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<blockquote data-quote="Obly99" data-source="post: 8824474" data-attributes="member: 7035194"><p>Ok, today I post my version for the Queen of Chaos from D&D (<a href="https://forgottenrealms.fandom.com/wiki/Queen_of_Chaos" target="_blank">Queen of Chaos</a>). For create this version I use two version: the first version from the 3.5 (<a href="https://www.realmshelps.net/monsters/block/Queen_Of_Chaos" target="_blank">Realms Helps Creature: Queen Of Chaos</a>) and a 5e version from the good [USER=83242]@dave2008[/USER] (<a href="https://www.enworld.org/threads/5e-epic-monster-updates.468639/post-6701425" target="_blank">D&D 5E - 5e EPIC MONSTER UPDATES</a>) and upgrading the power to a Greater Deity equivalent because I cannot conceive the idea that a creature at the level of a demi-deity can almost put the universe in check.</p><p style="text-align: center"></p> <p style="text-align: center"><strong><span style="font-size: 26px">Queen of Chaos</span></strong></p><p></p><p>Female CE Large Outsider (aquatic, chaos, evil, extraplanar, qlippoth, shapechanger)</p><p></p><p><strong>Init</strong> +51 (Always First); <strong>Senses</strong> darkvision 600 ft., detect good, detect law, divine senses (x10), read magic, true seeing; Perception +179</p><p></p><p><strong>Aura </strong>cloak of chaos (DC 75), divine (DC 67, 1.300 ft.), horrific appearance (DC 127, 30 ft.)</p><p></p><p><strong>AC</strong> 215, touch 99, flat-footed 182 (+68 armor, +41 deflection, +27 Dex, +6 dodge, +16 divine, +48 natural, -1 size)</p><p></p><p><strong>hp</strong> 6.360 [12.720 in the Abyss and Mealstrom] (120d20+3.960) regeneration 60 (epic and lawful)</p><p></p><p><strong>Fort </strong>+181, <strong>Ref</strong> +177, <strong>Will</strong> +187</p><p></p><p><strong>Defensive Abilities</strong> chaotic resistance, sixth sense; <strong>DR</strong> 40/cold iron, good, lawful and epic; <strong>Immune</strong> A greater deity is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by magical cold, magical disease, magical fire etc.; ability damage or drain, charm, cold, compulsion, electricity, death effects, energy drain, mind-affecting, poison, death from massive damage, Terrestrial Hazards; <strong>Resistance</strong> acid 30, cold 30, electricity 30, fire 30, Stellar Hazards; <strong>PR/SR</strong> 146, any spell which fails to penetrate the QC spell resistance is reflected back upon the caster</p><p></p><p><strong>Speed</strong> 600 ft., burrow 300 ft. (ground with maximum hardness of 105), fly 600 (perfect), swim 1.800 ft.</p><p></p><p><strong>Melee</strong> <em>death of law</em> always hit +277/+277/+272/+267/+262 (48d10+102 plus 3d6 and 1 negative level against law), +5 10 tentacles +233 (8d10+59 plus grab)</p><p></p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft. (30 ft. with tentacles)</p><p></p><p><strong>Special Attacks</strong> chaos wave (DC 127), chaotic explosion, command demon and qlippoth 44/day (DC 127), constrict (8d10+54), finger of chaos (DC 127), mythic surge 16/day (+4d6), noxious cloud (DC 119), powerful blows (tentacles), tear (12d10+54), tentacle cage (8d10+36, 34 AC, 636 hp)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 136th, concentration +193)</p><p></p><p><strong>Constant</strong>—cloak of chaos (DC 75), detect good, detect law, greater magic fang, read magic, true seeing</p><p></p><p><strong>At will</strong>—animate objects, blade barrier (DC 73), blasphemy (DC 74), chain lightning (DC 73), chaos hammer (DC 71), clairvoyance/clairaudience, cloak of chaos, commune, deeper darkness, desecrate, divine power, dream, etherealness, fear (71), flame strike (DC 72), geas/quest, greater dispel magic, greater teleport, major image (DC 70), magic circle against law, magic jar (DC 72), magic missile, magic vestment, magic weapon, mass charm monster (DC 75), mass suggestion (DC 73), pyrotechnics (DC 69), power word blind, power word kill, power word stun, protection from law, sending, shatter (DC 69), slow (DC 70), spiritual weapon, telekinesis (DC 72), summon monster IX (chaotic creatures only), tongues, unhallow, unholy aura (DC 75), unholy blight (DC 71), ventriloquism (DC 68), word of chaos (DC 74)</p><p></p><p><strong>16/day</strong>—wish</p><p></p><p><strong>3/day</strong>—polymorph any object (DC 75), summon demon and qlippoth</p><p></p><p><strong>1/day</strong>—summon demon lord and qlippoth lord</p><p></p><p><strong>Str</strong> 82, <strong>Dex</strong> 64, <strong>Con</strong> 77,<strong> Int</strong> 83, <strong>Wis</strong> 88, <strong>Cha</strong> 92</p><p></p><p><strong>Base Atk</strong> +120; <strong>CMB</strong> +230; <strong>CMD</strong> 257 (cannot be tripped)</p><p></p><p><strong>Skills</strong> Omnicompetent - All skills 139 + ability modifier</p><p></p><p><strong>Feats</strong> Alertness, Combat Expertise, Combat Reflexes, Cornugon Smash, Deadly Aim, Dodge, Greater Vital Strike, Improved Initiative, Improved Natural Attack (tentacle), Improved Vital Strike, Lightning Reflexes, Mobility, MultiattackB, Power Attack, Run, Seize the Opportunity, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (trident), Whirlwind Attack</p><p></p><p><strong>Epic Feats</strong> Cats Fall, Double Standards, Good Reflexes, Improved Combat Reflex, Improved Dodge, Plastic Soul, Prehensile Hair, Second Strike, Sixth Sense, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker</p><p></p><p><strong>Languages</strong> Abyssal, Aklo, Celestial, Draconic, Infernal, other 153 (GM’s discretion); telepathy 1.000 ft.