p></p><p><strong>Armor Class</strong></p><p>-<strong>Deflection: </strong>The base creature gains a Deflection bonus to its AC equal to its Charisma Modifier (if positive).</p><p></p><p><strong>Special Attacks:</strong></p><p></p><p>-<strong>Death Gaze (Su):</strong> 5 permanent damage per HD, 5 ft. per Hit Die, Fortitude negates. This is a death effect and gaze attack. The save DC is Charisma-based.</p><p></p><p>-<strong>Entropic Touch (Su): </strong>An entropy can destroy non-magical matter with a mere touch. Magical matter (like a <em>wall of force)</em> are subject to a <em>disintegrate</em> effect (caster level equal to entropy HD), but without the 40d6 limit. Magical items can make a Fortitude save (DC is 10 + ½ Hit Dice of the entropy + the entropy’s Constitution modifier) each time they touch, or are touched by an entropy to reduce the <em>disintegrate</em> effect, if they fail, the item suffer the damage and is also disjuncted. A successful save negate the disjunction effect and reduce the damage to 5d6. This can destroy artifiacts, with a percentage equal to the HD of the entropy, if they fail the Fortitude save (the entropy does not risk losing spellcasting ability). A creature using a melee manufacted weapon against the entropy must make a Reflex save (DC is 10 + ½ Hit Dice of the entropy + the entropy’s Constitution modifier) every time he hit the entropy or the weapon suffer the <em>disintegrate</em> effect like is touched by the entropy. A projectile or thrown weapon does not gain a Reflex saving throw.</p><p></p><p>-<strong>Third Death (Su):</strong> If destroyed, an entropy implodes in upon itself. All targets within the entropy’s reach must make a Reflex save (DC 10 + ½ the entropy’s Hit Dice) or be sucked into the void and lost forever. Occasionally, beings lost in this manner find a way to return but they are never the same creature they were before unless they are somehow protected against the dimension of entropy.</p><p></p><p>-<strong>Void Gaze (Su):</strong> Any intelligent creature looking at the entropy can become lost in the unrelenting depth of blackness. Intelligent creatures within 5 feet per 2 Hit Dice of the entropy must make a Will save or become fascinated for 2d6 rounds. This is a charm, mind-affecting, visual effect and blind creatures are immune to this. The save DC is Charisma-based.</p><p></p><p><strong>Special Qualities:</strong></p><p></p><p>-<strong>Anathema to Reality (Ex): </strong>In any form the entropy creature does not leave any tracks, and leaves no trace of its passing, making it impossible to track. All divination spells that happen to be affecting the area it's in will show nothing but an empty spot. An entropy is immune to all divination spell and effects. Unusual forms of sensory perception (like blindsight, tremorsense) do not work for detect it. This ability even foils indirect detection (such as using detect magic to search for magical items on the entropy creature). The entropy creature can hide himself from view without anything to actually hide behind and even while observed.</p><p></p><p>-<strong>Beyond Mortal Care (Ex):</strong> An entropy is Beyond Alignment. Attempts to detect its alignment don’t return any results. When an entropy is the target of a spell or effect that is based on alignment, it’s treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on it. If it lose this effect, it revert to its previous alignment.</p><p></p><p>-<strong>Damage Reduction:</strong> Equal to ½ their HD /–.</p><p></p><p>-<strong>Dark Regeneration (Ex):</strong> This work like the normal regeneration with the following difference. An entropy regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If an entropy fails its save against a spell or effect that would kill it instantly, the monster is instead reduced to 1 hit point. No form of damage can stop dark regeneration, only by putting the entropy in bright light condition stop the regeneration.</p><p></p><p>-<strong>Defensive Ability: </strong>An entropy gains the elemental traits and is constantly under the effect of an extraordinary Freedom of Movement, Negate Aroma, and True seeing effect. An entropy in any condition of light, with the exception of bright light, gains dark regeneration equal to its HD.