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<blockquote data-quote="Obly99" data-source="post: 8964228" data-attributes="member: 7035194"><p>Today I will bring the destroyer of Egyptian myth, the serpent of Chaos Apophis. Apophis was probably the first thing I created in the IH even if I'm not very proud of it: its first version was a simple and anonymous Old One with the Portfolio chaos and darkness without any particular unique abilities apart from its poison which was totally broken and senseless: whenever you failed a saving throw against it, you lost 1 Divine Rank and the appropriate Quintessence. Later I got back to revisiting it and fixing/balancing it. I realized that Dendar is nothing more than the D&D version of Apophis and they didn't even bother trying to change it much. So why not take advantage of it? I've recovered Dendar abilities from 3.5 (<a href="https://www.realmshelps.net/monsters/block/Dendar_the_Night_Serpent" target="_blank">Realms Helps Creature: Dendar the Night Serpent</a>), 5e of [USER=83242]@dave2008[/USER] (<a href="https://www.enworld.org/threads/5e-epic-monster-updates.468639/post-6701424" target="_blank">D&D 5E - 5e EPIC MONSTER UPDATES</a>) and a nice custom ability inspired by Kane Chronicles' Apophis (reality break) and here is this version.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Apophis</span></strong></p><p></p><p>CE Macro-Medium Magical Beast (aquatic, chaotic, entity, extraplanar)</p><p></p><p><strong>Init</strong> +187 (Always First); <strong>Senses</strong> blindsight 5.000 ft., cosmic consciousness (galaxy/plane), darkest vision, darkvision 10.000, divine senses (x20), low-light vision, scent, true seeing; Perception +238</p><p></p><p><strong>Aura </strong>divine (DC 93, 6.800 ft.), nightmare (DC 173, 6.800 ft.), reality break (6.800 ft.),</p><p></p><p><strong>AC</strong> 305, touch 113, flat-footed 257 (+51 deflection, +42 Dex, +6 dodge, +32 divine, +192 natural, -28 size)</p><p></p><p><strong>hp</strong> 24.640 (160d100+8.640) fast healing 80 regeneration 80 (epic and lawful)</p><p></p><p><strong>Fort </strong>+273, <strong>Ref</strong> +261, <strong>Will</strong> +260; +50 against divination effects</p><p></p><p><strong>Defensive Abilities</strong> cosmic string (1d10 minutes), nightmare scales, sixth sense; <strong>DR</strong> 200/—; <strong>Immune</strong> ability damage or drain, cold, death effects, energy drain, mind-affecting, poison, enchantment, illusion and transmutation effects, death from massive damage, Terrestrial Hazards; <strong>Resistance</strong> all elements 100, Stellar Hazards; <strong>PR/SR</strong> 202, any spell which fails to penetrate Apophis spell resistance is reflected back upon the caster</p><p></p><p><strong>Weakness</strong> light blindness</p><p></p><p><strong>Speed</strong> 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 97), fly 2.000 (perfect), swim 10.000 ft.</p><p></p><p><strong>Melee</strong> bite +406 touch (160d20+347/17-30x3 plus grab, nightmare venom and poison)</p><p></p><p><strong>Space</strong> 8.000 ft.; <strong>Reach</strong> 5.335 ft. (8.000 ft. with bite)</p><p></p><p><strong>Special Attacks</strong> breath weapon (1-mile cone, DC 173, unleash nightmares), capsize, crush (Macro-Diminutive Creatures, DC 176, 160d20+157), fast swallow, god-eater, jaws of the eater of the sun, mythic surge 32/day (+20d6), nightmare venom, poison, rend ship, siege monster, swallow whole (160d20+105 damage plus 1d6 nightmares, 106 AC, 2.464 hp), tail sweep (2-miles cone, Macro-Fine Creatures, DC 227, 160d20+157 plus push back 1 mile and knocked prone), unleash nightmares</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 192th, concentration +275)</p><p></p><p><strong>Constant</strong>—mindblank</p><p></p><p><strong>At will</strong>—animate objects, blindness/deafness (DC 95), chaos hammer (DC 97), cloak of chaos (DC 101), deeper darkness, dispel law, greater shadow evocation (DC 101), magic circle against law, nightmare (DC 98), obscuring mist, protection from law, shades (DC 102), shadow body, shadow step, shadow walk, shatter (DC 95), summon monster IX (chaotic creatures only), word of chaos (DC 100)</p><p></p><p><strong>3/day</strong>—summon snakes (level 39th, 1d8 spawn of apophis [fiendish paragon teratoid giant anaconda CR 53] 100%)</p><p></p><p><strong>Str </strong>220, <strong>Dex</strong> 94, <strong>Con</strong> 