</p><p></p><p><strong>SQ</strong> amphibious, boon of the chaos queen, change shape (fixed human or merfolk form, alter self), chaos gate, chaos portfolio traits (greater deity), chaotic trident, divine traits (queen of chaos), empathic link, grappler, might, mythic, tenacius grapple, virtual size category +4, war portfolio traits (greater deity)</p><p></p><p><strong>Environment:</strong> Steaming Fen, fourteenth layer of the Abyss</p><p></p><p><strong>Organization:</strong> Unique</p><p></p><p><strong>Treasure:</strong> braces of epic armor +68, <em>death of law</em> (+48 anarchic power, distance, impact, returning, unerring, trident of speed made of 1/64th of orichalcum [x6 the base dice])</p><p></p><p>The Queen of Chaos renounce the integrated class feature for gains double the divine slots. Also, renounce 24 feats for 4 divine slots.</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Celerity (Ex): Speed x3</p><p></p><p>• Chaotic Mind (Ex): Cha as anarchic to attack rolls</p><p></p><p>• Chaotic Soul (Ex): Cha as anarchic to saving throw</p><p></p><p>• Dimensional Heritage (Demon) (Ex): Gain the demon traits</p><p></p><p>• Eternal Freedom (Su): You are immune to spells and effects which impede movement</p><p></p><p>• Experience over Body (Ex): You can make combat maneuvers against opponents your size +10</p><p></p><p>• Heavenly Soul (Ex): Cha as luck to saving throw</p><p></p><p>• Perfect Initiative (Ex): Always first</p><p></p><p>• Omnicompetent (Ex): All skills are class skill</p><p></p><p>• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank</p><p></p><p><u><strong>Cosmic Abilities (Esoteric)</strong></u></p><p></p><p>• Cosmic String (Ex): You can only be killed by a creature with at least 16 DR</p><p></p><p>• Quixotic (Su): You can re-roll any dice roll once</p><p></p><p>• Spirited Away (Su): You are saved at the moment of your defeat</p><p></p><p><strong><u>Chaos Portfolio Traits (Greater Deity)</u></strong></p><p></p><p><em>Granted Power:</em> You cast chaos spells at +1 caster level.</p><p></p><p>• <em>Hostile Environment (Lawful) (Ex)</em>: Competence penalty on all die rolls equal to your divine rank while within a Lawful aligned environment</p><p></p><p>• <em>Axiomatic Vulnerability (Ex)</em>: Suffer 50% extra damage from lawful aligned attacks and spells</p><p></p><p>• Transmutation Immunity (Su): You are immune to transmutation based attacks</p><p></p><p>• Scion of Chaos (Ex): Competence bonus to attack rolls, damage rolls and armor class equal to your divine rank within a chaos aligned locale</p><p></p><p>• Improved Summoning (Chaos): Chaos aligned creatures summoned have 50% more HD</p><p></p><p>• Greater Taint of Chaos (Su): Healing against your damage 50% effective except in lawful aligned locale</p><p></p><p>• Uncanny Anarchic Mastery (Su): Assault your enemies with chaos based attacks</p><p></p><p>• Anarchic Regeneration (Su): You gain regeneration equal to half your HD while within a chaos aligned locale</p><p></p><p><strong><u>War Portfolio Traits (Greater Deity)</u></strong></p><p></p><p><em>Granted Power:</em> Free martial weapon proficiency and weapon focus with the deity’s favored weapon</p><p></p><p>• <em>Lemming’s Wisdom (Ex)</em>: Competence penalty to wisdom equal to your divine rank</p><p></p><p>• <em>Soldier’s Death (Ex):</em> Competence penalty to on all rolls equal to your divine rank for one week if you ever retreat</p><p></p><p>• Battle Ready (Su): You can use armor or shields without penalty</p><p></p><p>• Scion of War (Ex): Competence bonus on attack rolls equal to your divine rank</p><p></p><p>• Sons of Battle (Ex): Those summoned gain an attack bonus equal to your divine rank</p><p></p><p>• Chink in the Armor (Su): Ignore armor bonuses from armor/shields, not enhancement bonus</p><p></p><p>• Uncanny Force Mastery (Su): Assault your enemies with force based attacks</p><p></p><p>• Warrior’s Soul (Su): You gain regeneration equal to half your HD while in combat</p><p></p><p><u><strong>Uncanny Anarchic Mastery</strong></u></p><p></p><p>Beam (Ray) 120d8; 5.200 ft.</p><p></p><p>Blast 60d8; 5.200 ft./325 ft. Standard action Ref 77/half</p><p></p><p>Blood 30d8; Melee automatic ability Ref DC 69/negate</p><p></p><p>Breath* 120d8; 325 ft. (cone) 1.300 ft. (line) Standard Ref 69/half</p><p></p><p>Hand 180d8; Melee Touch</p><p></p><p>Immolation 180d8; 1.300 ft. radius Free/Standard Ref 69/half</p><p></p><p>Storm 30d8; 1.300 ft. radius Standard/Free – Special Ref 77/half</p><p></p><p>Strike 30d8; Melee (bonus) Free -</p><p></p><p>Wrath (Gaze) 60d8; all creature in 325 ft. Will 77/negate</p><p></p><p><u><strong>Uncanny Force Mastery</strong></u></p><p></p><p>Beam (Ray) 120d4; 5.200 ft.