</p><p></p><p>-<strong>Entropy (subtype): </strong>A creature with the entropy subtype can move without risk within the dimension of entropy and is immune to permanent damage. All natural attacks the creature make are touch attack. All natural attacks the creature make deal permanent damage instead of usual type.</p><p></p><p>-<strong>Entropic Master (Su): </strong>An entropy is hard to hit. There's a 50% chance to miss it as if it had full concealment. This is not an illusion, and is not negated by True Seeing but is negated while the entropy is in normal or bright light.</p><p></p><p>-<strong>Entropic Mastery (Ex):</strong> The damage dealt by an entropy unarmed strike or natural weapons is permanent. This is applied even to racial special attack that deal physical or elemental damage (like trample of a bison or the breath weapon of a red dragon), but not to abilities gained from class, spells, spell-like abilities, maneuvers or psionic powers. Permanent damage is an untyped damage that ignore any DR or Hardness. A <em>limited wish</em> spell will heal 1 hit point of permanent damage. A <em>miracle</em> or <em>wish</em> will heal 1 point of permanent damage per caster level. Any creature reduced to 0 or fewer hit points by permanent damage is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Those slain by an entropy are brought closer to the true nature of death and as such cannot be raised. However, they can be resurrected, albeit suffering a loss of 2 levels (from resurrection) or a loss of one level (from true resurrection). Anyone grappling with, or striking the entropy with unarmed strike or melee natural attacks suffers permanent damage equal to the base damage dice their attack would usually inflict (eg. If a Monk were to land four blows upon an entropy, each dealing 2d10+22 damage, then he would suffer 8d10 permanent damage).</p><p></p><p>-<strong>Flight (Ex): </strong>An entropy does not fly; rather it is not subject to gravity in the same way other creatures are. It can move in any direction through any medium, disintegrating solid matter in its path (see entropic touch).</p><p></p><p>-<strong>Lasting Death (Su):</strong> An entropy can kill any creature that is not powerful enough. When an entropy kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. An entropy ignores rejuvenation, cosmic string, transmortality, or any automatic ability that prevents death in any way (such as transmigration but not spirited away), unless the immoral has more Divine Ranks of 1/5 of the entropy HD (rounded down).</p><p></p><p>-<strong>Undead Nature (Ex):</strong> An entropy gains negative energy affinity and is immune to Ability Damage and Drain, Blindness, Charm, Compulsion, Death effects, Energy Drain, Fear effects, Mind-affecting effects, Nausea, Petrification, and unwilling Polymorph effects. An entropy does not need to eat, breath or sleep.</p><p></p><p></p><p><em>Before you stands the beast, the thing. A dragon made of black substance, a black hole in shape of dragon, looking in your direction with malevolence, even if it has not eyes. It opens its jaws and black flames that seem to erase reality wherever they pass hurl themselves against you.</em></p><p></p><p>Entropy Adult Red Dragon CR 24</p><p></p><p>Beyond Alignment (NE) Huge outsider (elemental, entropy, evil, extraplanar, fire)</p><p></p><p><strong>Init</strong> +4; <strong>Senses</strong> dragon senses, low-light vision, see in darkness, smoke vision, true seeing; Perception +23</p><p></p><p><strong>Aura</strong> fire (5 ft., 1d6 permanent damage), frightful presence (180 ft., DC 21)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 32, touch 11, flat-footed 32 (+3 deflection, +21 natural, –2 size)</p><p></p><p><strong>hp</strong> 212 (17d12+102) dark regeneration 17</p><p></p><p><strong>Fort</strong> +16, <strong>Ref</strong> +10, <strong>Will</strong> +15</p><p></p><p><strong>Defensive Abilities</strong> anathema to reality, entropic master, freedom of movement, negate aroma, negative energy affinity; <strong>DR</strong> 5/magic and 8/–; <strong>Immune</strong> ability damage and drain, blindness, charm, compulsion, death effects, energy