118, <strong>Int</strong> 90, <strong>Wis</strong> 88, <strong>Cha</strong> 112</p><p></p><p><strong>Base Atk</strong> +160; <strong>CMB</strong> +430; <strong>CMD</strong> 434 (cannot be tripped)</p><p></p><p><strong>Feats</strong> Alertness, Blind-FightB, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Muscle Reaction, Run, Seize the Opportunity, Spring Attack, Vital Strike, Whirlwind Attack</p><p></p><p><strong>Epic Feats</strong> Cats Fall, Double Standards, Ether Goer, Etheric Double, Etheric Vision, Good Will, Improved Combat Reflex, Improved Dodge, Malifiecus, Mathesis, Phrenology, Plastic Soul, Second Strike, Sixth Sense, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker</p><p></p><p><strong>Metamagic Feat</strong> Aquatic Spell, Automatic Metamagic Capacity x7, Bouncing Spell, Contingent Spell, Continual Spell, Delayed Spell, Disruptive Spell, Ectoplasmic Spell, Elemental Spell, Empower Spell, Enlarge Spell, Extended Spell, Flaring Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Latent Curse, Lingering Spell, Maximize Spell, Murky Spell, Metamagic Freedom [E], Persistent Spell, Profane Spell, Quicken Spell, Reach Spell, Seeking Spell, Selective Spell, Shadow Grasp, Snuffing Spell, Solid Shadow, Stygian Spell, Tenacious Spell, Tenebrous Spell, Thanatopic Spell, Threnodic Spell, Trap Spell, Umbral Spell, Widen Spell</p><p></p><p><strong>Skills</strong> Omnicompetent - All skills 195 + ability modifier</p><p></p><p><strong>Languages</strong> Abyssal, Aklo, Ancient Egypt, Celestial, Draconic, Infernal, Old Tongue, other 194 (GM’s discretion); telepathy 10.000 ft.</p><p></p><p><strong>SQ</strong> amphibious, chaos portfolio traits (Old One), cleaving bite, cosmic might, darkness portfolio traits (Old One), divine traits (entity), eater of souls, ignore armor, massive, mythic, lord of the tenth region of the night, virtual size category +7</p><p></p><p><strong>Environment:</strong> Tenth region of the night</p><p></p><p><strong>Organization:</strong> Unique</p><p></p><p><strong>Treasure:</strong> Incidental</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Adjuration (Su): Summon up to 320 hit die of creatures per day (no single creature can have CR higher than 112)</p><p></p><p>• ApocryphaB (Su): You are difficult to detect or scry</p><p></p><p>• Carapace (Ex): Natural Armor bonus equal to your hit die</p><p></p><p>• Celerity (Ex): Speed x3</p><p></p><p>• Eternal Freedom (Su): You are immune to spells and effects which impede movement</p><p></p><p>• Invincibility (Ex): Fortitude save for negate damage</p><p></p><p>• Lurking (Ex): You are difficult to detect</p><p></p><p>• Maven (Ex): Maximum rank in all know skill</p><p></p><p>• Perfect Initiative (Ex): Always first</p><p></p><p>• Omnicompetent (Ex): All skills are class skill</p><p></p><p>• Self Mastery (Ex): You can separate your individual appendages</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>• Shadow Self (Ex): Create a shadow duplicate</p><p></p><p>• Strong Mind (Ex): Str as insight to attack rolls</p><p></p><p>• Strong Soul (Ex): Str as insight to saving throw</p><p></p><p>• True SeeingB (Su): You gain a constant true seeing</p><p></p><p><u><strong>Cosmic Abilities</strong></u></p><p></p><p>• Cosmic Consciousness (Su): Your senses extend to the edge of the plane</p><p></p><p>• Divine Inspiration (Ex): You gain one divine ability which you can change at will</p><p></p><p>• Slipstream (Su): You are immune to temporal effects</p><p></p><p>• Unearthly Weapon Focus (bite)B: Touch attack for hit</p><p></p><p><u><strong>Chaos Portfolio Traits (Old One)</strong></u></p><p></p><p>• <em>Hostile Environment (lawful)</em>: You take a competence penalty (equal to your divine rank) on all die rolls while in a lawful aligned environment</p><p></p><p>• <em>Axiomatic Vulnerability:</em> You suffer 50% extra damage from lawful based attacks and spells</p><p></p><p>• Transmutation Immunity: You are immune to transmutation based attacks</p><p></p><p>• Scion of Chaos (Su): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while she is within a chaos aligned locale</p><p></p><p>• Improved Summoning (Chaos): Chaotic creatures summoned by you 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 ½ HD while within a chaos aligned locale</p><p></p><p>• Chaos Messiah (Su): You cannot be harmed, either willingly or unwillingly by chaotic creatures of lower divine