</p><p></p><p>Blast 60d4; 5.200 ft./325 ft. Standard action Ref 77/half</p><p></p><p>Blood 30d4; Melee automatic ability Ref DC 69/negate</p><p></p><p>Breath* 120d4; 325 ft. (cone) 1.300 ft. (line) Standard Ref 69/half</p><p></p><p>Hand 180d4; Melee Touch</p><p></p><p>Immolation 180d4; 1.300 ft. radius Free/Standard Ref 69/half</p><p></p><p>Storm 30d4; 1.300 ft. radius Standard/Free – Special Ref 77/half</p><p></p><p>Strike 30d4; Melee (bonus) Free -</p><p></p><p>Wrath (Gaze) 60d4; all creature in 325 ft. Will 77/negate</p><p></p><p><strong>Boon of the Chaos Queen (Su)</strong></p><p>A number of times per day equal to her DR, the QC can touch a willing creature with the demon or qlippoth subtype for granting a boon for 24 hours.</p><p></p><p>A demon gains the Nascent Demon Lord Traits:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Quasi-Deity template</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Immune to charm and compulsion effects, death effects, electricity, poison</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Resist acid, cold and fire 30</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Summon (Sp) Once per day, nascent demon lords can summon any demon or combination of demons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Telepathy 300 ft.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A nascent demon lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic and evil for the purposes of overcoming damage reduction.</p> </li> </ul><p>A qlippoth gains the Qlippoth Lord Traits:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Quasi-Deity template (unless the creatures has 30+ HD, in that case gains the Demi-Deity template)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Immunity to cold, death effects, mind-affecting effects, and poison</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Resistance to acid 30, electricity 30, and fire 30</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Regeneration (Ex) At least 20 and stopped by Lawful damage</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Summon (Sp) Once per day as a standard action, a qlippoth lord can summon any combination of qlippoth whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Telepathy 300 ft.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A qlippoth lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic and evil for the purposes of overcoming damage reduction.</p> </li> </ul><p></p><p><strong>Chaos Gate (Su)</strong></p><p>Three times per hour, when the Queen detects the Rod being used, she can create a gate within 30 feet of her. The other end opens on the Maelstrom or the Material Plane 30-120 feet away from the current wielder of the Rod. For each piece of the Rod that has been assembled, subtract 10 feet from the distance the gate appears in front of the wielder. Through this gate, the Queen will send a pack or troupe of spider-demons to slay the wielder and retrieve the Rod. The gate looks like a disk of black fire from the side.</p><p></p><p>Any creature, save the Queen, a demon, a qlippoth, or a creature native to the Maelstrom, that steps through the gate (on either side) has a 25% chance of being swept to a random outer plane of existence. Objects and magical effects cannot pass through the chaos gate unless worn or carried. The chaos gate remain active for 1 minute.</p><p></p><p><em>Warping Effect:</em> When a chaos gate is opened, there is a cumulative 20% chance that a wave of chaos sweeps that world. When a wave hits:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">The terrain around the heroes changes. Mountains might become a desert, the grass might turn blue (the sun might turn green).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Each day the heroes stay in this landscape, they must make a saving throw or take damage from the environment (toxic air, hot weather, etc).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Beasts of Chaos: Animals are transformed into Beasts of Chaos (Tome of Horror Complete).</p> </li> </ul><p></p><p><strong>Chaos Wave (Su)</strong></p><p>As a full-round action that provoke opportunity, once per minute, the QC can emit a pulse of chaotic energy in a 300-foot radius around herself. Each creature in the area must make a Will save DC 127. Roll a d10 for each target, on a failed save it suffers one of the following effects, or half as much damage and no secondary effect on a successful save:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">1-3: The target takes 100d6 half divine half electricity damage. Secondary effect: the target is confused for 1 round.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">4-6: The target takes 100d6 half divine half negative energy damage. Secondary effect: the target is panicked for 1 round.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">7-9: The target takes 100d6 half divine half force damage. Secondary effect: the target is stunned for 1 round.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">10: The target takes 100d6 divine damage. Secondary effect: the target is dominate as per dominate monster for 1 minute.</p> </li> </ul><p></p><p><strong>Chaotic Explosion (Su)</strong></p><p>When the QC is killed or her Spirited Away ability is triggered, a chaos wave effect is triggered in that place, even if the ability is in cooldown.</p><p></p><p><strong>Chaotic Resistance (Su)</strong></p><p>When the QC takes acid, cold, divine, electricity, fire, force, or negative energy damage she gains resistance 100 to that type of damage for 1 hour. The QC can only have a maximum of three different types of resistance at one time.