drain, fear, fire, mind-affecting, nausea, permanent damage, petrification, and unwilling polymorph effects, elemental traits; <strong>SR</strong> 25</p><p></p><p><strong>Weaknesses</strong> Vulnerability to cold</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> flight 200 ft. (perfect)</p><p></p><p><strong>Melee</strong> bite touch +25 (2d8+15 permanent damage), 2 claws touch +25 (2d6+10 permanent damage), 2 wings touch +23 (1d8+5 permanent damage), tail slap +23 (2d6+15 permanent damage)</p><p></p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft. (15 ft. with bite)</p><p></p><p><strong>Special Attacks</strong> breath weapon (50-ft. cone, DC 24, 12d10 permanent damage), crush (Small Creatures, DC 24, 2d8+15 permanent damage), death gaze (85 ft., DC 21, 85 permanent damage), entropic touch (DC 24, 34d6), third death (10 ft., DC 18), void gaze (40 ft., DC 21, fascinate 2d6 rounds)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 17th, concentration +20)</p><p></p><p><strong>At will</strong>—detect magic, pyrotechnics (DC 15), suggestion (DC 16)</p><p></p><p><strong>Spells Known</strong> (CL 7th, concentration +10)</p><p></p><p><strong>3rd (5/day)</strong>—dispel magic, haste</p><p></p><p><strong>2nd (7/day)</strong>—invisibility, resist energy, see invisibility</p><p></p><p><strong>1st (7/day)</strong>—alarm, grease (DC 14), magic missile, shield, true strike</p><p></p><p><strong>0 (at will)</strong>—arcane mark, light, mage hand, mending, message, prestidigitation, read magic</p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>31, <strong>Dex</strong> 10, <strong>Con</strong> 23, <strong>Int</strong> 16, <strong>Wis</strong> 17, Cha 16</p><p></p><p><strong>Base Atk</strong> +17; <strong>CMB</strong> +29; <strong>CMD</strong> 39 (43 vs. trip)</p><p></p><p><strong>Feats</strong> Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike</p><p></p><p><strong>Skills</strong> Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowledge (arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +12</p><p></p><p><strong>Languages</strong> Common, Draconic, Dwarven, Orc</p><p></p><p><strong>SQ</strong> beyond mortal care, entropic mastery, lasting death, undead nature</p><p></p><p>SPECIAL ABILITIES</p><p></p><p><strong>Fire Aura (Su</strong>)</p><p>An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6.</p><p></p><p><strong>Smoke Vision (Ex)</strong></p><p>A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).</p><p></p><p></p><p>Entropy Troll CR 15</p><p></p><p>Beyond Alignment (NE) Large outsider (elemental, entropy, evil, extraplanar, giant)</p><p></p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, see in darkness, true seeing; Perception +8</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)</p><p></p><p><strong>hp</strong> 63 (6d8+36); regeneration 5 (acid or fire), dark regeneration 6</p><p></p><p><strong>Defensive Abilities</strong> anathema to reality, entropic master, freedom of movement, negate aroma, negative energy affinity; <strong>DR</strong> 3/–; <strong>Immune</strong> ability damage and drain, blindness, charm, compulsion, death effects, energy drain, fear, mind-affecting, nausea, permanent damage, petrification, and unwilling polymorph effects, elemental traits;</p><p></p><p><strong>Fort</strong> +11, <strong>Ref </strong>+4, <strong>Will</strong> +3</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> fly 30 ft. (perfect)</p><p></p><p><strong>Melee</strong> bite +8 touch (1d8+5 permanent damage), 2 claws +8 touch (1d6+5 permanent damage)</p><p></p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p></p><p><strong>Special Attacks</strong> death gaze (30 ft., DC 11, 30 permanent damage), entropic touch (DC 11, 12d6), rend (2 claws, 1d6+7 permanent damage), third death (10 ft., DC 13), void gaze (15 ft., DC 11, fascinate 2d6 rounds)</p><p></p><p>STATISTICS</p><p></p><p><strong>Str</strong> 21, <strong>Dex</strong> 14, <strong>Con</strong> 23, <strong>Int</strong> 6, <strong>Wis</strong> 9, <strong>Cha</strong> 6</p><p></p><p><strong>Base Atk </strong>+4; <strong>CMB</strong> +10; <strong>CMD</strong> 22</p><p></p><p><strong>Feats</strong> Intimidating Prowess, Iron Will, Skill Focus (Perception)</p><p></p><p><strong>Skills</strong> Intimidate +9, Perception +8</p><p></p><p><strong>Languages</strong> Giant</p><p></p><p><strong>SQ</strong> beyond mortal care, entropic mastery, lasting death, undead nature</p></blockquote><p></p>