rank</p><p></p><p>• <em>Cosmic Imperfection (Lawful)</em>: One artifact in the universe can defeat your cosmic string</p><p></p><p>• Aximatic Pariah (Su): Lawful based spells/effects cease to function in your divine realm</p><p></p><p><strong><u>Darkness Portfolio Traits (Old One)</u></strong></p><p></p><p><em>Granted Power:</em> You gain Blind-Fight as a bonus feat</p><p></p><p>• <em>Darkest Vision (Ex)</em>: You have perfect vision in darkness, even magical darkness</p><p></p><p>• <em>Hostile Environment (Sunlight) (Ex)</em>: Competence penalty on all die rolls equal to your divine rank while within a sunlit environment</p><p></p><p>• <em>Light Vulnerability (Ex)</em>: Suffer 50% extra damage from light attacks and spells</p><p></p><p>• Shadow Immunity (Su): You are immune to shadow attacks and spells</p><p></p><p>• Scion of Darkness (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while shrouded in darkness</p><p></p><p>• Improved Summoning (Shadow) (Ex): Shadow creatures summoned have 50% more HD</p><p></p><p>• Embodiment of Darkness (Su): Negative Energy immunity only 50% effective against you</p><p></p><p>• Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks</p><p></p><p>• Darkness Regeneration (Ex): Regeneration equal to ½ your HD while shrouded in darkness</p><p></p><p>• Dark Messiah (Su): Shadow creatures of a lower divine rank cannot harm you (no save)</p><p></p><p>• <em>Cosmic Imperfection (Sun):</em> One artifact in the universe can defeat your cosmic string</p><p></p><p>• Pariah of Light (Su): Light based spells/effects cease to function in your divine realm</p><p></p><p><u><strong>Uncanny Anarchic Mastery</strong></u></p><p></p><p>Beam (Ray) 160d8; 6.800 ft.</p><p></p><p>Blast 80d8; 6.800 ft./425 ft. Standard action Ref 103/half</p><p></p><p>Blood 40d8; Melee automatic ability Ref DC 106/negate</p><p></p><p>Breath* 160d8; 425 ft. (cone) 1.700 ft. (line) Standard Ref 106/half</p><p></p><p>Hand 240d8; Melee Touch</p><p></p><p>Immolation 240d8; 6.800 ft. radius Free/Standard Ref 106/half</p><p></p><p>Storm 40d8; 6.800 ft. radius Standard/Free – Special Ref 103/half</p><p></p><p>Strike 40d8; Melee (bonus) Free -</p><p></p><p>Wrath (Gaze) 80d8; all creature in 425 ft. Will 103/negate</p><p></p><p><u><strong>Uncanny Negative Energy Mastery</strong></u></p><p></p><p>Beam (Ray) 26; 6.800 ft.</p><p></p><p>Blast 13; 6.800 ft./425 ft. Standard action Ref 103/half</p><p></p><p>Blood 6; Melee automatic ability Ref DC 106/negate</p><p></p><p>Breath* 26; 425 ft. (cone) 1.700 ft. (line) Standard Ref 106/half</p><p></p><p>Hand 40; Melee Touch</p><p></p><p>Immolation 40; 6.800 ft. radius Free/Standard Ref 106/half</p><p></p><p>Storm 6; 6.800 ft. radius Standard/Free – Special Ref 103/half</p><p></p><p>Strike 6; Melee (bonus) Free -</p><p></p><p>Wrath (Gaze) 13; all creature in 425 ft. Will 103/negate</p><p></p><p><strong>Alter Reality (Su)</strong></p><p>Once per round as a free action Apophis can duplicate any spell of 16th-level or less. This ability can also duplicate any epic spells of DC 255 or less. Other use of this ability are GM’s discretion.</p><p></p><p><strong>Capsize (Ex)</strong></p><p>Apophis can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.</p><p></p><p><strong>Cleaving Bite (Ex)</strong></p><p>A single attack from Apophis’s bite can target all creatures in a 100-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. Creatures struck by this area bite are exposed to the Chaos Serpent’s poison, and it can attempt a combat maneuver check to grapple and immediately swallow all creatures it hits with this bite attack, making a single check and applying it against the CMD of all targets. If Apophis grapples a creature of Macro-Tiny 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. Apophis can grapple any number of creatures of Macro-Tiny size or smaller simultaneously. Apophis natural weapons are considered area attacks for the purpose of attacking swarms.</p><p></p><p><strong>Cosmic Might (Ex)</strong></p><p>Apophis deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.</p><p></p><p><strong>Divine Traits (Entity) (Ex)</strong></p><p>As an entity, Apophis gains a +32 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Apophis’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. An entity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.