</p><p></p><p><strong>Chaotic Trident (Su)</strong></p><p>The Queen, if she hurls her <em>death of law</em>, the weapon return immediately in her hands, allowing iterative attack (unlike a normal <em>returning</em> ability). The QC can throw her <em>death of law</em> with iterative attacks, even if normally throwing a two-handed weapon is a full-round action.</p><p></p><p><strong>Command Demon and Qlippoth (Su)</strong></p><p>The QC can also channel negative energy a number of times per day equal to 3 + her Charisma modifier, but only to affect creatures with the demon or qlippoth subtype as if they were undead and she possessed the Command Undead feat, with a cleric level equal to her HD. The QC can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel. Creatures of demi-deity status (like demon lords and qlippoth lords with 30+ HD) and higher are immune to this ability.</p><p></p><p><strong>Divine Traits (Queen of Chaos) (Ex)</strong></p><p>As one of the most ancient creatures of the universe, the Queen of Chaos has the Greater Deity template without using or needing quintessence and gains a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Queen of Chaos’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. The Queen of Chaos does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. The Queen of Chaos count all the Abyss and the Maelstrom as her Godly Realm for the purpose of gaining the x2 hp multiplier.</p><p></p><p><strong>Empathic Link (Su)</strong></p><p>The Queen has a sixth sense concerning the Rod of Seven Parts and can sense its precise location when a creature begins assembling the pieces or when the wielder uses one of the Rod's powers. This ability is not inhibited by distance or plane, though she can only detect the Rod if it is in the Maelstrom, the Material Plane, or the current plane in which she is traveling.</p><p></p><p><strong>Finger of Chaos (Su)</strong></p><p>As a standard action once every 1d6+2 rounds, the QC inflict 1200 damage (10 x HD) to a creature within 145 ft. (range close). A Will save DC 127 reduce the effect to 120d4 damage (1d4 x HD). For the type of damage, roll a d8 every time this ability is used: 1-acid, 2-cold, 3-divine, 4-electricity, 5-fire, 6-force, 7-negative energy, and 8-positive energy.</p><p></p><p><strong>Grant Spells</strong></p><p>The Queen of Chaos can grant spells of any level. She grant access to the domains of Chaos, Community, Destruction, Evil and War and to the subdomains of Blood, Catastrophe, Cooperation, Demon, Entropy, Leadership°, Rage, and Tactics.</p><p>° Clerics of the Queen of Chaos can modify the War domain with the Leadership subdomain</p><p></p><p><strong>Grappler (Ex)</strong></p><p>The Queen of Chaos apply her Divine Ability Experience over Body to her grab special attack of her tentacles.</p><p></p><p><strong>Horrific Appearance (Su)</strong></p><p>The QC horrific appearance work keeps the meaning of her name alive. This ability can effect any creature, not only living. This ability has 3 possible results (all of them are at least mind-affecting) based on the alignment in the chaos-law axis the affected creature has:</p><p></p><ul> <li data-xf-list-type="ul">Chaotic: if the creature fail the save, it is dominated as for the dominate monster spell for 120 days (same HD of the QC). Lesser Deity and creatures of higher status are instead charmed as for charm monster for the same duration if they fail the save. This version ignore the immunity of charm, compulsion and mind-affecting of creatures of Demi-Deity and below status. The charm version is a charm effect while the dominate is a compulsion).</li> <li data-xf-list-type="ul">Neutral: if the creature fail the save, it is panicked for 120 hours (same HD of the QC). Lesser Deity and creatures of higher status are instead shaken for the same duration if they fail the save. This version ignore the immunity of fear and mind-affecting of creatures of Demi-Deity and below status. This is a fear effect.</li> <li data-xf-list-type="ul">Law: if the creature fail the save, it instantly die. Lesser Deity and creatures of higher status are instead panicked for 120 rounds (same HD of the QC) if they fail the save. This version ignore the immunity of fear, death and mind-affecting of creatures of Demi-Deity and below status. The instadeath is a death effect, while the panicked is a fear effect.</li> </ul><p></p><p><strong>Might (Ex)</strong></p><p>The QC deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>The QC has Mythic Power (16/day, Surge +4d6) and counts as a 16th-rank Mythic creature. The QC can use any of her spells and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.</p><p></p><p><strong>Noxious Cloud (Su)</strong></p><p>Once every 1d4 rounds, as a standard action, the QC generate a cloud of toxic vapor in a cone of 120 ft. This work as a combination of cloudkill, deeper darkness and stinking cloud. A Fortitude save DC 119 reduce the effect of cloudkill and stinking cloud as normal. Unlike a normal cloud, noxious cloud can be used and extend underwater. The QC can see normally in this cloud. The save DC is Constitution-based.</p><p></p><p><strong>Summon Demon and Qlippoth (Sp)</strong></p><p>The QC can summon any combination of non unique demons and qlippoth whose total CR sum is 200 or less (like 10 balor CR 20) but no one creature can have a CR higher than 25.