[QUOTE="Obly99, post: 8748933, member: 7035194"] Taking inspiration by the Unelemental [CENTER][B][SIZE=7]Entropy Template[/SIZE][/B][/CENTER] Sometimes a creature gets too close to Bys, the dimension of Entropy and becomes tainted by it but that rarely happens. Bys being nothing, it cannot create anything. But where the edges of Bys touch the other dimensions, something happens. Hideous parodies of real, existing creatures spawn from pure entropy ready to bring annihilation. Entropy is a template that can be applied to any non-entropic creature, hereafter referred to as the "base creature". -[B]Challenge Rating: [/B]Same as the base creature +10. -[B]Type:[/B] The creature type change to outsider and gains the elemental, entropy, evil, and extraplanar subtype. It retains any subtype except for alignment subtypes (such as good). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Do not recalculate HD, BaB, save or skills. -[B]Alignment:[/B] Change to Neutral Evil (but see Beyond Mortal Care). -[B]Senses:[/B] As the base creature plus low-light and see in darkness. -[B]Speed: [/B]An entropy lose any previous speed and can fly at its higher ex-movement speed with perfect maneuverability (see flight). [B]Armor Class[/B] -[B]Deflection: [/B]The base creature gains a Deflection bonus to its AC equal to its Charisma Modifier (if positive). [B]Special Attacks:[/B] -[B]Death Gaze (Su):[/B] 5 permanent damage per HD, 5 ft. per Hit Die, Fortitude negates. This is a death effect and gaze attack. The save DC is Charisma-based. -[B]Entropic Touch (Su): [/B]An entropy can destroy non-magical matter with a mere touch. Magical matter (like a [I]wall of force)[/I] are subject to a [I]disintegrate[/I] effect (caster level equal to entropy HD), but without the 40d6 limit. Magical items can make a Fortitude save (DC is 10 + ½ Hit Dice of the entropy + the entropy’s Constitution modifier) each time they touch, or are touched by an entropy to reduce the [I]disintegrate[/I] effect, if they fail, the item suffer the damage and is also disjuncted. A successful save negate the disjunction effect and reduce the damage to 5d6. This can destroy artifiacts, with a percentage equal to the HD of the entropy, if they fail the Fortitude save (the entropy does not risk losing spellcasting ability). A creature using a melee manufacted weapon against the entropy must make a Reflex save (DC is 10 + ½ Hit Dice of the entropy + the entropy’s Constitution modifier) every time he hit the entropy or the weapon suffer the [I]disintegrate[/I] effect like is touched by the entropy. A projectile or thrown weapon does not gain a Reflex saving throw. -[B]Third Death (Su):[/B] If destroyed, an entropy implodes in upon itself. All targets within the entropy’s reach must make a Reflex save (DC 10 + ½ the entropy’s Hit Dice) or be sucked into the void and lost forever. Occasionally, beings lost in this manner find a way to return but they are never the same creature they were before unless they are somehow protected against the dimension of entropy. -[B]Void Gaze (Su):[/B] Any intelligent creature looking at the entropy can become lost in the unrelenting depth of blackness. Intelligent creatures within 5 feet per 2 Hit Dice of the entropy must make a Will save or become fascinated for 2d6 rounds. This is a charm, mind-affecting, visual effect and blind creatures are immune to this. The save DC is Charisma-based. [B]Special Qualities:[/B] -[B]Anathema to Reality (Ex): [/B]In any form the entropy creature does not leave any tracks, and leaves no trace of its passing, making it impossible to track. All divination spells that happen to be affecting the area it's in will show nothing but an empty spot. An entropy is immune to all divination spell and effects. Unusual forms of sensory perception (like blindsight, tremorsense) do not work for detect it. This ability even foils indirect detection (such as using detect magic to search for magical items on the entropy creature). The entropy creature can hide