</p><p></p><p><strong>Eater of Souls (Su)</strong></p><p>Apophis live in the underword and because of this, its bite attack gains the ghost touch property. Incorporeal creatures can be grappled by Apophis with its bite and swallowed. Also, the grab special attack of Apophis ignore freedom of movement and similar abilities (like the Eternal Freedom Divine Ability) of creatures with lesser power of a Sidereal. Finally, its bite attack gains the mighty disruption property with a Fortitude save DC of 173 instead of 21. The save DC is Charisma-based.</p><p></p><p><strong>God-Eater (Ex)</strong></p><p>Apophis despises all deities and their mortal and immortal servants. It can detect outsiders, extraplanar creatures, creatures with divine rank and divine spellcasters (as well as any creature called or summoned by outsiders, extraplanar creatures, creatures with divine rank or divine spell- casters) by scent at 1.000 times the normal range, and can always pinpoint their location when they are within 1.000 feet. Its poison ignore the ability damage and ability drain immunity, poison immunity and Fortitude save immunity of creatures with lesser power of a Sidereal.</p><p></p><p><strong>Grant Spells</strong></p><p>Apophis can grant spells of any level. It grant access to the domains of Chaos, Death, Darkness, Destruction, Evil, Scalykind, and Water and to the subdomains of Catastrophe, Corruption, Demon, Entropy, Fear, Flotsam, Hatred, Murder, Night, Rivers, Riot, Venom, Undead.</p><p></p><p><strong>Ignore Armor (Ex)</strong></p><p>Apophis's incredibly sharp fangs pierce any armor as if it were paper. Not even the most powerful magic armor protects against its vicious bites; as a result, Apophis gains the Unearthly Weapon Focus (bite) as a bonus Cosmic Ability.</p><p></p><p><strong>Jaw of the Eater of the Sun (Ex)</strong></p><p>Apophis’s applies triple its Strength modifier to bite damage, and its bite attack has a base critical threat range and multiplier of 17-20x3. Apophis’s bite attack automatically bypass any DR, that is not /–, and hardness the target might possess, and gains +32 enhancement bonus.</p><p></p><p><strong>Lord of the Tenth region of the Night (Ex)</strong></p><p>Apophis, while in areas of dim light or lower condition of light ignore all size penalties on Stealth checks and gain a +32 bonus on attack rolls against flat-footed enemies.</p><p></p><p><strong>Massive (Ex)</strong></p><p>Because Apophis is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or massive settlements are considered difficult terrain to Apophis (GM’s discretion). A Macro-Tiny or smaller creature can move through any square occupied by Apophis, or vice-versa. Apophis can be flanked only by Macro-Tiny or larger foes. Apophis 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 Macro-Tiny or smaller creature to climb Apophis—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on Apophis body provokes an attack of opportunity from it.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>Apophis has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Apophis can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.</p><p></p><p><strong>Nightmare Aura (Su)</strong></p><p>Apophis has a nightmare aura which manifests as darkened shadows, subtle rot, and skewed perspective with the same area of its divine aura. The first time a creature ends his turn within the aura, it must succeed at a DC 173 Will save or be panicked for as long as it stays within the aura and for 32d4 rounds thereafter. Apophis can suppress or reactivate this aura as a swift action. If the creature succeeds at the saving throw, he cannot be affected again by the aura for another 24 hours. This is a fear, mind-affecting effect. The DC is Charisma-based.</p><p></p><p><strong>Nightmare Scales (Su)</strong></p><p>Anyone striking Apophis in melee combat causes one of its scales to fly off. Each scale contains a nightmare of a consumed soul, which is unleashed on the character in the form of a phantasmal killer spell (Will/Fortitude DC 173). Unlike a normal phantasmal killer spell, this ability ignore immunity to emotion, fear, insta-kill or mind-affecting of creatures with lesser power of a Sidereal. Once a creature succeed 32 (DR of Apophis) consecutive saving throw in an hour, he become immune to nightmare scales for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Nightmare Venom (Ex)</strong></p><p>Anyone struck by Apophis's bite attack must succeed on a DC 173 Will save or fall into a coma. While in this state, the character is assailed by a constant stream of his worst nightmares. The only way to recover a character in this state is through the use of a wish or miracle spell that make a caster level check against a DC of 192 (HD + DR of Apophis), and even then the character must succeed on a DC 173 Will save or take 32d3 points of Wisdom drain from the horrible lucid nightmares he has experienced. The save DC is Charisma-based.