</p><p></p><p><strong>Summon Demon Lord and Qlippoth Lord (Sp)</strong></p><p>The QC can summon any 3 demon lords or qlippoth lords with whom she is on good terms (this included creature dominated with horrific appearance). The specific creature can refuse the summon, but usually they do not do it for fear of incurring in the anger of the Queen of Chaos.</p><p></p><p><strong>Tear (Ex)</strong></p><p>A beak hidden among the tentacles of the QC automatically bites a trapped opponent in the tentacle cage for 12d10+54 points of damage each round.</p><p></p><p><strong>Tenacious Grapple (Ex)</strong></p><p>The QC does not gain the grappled condition if she grapples a foe with her tentacles.</p><p></p><p><strong>Tentacle Cage (Ex)</strong></p><p>If the QC successfully grapples a Large or smaller creature, she automatically transfers that creature into her lower body’s nest of cage-like tentacles without needing additional actions. This works like swallow whole. The QC’s tentacles are AC 34 and have 636 hp for the purpose of an entrapped creature cutting itself out. The QC’s tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free. The QC can use this ability on any number of creatures, up to the maximum that they fit into her space (like 1 Large, 4 Medium and Small, 8 Tiny, 16 Diminutive, or 32 Fine). 2 Fine count as 1 Diminutive, 2 Diminutive count as 1 Tiny, 2 Tiny count as 1 Small.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8824474, member: 7035194"] Ok, today I post my version for the Queen of Chaos from D&D ([URL='https://forgottenrealms.fandom.com/wiki/Queen_of_Chaos']Queen of Chaos[/URL]). For create this version I use two version: the first version from the 3.5 ([URL='https://www.realmshelps.net/monsters/block/Queen_Of_Chaos']Realms Helps Creature: Queen Of Chaos[/URL]) and a 5e version from the good [USER=83242]@dave2008[/USER] ([URL='https://www.enworld.org/threads/5e-epic-monster-updates.468639/post-6701425']D&D 5E - 5e EPIC MONSTER UPDATES[/URL]) and upgrading the power to a Greater Deity equivalent because I cannot conceive the idea that a creature at the level of a demi-deity can almost put the universe in check. [CENTER] [B][SIZE=7]Queen of Chaos[/SIZE][/B][/CENTER] Female CE Large Outsider (aquatic, chaos, evil, extraplanar, qlippoth, shapechanger) [B]Init[/B] +51 (Always First); [B]Senses[/B] darkvision 600 ft., detect good, detect law, divine senses (x10), read magic, true seeing; Perception +179 [B]Aura [/B]cloak of chaos (DC 75), divine (DC 67, 1.300 ft.), horrific appearance (DC 127, 30 ft.) [B]AC[/B] 215, touch 99, flat-footed 182 (+68 armor, +41 deflection, +27 Dex, +6 dodge, +16 divine, +48 natural, -1 size) [B]hp[/B] 6.360 [12.720 in the Abyss and Mealstrom] (120d20+3.960) regeneration 60 (epic and lawful) [B]Fort [/B]+181, [B]Ref[/B] +177, [B]Will[/B] +187 [B]Defensive Abilities[/B] chaotic resistance, sixth sense; [B]DR[/B] 40/cold iron, good, lawful and epic; [B]Immune[/B] A greater deity is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by magical cold, magical disease, magical fire etc.; ability damage or drain, charm, cold, compulsion, electricity, death effects, energy drain, mind-affecting, poison, death from massive damage, Terrestrial Hazards; [B]Resistance[/B] acid 30, cold 30, electricity 30, fire 30, Stellar Hazards; [B]PR/SR[/B] 146, any spell which fails to penetrate the QC spell resistance is reflected back upon the caster [B]Speed[/B] 600 ft., burrow 300 ft. (ground with maximum hardness of 105), fly 600 (perfect), swim 1.800 ft. [B]Melee[/B] [I]death of law[/I] always hit +277/+277/+272/+267/+262 (48d10+102 plus 3d6 and 1 negative level against law), +5 10 tentacles +233 (8d10+59 plus grab) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. (30 ft. with tentacles) [B]Special Attacks[/B] chaos wave (DC 127), chaotic explosion, command demon and qlippoth 44/day (DC 127), constrict (8d10+54), finger of chaos (DC 127), mythic surge 16/day (+4d6), noxious cloud (DC 119), powerful blows (tentacles), tear (12d10+54), tentacle cage (8d10+36, 34 AC, 636 hp) [B]Spell-Like Abilities[/B] (CL 136th, concentration +193) [B]Constant[/B]—cloak of chaos (DC 75), detect good, detect law, greater magic fang, read magic, true seeing [B]At will[/B]—animate objects, blade barrier (DC 73), blasphemy (DC 74), chain lightning (DC 73), chaos hammer (DC 71), clairvoyance/clairaudience, cloak of chaos, commune, deeper darkness, desecrate, divine power, dream, etherealness, fear (71), flame strike (DC 72), geas/quest, greater dispel magic, greater teleport, major image (DC 70), magic circle against law, magic jar (DC 72), magic missile, magic vestment, magic weapon, mass charm monster (DC 75), mass suggestion (DC 73), pyrotechnics (DC 69), power word blind, power word kill, power word stun, protection from law, sending, shatter (DC 69), slow (DC 70), spiritual weapon, telekinesis (DC 72), summon monster IX (chaotic creatures only), tongues, unhallow, unholy aura (DC 75), unholy blight (DC 71), ventriloquism (DC 68), word of chaos (DC 74) [B]16/day[/B]—wish [B]3/day[/B]—polymorph any object (DC 75), summon demon and qlippoth [B]1/day[/B]—summon demon lord and qlippoth lord [B]Str[/B] 82, [B]Dex[/B] 