himself from view without anything to actually hide behind and even while observed. -[B]Beyond Mortal Care (Ex):[/B] An entropy is Beyond Alignment. Attempts to detect its alignment don’t return any results. When an entropy is the target of a spell or effect that is based on alignment, it’s treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on it. If it lose this effect, it revert to its previous alignment. -[B]Damage Reduction:[/B] Equal to ½ their HD /–. -[B]Dark Regeneration (Ex):[/B] This work like the normal regeneration with the following difference. An entropy regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If an entropy fails its save against a spell or effect that would kill it instantly, the monster is instead reduced to 1 hit point. No form of damage can stop dark regeneration, only by putting the entropy in bright light condition stop the regeneration. -[B]Defensive Ability: [/B]An entropy gains the elemental traits and is constantly under the effect of an extraordinary Freedom of Movement, Negate Aroma, and True seeing effect. An entropy in any condition of light, with the exception of bright light, gains dark regeneration equal to its HD. -[B]Entropy (subtype): [/B]A creature with the entropy subtype can move without risk within the dimension of entropy and is immune to permanent damage. All natural attacks the creature make are touch attack. All natural attacks the creature make deal permanent damage instead of usual type. -[B]Entropic Master (Su): [/B]An entropy is hard to hit. There's a 50% chance to miss it as if it had full concealment. This is not an illusion, and is not negated by True Seeing but is negated while the entropy is in normal or bright light. -[B]Entropic Mastery (Ex):[/B] The damage dealt by an entropy unarmed strike or natural weapons is permanent. This is applied even to racial special attack that deal physical or elemental damage (like trample of a bison or the breath weapon of a red dragon), but not to abilities gained from class, spells, spell-like abilities, maneuvers or psionic powers. Permanent damage is an untyped damage that ignore any DR or Hardness. A [I]limited wish[/I] spell will heal 1 hit point of permanent damage. A [I]miracle[/I] or [I]wish[/I] will heal 1 point of permanent damage per caster level. Any creature reduced to 0 or fewer hit points by permanent damage is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Those slain by an entropy are brought closer to the true nature of death and as such cannot be raised. However, they can be resurrected, albeit suffering a loss of 2 levels (from resurrection) or a loss of one level (from true resurrection). Anyone grappling with, or striking the entropy with unarmed strike or melee natural attacks suffers permanent damage equal to the base damage dice their attack would usually inflict (eg. If a Monk were to land four blows upon an entropy, each dealing 2d10+22 damage, then he would suffer 8d10 permanent damage). -[B]Flight (Ex): [/B]An entropy does not fly; rather it is not subject to gravity in the same way other creatures are. It can move in any direction through any medium, disintegrating solid matter in its path (see entropic touch). -[B]Lasting Death (Su):[/B] An entropy can kill any creature that is not powerful enough. When an entropy kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. An entropy ignores rejuvenation, cosmic string, transmortality, or any automatic ability that prevents death in any way (such as transmigration but not spirited away), unless the immoral has more Divine Ranks of 1/5 of the entropy HD (rounded down). -[B]Undead Nature (Ex):[/B] An entropy gains negative energy affinity and is immune to Ability Damage and Drain, Blindness, Charm, Compulsion, Death effects, Energy Drain, Fear effects, Mind-affecting effects, Nausea, Petrification, and unwilling Polymorph effects. An entropy does not need to eat, breath or sleep. [I]Before you stands the beast, the thing. A dragon made of black substance, a black hole in shape of dragon, looking in your direction with malevolence, even if it has not eyes. It opens its jaws and black flames that seem to erase reality wherever they pass hurl themselves against you.