</p><p></p><p><strong>Poison (Ex)</strong></p><p><strong>Bite</strong>—injury; <em>save</em> Fort DC 176; <em>frequency</em> 1/day for 32 days; effect 10d6 Constitution and Wisdom drain, cure 32 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain of creatures with lesser power of a Sidereal. Magical means for remove the poison or cure the drain while the poison is still present require the user to succeed a caster level check against Apophis' spell resistance or the effect (which can also be a supernatural, all effects must check) backfire and immediately activate the poison effect as if the creature had failed a Fortitude save.</p><p></p><p><strong>Reality Break Aura (Su)</strong></p><p>The mere presence of Apophis, an Entity, in the actual universe, break the laws of physics. In the divine aura of Apophis the reality break and fracture in smaller pieces. Every creature inside the aura is treated as in a different plane respect of the other creatures in the area, with the exception of Apophis. Effectively this allows creatures to occupy the same space as others but not target each other with effects (even beneficial), flanking, teamwork feats or attacks (unless the specific effect or attack can work between planes; they can see but not ear each other, so, unless the creature has labial or Vegepygmy (PF sign language) as languages, they cannot communicate without using sending [and even them, there is the 5% that does not work] or similar methods) but can target Apophis normally and viceversa. A <em>plane shift</em> spell allow a creature to move from one “plane” to another of a creature in line of sight. When used in this way, the <em>plane shift</em> spell does not need the usual Focus forked metal rod or the 5d% mishap and does not “move” the creature in the space, only in the regard of the “planes” (the creature arrive in the same square he originally occupied before using <em>plane shift</em>, unless a creature occupy it, in this case he arrive in the closed free square). Apophis ignore the effect of this aura (if 5 creatures are “adjacent” to each other, they cannot help each other but Aphopis can bite all of them with cleaving bite or target all of them with a fireball). Apophis can chose to move any number of willing creatures in a specific “plane” (like moving a specific ally against a specific enemy) as a swift action at the start of its turn. If a creature exit the area and re-enter it, is moved to a new “plane” compared to the previous one.</p><p></p><p><strong>Rend Ship (Ex)</strong></p><p>As a full-round action, Apophis can attempt to use its immense coils to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but Apophis gets a cumulative +4 bonus on the check for each size category smaller than itself the ship is. If Apophis grapples the ship, it holds the ship motionless; it can only attack targets on deck with its bite. Each round it maintains its hold on the ship, it automatically inflicts its crush damage on the ship’s hull (x2 with siege monster).</p><p></p><p><strong>Siege Monster (Ex)</strong></p><p>Apophis against an object or structure deals double damage.</p><p></p><p><strong>Swallow Whole (Ex)</strong></p><p>Horrible things inside lurk inside the Chaos Serpent's gizzard. The undigested nightmares of thousands of souls reside within Apophis's belly. Anyone trapped within take 160d20+105 damage every round and is automatically assailed by these nightmares 1d6 times per round as if he had struck Apophis in combat. There are two ways to escape this nightmare prison. The first is to deal at least 2.463 points of damage to the Chaos Serpent's gizzard with a light slashing or piercing weapon (its gizzard has an AC of 106). Once a creature has escaped in this way, muscular action closes the hole; other swallowed creatures must cut their own way out. The second method of escape is under Apophis's control. If the Chaos Serpent ever uses its breath weapon (unleash nightmares) with a creature in its gizzard, the creature is automatically expelled along with the nightmares, suffering the nightmare attack along with all others in the area of effect (and possibly finding its way right back into its belly). Swallowed incorporeal creatures must escape like corporeal creatures, they cannot pass through the corpse of Apophis. Apophis can have swallowed at the same time any number of creatures as long their total space is equal or lesser than its space.