64, [B]Con[/B] 77,[B] Int[/B] 83, [B]Wis[/B] 88, [B]Cha[/B] 92 [B]Base Atk[/B] +120; [B]CMB[/B] +230; [B]CMD[/B] 257 (cannot be tripped) [B]Skills[/B] Omnicompetent - All skills 139 + ability modifier [B]Feats[/B] Alertness, Combat Expertise, Combat Reflexes, Cornugon Smash, Deadly Aim, Dodge, Greater Vital Strike, Improved Initiative, Improved Natural Attack (tentacle), Improved Vital Strike, Lightning Reflexes, Mobility, MultiattackB, Power Attack, Run, Seize the Opportunity, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (trident), Whirlwind Attack [B]Epic Feats[/B] Cats Fall, Double Standards, Good Reflexes, Improved Combat Reflex, Improved Dodge, Plastic Soul, Prehensile Hair, Second Strike, Sixth Sense, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker [B]Languages[/B] Abyssal, Aklo, Celestial, Draconic, Infernal, other 153 (GM’s discretion); telepathy 1.000 ft. [B]SQ[/B] amphibious, boon of the chaos queen, change shape (fixed human or merfolk form, alter self), chaos gate, chaos portfolio traits (greater deity), chaotic trident, divine traits (queen of chaos), empathic link, grappler, might, mythic, tenacius grapple, virtual size category +4, war portfolio traits (greater deity) [B]Environment:[/B] Steaming Fen, fourteenth layer of the Abyss [B]Organization:[/B] Unique [B]Treasure:[/B] braces of epic armor +68, [I]death of law[/I] (+48 anarchic power, distance, impact, returning, unerring, trident of speed made of 1/64th of orichalcum [x6 the base dice]) The Queen of Chaos renounce the integrated class feature for gains double the divine slots. Also, renounce 24 feats for 4 divine slots. [U][B]Divine Abilities[/B][/U] • Celerity (Ex): Speed x3 • Chaotic Mind (Ex): Cha as anarchic to attack rolls • Chaotic Soul (Ex): Cha as anarchic to saving throw • Dimensional Heritage (Demon) (Ex): Gain the demon traits • Eternal Freedom (Su): You are immune to spells and effects which impede movement • Experience over Body (Ex): You can make combat maneuvers against opponents your size +10 • Heavenly Soul (Ex): Cha as luck to saving throw • Perfect Initiative (Ex): Always first • Omnicompetent (Ex): All skills are class skill • Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank [U][B]Cosmic Abilities (Esoteric)[/B][/U] • Cosmic String (Ex): You can only be killed by a creature with at least 16 DR • Quixotic (Su): You can re-roll any dice roll once • Spirited Away (Su): You are saved at the moment of your defeat [B][U]Chaos Portfolio Traits (Greater Deity)[/U][/B] [I]Granted Power:[/I] You cast chaos spells at +1 caster level. • [I]Hostile Environment (Lawful) (Ex)[/I]: Competence penalty on all die rolls equal to your divine rank while within a Lawful aligned environment • [I]Axiomatic Vulnerability (Ex)[/I]: Suffer 50% extra damage from lawful aligned attacks and spells • Transmutation Immunity (Su): You are immune to transmutation based attacks • Scion of Chaos (Ex): Competence bonus to attack rolls, damage rolls and armor class equal to your divine rank within a chaos aligned locale • Improved Summoning (Chaos): Chaos aligned creatures summoned have 50% more HD • Greater Taint of Chaos (Su): Healing against your damage 50% effective except in lawful aligned locale • Uncanny Anarchic Mastery (Su): Assault your enemies with chaos based attacks • Anarchic Regeneration (Su): You gain regeneration equal to half your HD while within a chaos aligned locale [B][U]War Portfolio Traits (Greater Deity)[/U][/B] [I]Granted Power:[/I] Free martial weapon proficiency and weapon focus with the deity’s favored weapon • [I]Lemming’s Wisdom (Ex)[/I]: Competence penalty to wisdom equal to your divine rank • [I]Soldier’s Death (Ex):[/I] Competence penalty to on all rolls equal to your divine rank for one week if you ever retreat • Battle Ready (Su): You can use armor or shields without penalty • Scion of War (Ex): Competence bonus on attack rolls equal to your divine rank • Sons of Battle (Ex): Those summoned gain an attack bonus equal to your divine rank • Chink in the Armor (Su): Ignore armor bonuses from armor/shields, not enhancement bonus • Uncanny Force Mastery (Su): Assault your enemies with force based attacks • Warrior’s Soul (Su): You gain regeneration equal to half your HD while in combat [U][B]Uncanny Anarchic Mastery[/B][/U] Beam (Ray) 120d8; 5.200 ft. Blast 60d8; 5.200 ft./325 ft. Standard action Ref 77/half Blood 30d8; Melee automatic ability Ref DC 69/negate Breath* 120d8; 325 ft. (cone) 1.300 ft. (line) Standard Ref 69/half Hand 180d8; Melee Touch Immolation 180d8; 1.300 ft. radius Free/Standard Ref 69/half Storm 30d8; 1.300 ft. radius Standard/Free – Special Ref 77/half Strike 30d8; Melee (bonus) Free - Wrath (Gaze) 60d8; all creature in 325 ft. Will 77/negate [U][B]Uncanny Force Mastery[/B][/U] Beam (Ray) 120d4; 5.200 ft. Blast 60d4; 5.200 ft./325 ft. Standard action Ref 77/half Blood 30d4; Melee automatic ability Ref DC 69/negate Breath* 120d4; 325 ft. (cone) 1.300 ft. (line) Standard Ref 69/half Hand 180d4; Melee Touch Immolation 180d4; 1.300 ft. radius Free/Standard Ref 69/half Storm 30d4; 1.300 ft. radius Standard/Free – Special Ref 77/half Strike 30d4; Melee (bonus) Free - Wrath (Gaze) 60d4; all creature in 325 ft. Will 77/negate [B]Boon of the Chaos Queen (Su)[/B] A number of times per day equal to her DR, the QC can touch a willing creature with the demon or qlippoth subtype for granting a boon for 24 hours. A demon gains the Nascent Demon Lord Traits: [LIST] [*][LEFT]Quasi-Deity template[/LEFT] [*][LEFT]Immune to charm and compulsion effects, death effects, electricity, poison[/LEFT] [*][LEFT]Resist acid, cold and fire 30[/LEFT] [*][LEFT]Summon (Sp) Once per day, nascent demon lords can summon any demon or combination of demons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.