[/I] Entropy Adult Red Dragon CR 24 Beyond Alignment (NE) Huge outsider (elemental, entropy, evil, extraplanar, fire) [B]Init[/B] +4; [B]Senses[/B] dragon senses, low-light vision, see in darkness, smoke vision, true seeing; Perception +23 [B]Aura[/B] fire (5 ft., 1d6 permanent damage), frightful presence (180 ft., DC 21) DEFENSE [B]AC[/B] 32, touch 11, flat-footed 32 (+3 deflection, +21 natural, –2 size) [B]hp[/B] 212 (17d12+102) dark regeneration 17 [B]Fort[/B] +16, [B]Ref[/B] +10, [B]Will[/B] +15 [B]Defensive Abilities[/B] anathema to reality, entropic master, freedom of movement, negate aroma, negative energy affinity; [B]DR[/B] 5/magic and 8/–; [B]Immune[/B] ability damage and drain, blindness, charm, compulsion, death effects, energy drain, fear, fire, mind-affecting, nausea, permanent damage, petrification, and unwilling polymorph effects, elemental traits; [B]SR[/B] 25 [B]Weaknesses[/B] Vulnerability to cold OFFENSE [B]Speed[/B] flight 200 ft. (perfect) [B]Melee[/B] bite touch +25 (2d8+15 permanent damage), 2 claws touch +25 (2d6+10 permanent damage), 2 wings touch +23 (1d8+5 permanent damage), tail slap +23 (2d6+15 permanent damage) [B]Space[/B] 15 ft.; [B]Reach[/B] 10 ft. (15 ft. with bite) [B]Special Attacks[/B] breath weapon (50-ft. cone, DC 24, 12d10 permanent damage), crush (Small Creatures, DC 24, 2d8+15 permanent damage), death gaze (85 ft., DC 21, 85 permanent damage), entropic touch (DC 24, 34d6), third death (10 ft., DC 18), void gaze (40 ft., DC 21, fascinate 2d6 rounds) [B]Spell-Like Abilities[/B] (CL 17th, concentration +20) [B]At will[/B]—detect magic, pyrotechnics (DC 15), suggestion (DC 16) [B]Spells Known[/B] (CL 7th, concentration +10) [B]3rd (5/day)[/B]—dispel magic, haste [B]2nd (7/day)[/B]—invisibility, resist energy, see invisibility [B]1st (7/day)[/B]—alarm, grease (DC 14), magic missile, shield, true strike [B]0 (at will)[/B]—arcane mark, light, mage hand, mending, message, prestidigitation, read magic STATISTICS [B]Str [/B]31, [B]Dex[/B] 10, [B]Con[/B] 23, [B]Int[/B] 16, [B]Wis[/B] 17, Cha 16 [B]Base Atk[/B] +17; [B]CMB[/B] +29; [B]CMD[/B] 39 (43 vs. trip) [B]Feats[/B] Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike [B]Skills[/B] Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowledge (arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +12 [B]Languages[/B] Common, Draconic, Dwarven, Orc [B]SQ[/B] beyond mortal care, entropic mastery, lasting death, undead nature SPECIAL ABILITIES [B]Fire Aura (Su[/B]) An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6. [B]Smoke Vision (Ex)[/B] A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics). Entropy Troll CR 15 Beyond Alignment (NE) Large outsider (elemental, entropy, evil, extraplanar, giant) [B]Init[/B] +2; [B]Senses[/B] darkvision 60 ft., low-light vision, scent, see in darkness, true seeing; Perception +8 DEFENSE [B]AC[/B] 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size) [B]hp[/B] 63 (6d8+36); regeneration 5 (acid or fire), dark regeneration 6 [B]Defensive Abilities[/B] anathema to reality, entropic master, freedom of movement, negate aroma, negative energy affinity; [B]DR[/B] 3/–; [B]Immune[/B] ability damage and drain, blindness, charm, compulsion, death effects, energy drain, fear, mind-affecting, nausea, permanent damage, petrification, and unwilling polymorph effects, elemental traits; [B]Fort[/B] +11, [B]Ref [/B]+4, [B]Will[/B] +3 OFFENSE [B]Speed[/B] fly 30 ft. (perfect) [B]Melee[/B] bite +8 touch (1d8+5 permanent damage), 2 claws +8 touch (1d6+5 permanent damage) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. [B]Special Attacks[/B] death gaze (30 ft., DC 11, 30 permanent damage), entropic touch (DC 11, 12d6), rend (2 claws, 1d6+7 permanent damage), third death (10 ft., DC 13), void gaze (15 ft., DC 11, fascinate 2d6 rounds) STATISTICS [B]Str[/B] 21, [B]Dex[/B] 14, [B]Con[/B] 23, [B]Int[/B] 6, [B]Wis[/B] 9, [B]Cha[/B] 6 [B]Base Atk [/B]+4; [B]CMB[/B] +10; [B]CMD[/B] 22 [B]Feats[/B] Intimidating Prowess, Iron Will, Skill Focus (Perception) [B]Skills[/B] Intimidate +9, Perception +8 [B]Languages[/B] Giant [B]SQ[/B] beyond mortal care, entropic mastery, lasting death, undead nature [/QUOTE]
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