[/LEFT] [*][LEFT]Telepathy 300 ft.[/LEFT] [*][LEFT]A nascent demon lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic and evil for the purposes of overcoming damage reduction.[/LEFT] [/LIST] A qlippoth gains the Qlippoth Lord Traits: [LIST] [*][LEFT]Quasi-Deity template (unless the creatures has 30+ HD, in that case gains the Demi-Deity template)[/LEFT] [*][LEFT]Immunity to cold, death effects, mind-affecting effects, and poison[/LEFT] [*][LEFT]Resistance to acid 30, electricity 30, and fire 30[/LEFT] [*][LEFT]Regeneration (Ex) At least 20 and stopped by Lawful damage[/LEFT] [*][LEFT]Summon (Sp) Once per day as a standard action, a qlippoth lord can summon any combination of qlippoth whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.[/LEFT] [*][LEFT]Telepathy 300 ft.[/LEFT] [*][LEFT]A qlippoth lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic and evil for the purposes of overcoming damage reduction.[/LEFT] [/LIST] [B]Chaos Gate (Su)[/B] Three times per hour, when the Queen detects the Rod being used, she can create a gate within 30 feet of her. The other end opens on the Maelstrom or the Material Plane 30-120 feet away from the current wielder of the Rod. For each piece of the Rod that has been assembled, subtract 10 feet from the distance the gate appears in front of the wielder. Through this gate, the Queen will send a pack or troupe of spider-demons to slay the wielder and retrieve the Rod. The gate looks like a disk of black fire from the side. Any creature, save the Queen, a demon, a qlippoth, or a creature native to the Maelstrom, that steps through the gate (on either side) has a 25% chance of being swept to a random outer plane of existence. Objects and magical effects cannot pass through the chaos gate unless worn or carried. The chaos gate remain active for 1 minute. [I]Warping Effect:[/I] When a chaos gate is opened, there is a cumulative 20% chance that a wave of chaos sweeps that world. When a wave hits: [LIST] [*][LEFT]The terrain around the heroes changes. Mountains might become a desert, the grass might turn blue (the sun might turn green).[/LEFT] [*][LEFT]Each day the heroes stay in this landscape, they must make a saving throw or take damage from the environment (toxic air, hot weather, etc).[/LEFT] [*][LEFT]Beasts of Chaos: Animals are transformed into Beasts of Chaos (Tome of Horror Complete).[/LEFT] [/LIST] [B]Chaos Wave (Su)[/B] As a full-round action that provoke opportunity, once per minute, the QC can emit a pulse of chaotic energy in a 300-foot radius around herself. Each creature in the area must make a Will save DC 127. Roll a d10 for each target, on a failed save it suffers one of the following effects, or half as much damage and no secondary effect on a successful save: [LIST] [*][LEFT]1-3: The target takes 100d6 half divine half electricity damage. Secondary effect: the target is confused for 1 round.[/LEFT] [*][LEFT]4-6: The target takes 100d6 half divine half negative energy damage. Secondary effect: the target is panicked for 1 round.[/LEFT] [*][LEFT]7-9: The target takes 100d6 half divine half force damage. Secondary effect: the target is stunned for 1 round.[/LEFT] [*][LEFT]10: The target takes 100d6 divine damage. Secondary effect: the target is dominate as per dominate monster for 1 minute.[/LEFT] [/LIST] [B]Chaotic Explosion (Su)[/B] When the QC is killed or her Spirited Away ability is triggered, a chaos wave effect is triggered in that place, even if the ability is in cooldown. [B]Chaotic Resistance (Su)[/B] When the QC takes acid, cold, divine, electricity, fire, force, or negative energy damage she gains resistance 100 to that type of damage for 1 hour. The QC can only have a maximum of three different types of resistance at one time. [B]Chaotic Trident (Su)[/B] The Queen, if she hurls her [I]death of law[/I], the weapon return immediately in her hands, allowing iterative attack (unlike a normal [I]returning[/I] ability). The QC can throw her [I]death of law[/I] with iterative attacks, even if normally throwing a two-handed weapon is a full-round action. [B]Command Demon and Qlippoth (Su)[/B] The QC can also channel negative energy a number of times per day equal to 3 + her Charisma modifier, but only to affect creatures with the demon or qlippoth subtype as if they were undead and she possessed the Command Undead feat, with a cleric level equal to her HD. The QC can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel. Creatures of demi-deity status (like demon lords and qlippoth lords with 30+ HD) and higher are immune to this ability. [B]Divine Traits (Queen of Chaos) (Ex)[/B] As one of the most ancient creatures of the universe, the Queen of Chaos has the Greater Deity template without using or needing quintessence and gains a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Queen of Chaos’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. The Queen of Chaos does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. The Queen of Chaos count all the Abyss and the Maelstrom as her Godly Realm for the purpose of gaining the x2 hp multiplier. [B]Empathic Link (Su)[/B] The Queen has a sixth sense concerning the Rod of Seven Parts and can sense its precise location when a creature begins assembling the pieces or when the wielder uses one of the Rod's powers. This ability is not inhibited by distance or plane, though she can only detect the Rod if it is in the Maelstrom, the Material Plane, or the current plane in which she is traveling. [B]Finger of Chaos (Su)[/B] As a standard action once every 1d6+2 rounds, the QC inflict 1200 damage (10 x HD) to a creature within 145 ft. (range close). A Will save DC 127 reduce the effect to 120d4 damage (1d4 x HD). For the type of damage, roll a d8 every time this ability is used: 1-acid, 2-cold, 3-divine, 4-electricity, 5-fire, 6-force, 7-negative energy, and 8-positive energy. [B]Grant Spells[/B] The Queen of Chaos can grant spells of any level. She grant access to the domains of Chaos, Community, Destruction, Evil and War and to the subdomains of Blood, Catastrophe, Cooperation, Demon, Entropy, Leadership°, Rage, and Tactics. ° Clerics of the Queen of Chaos can modify the War domain with the Leadership subdomain [B]Grappler (Ex)[/B] The Queen of Chaos apply her Divine Ability Experience over Body to her grab special attack of her tentacles. [B]Horrific Appearance (Su)[/B] The QC horrific appearance work keeps the meaning of her name alive. This ability can effect any creature, not only living. This ability has 3 possible results (all of them are at least mind-affecting) based on the alignment in the chaos-law axis the affected creature has: [LIST] [*]Chaotic: if the creature fail the save, it is dominated as for the dominate monster spell for 120 days (same HD of the QC). Lesser Deity and creatures of higher status are instead charmed as for charm monster for the same duration if they fail the save. This version ignore the immunity of charm, compulsion and mind-affecting of creatures of Demi-Deity and below status. The charm version is a charm effect while the dominate is a compulsion). [*]Neutral: if the creature fail the save, it is panicked for 120 hours (same HD of the QC). Lesser Deity and creatures of higher status are instead shaken for the same duration if they fail the save. This version ignore the immunity of fear and mind-affecting of creatures of Demi-Deity and below status. This is a fear effect. [*]Law: if the creature fail the save, it instantly die. Lesser Deity and creatures of higher status are instead panicked for 120 rounds (same HD of the QC) if they fail the save. This version ignore the immunity of fear, death and mind-affecting of creatures of Demi-Deity and below status. The instadeath is a death effect, while the panicked is a fear effect. [/LIST] [B]Might (Ex)[/B] The QC deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD. [B]Mythic (Ex)[/B] The QC has Mythic Power (16/day, Surge +4d6) and counts as a 16th-rank Mythic creature. The QC can use any of her spells and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells. [B]Noxious Cloud (Su)[/B] Once every 1d4 rounds, as a standard action, the QC generate a cloud of toxic vapor in a cone of 120 ft. This work as a combination of cloudkill, deeper darkness and stinking cloud. A Fortitude save DC 119 reduce the effect of cloudkill and stinking cloud as normal. Unlike a normal cloud, noxious cloud can be used and extend underwater. The QC can see normally in this cloud. The save DC is Constitution-based. [B]Summon Demon and Qlippoth (Sp)[/B] The QC can summon any combination of non unique demons and qlippoth whose total CR sum is 200 or less (like 10 balor CR 20) but no one creature can have a CR higher than 25. [B]Summon Demon Lord and Qlippoth Lord (Sp)[/B] The QC can summon any 3 demon lords or qlippoth lords with whom she is on good terms (this included creature dominated with horrific appearance). The specific creature can refuse the summon, but usually they do not do it for fear of incurring in the anger of the Queen of Chaos. [B]Tear (Ex)[/B] A beak hidden among the tentacles of the QC automatically bites a trapped opponent in the tentacle cage for 12d10+54 points of damage each round. [B]Tenacious Grapple (Ex)[/B] The QC does not gain the grappled condition if she grapples a foe with her tentacles. [B]Tentacle Cage (Ex)[/B] If the QC successfully grapples a Large or smaller creature, she automatically transfers that creature into her lower body’s nest of cage-like tentacles without needing additional actions. This works like swallow whole. The QC’s tentacles are AC 34 and have 636 hp for the purpose of an entrapped creature cutting itself out. The QC’s tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free. The QC can use this ability on any number of creatures, up to the maximum that they fit into her space (like 1 Large, 4 Medium and Small, 8 Tiny, 16 Diminutive, or 32 Fine). 2 Fine count as 1 Diminutive, 2 Diminutive count as 1 Tiny, 2 Tiny count as 1 Small. [/QUOTE]
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