</p><p></p><p><strong>Tail Sweep (Ex)</strong></p><p>Apophis can sweep with its tail as a standard action, affecting 2 miles-radius half-circle extending from an intersection on the edge of its space. Macro-Fine or smaller creatures and objects in the area take 160d20+157 points of damage (DC 227 Reflex half). Creatures that fail the save are also pushed back 1 mile and knocked prone. A successful save half the damage and negate both the push back and prone. The save DC is Strength-based.</p><p></p><p><strong>Unleash Nightmares (Su)</strong></p><p>The Chaos Serpent can cause any being on the same plane as him to relive his worst nightmare as a standard action. Unless the creature succeeds at a DC 173 Will save, he goes completely insane (as a combination of the feeblemind and insanity spells; this ignore immunity to compulsion or mind-affecting effects of creatures less than Sidereals). This insanity can be cured only by a miracle or wish spell that make a caster level check against a DC of 192 (HD + DR of Apophis). Once a creature succeed this save, he is immune to this version of unleash nightmares for 1 year (but not to the breath weapon version). Apophis can unleash this ability us a breath weapon once every 1d6+4 rounds as well. If it does so, all creatures within 1-mile cone must make the saving throw, and those that fail are carried by their own nightmares into the Night Serpent's belly, in addition to being driven insane. When using this breath weapon, Apophis automatically activate the Breath [Effect] of both Uncanny Anarchic Mastery and Uncanny Negative Energy Mastery with a range of 1-mile cone, even if they are both in cooldown (the save DC remain 106 for both). Apophis is immune to unleash nightmares. The save DC of unleashed nightmares is Charisma-based, even for the breath weapon version.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8964228, member: 7035194"] Today I will bring the destroyer of Egyptian myth, the serpent of Chaos Apophis. Apophis was probably the first thing I created in the IH even if I'm not very proud of it: its first version was a simple and anonymous Old One with the Portfolio chaos and darkness without any particular unique abilities apart from its poison which was totally broken and senseless: whenever you failed a saving throw against it, you lost 1 Divine Rank and the appropriate Quintessence. Later I got back to revisiting it and fixing/balancing it. I realized that Dendar is nothing more than the D&D version of Apophis and they didn't even bother trying to change it much. So why not take advantage of it? I've recovered Dendar abilities from 3.5 ([URL='https://www.realmshelps.net/monsters/block/Dendar_the_Night_Serpent']Realms Helps Creature: Dendar the Night Serpent[/URL]), 5e of [USER=83242]@dave2008[/USER] ([URL='https://www.enworld.org/threads/5e-epic-monster-updates.468639/post-6701424']D&D 5E - 5e EPIC MONSTER UPDATES[/URL]) and a nice custom ability inspired by Kane Chronicles' Apophis (reality break) and here is this version. [CENTER][B][SIZE=7]Apophis[/SIZE][/B][/CENTER] CE Macro-Medium Magical Beast (aquatic, chaotic, entity, extraplanar) [B]Init[/B] +187 (Always First); [B]Senses[/B] blindsight 5.000 ft., cosmic consciousness (galaxy/plane), darkest vision, darkvision 10.000, divine senses (x20), low-light vision, scent, true seeing; Perception +238 [B]Aura [/B]divine (DC 93, 6.800 ft.), nightmare (DC 173, 6.800 ft.), reality break (6.800 ft.), [B]AC[/B] 305, touch 113, flat-footed 257 (+51 deflection, +42 Dex, +6 dodge, +32 divine, +192 natural, -28 size) [B]hp[/B] 24.640 (160d100+8.640) fast healing 80 regeneration 80 (epic and lawful) [B]Fort [/B]+273, [B]Ref[/B] +261, [B]Will[/B] +260; +50 against divination effects [B]Defensive Abilities[/B] cosmic string (1d10 minutes), nightmare scales, sixth sense; [B]DR[/B] 200/—; [B]Immune[/B] ability damage or drain, cold, death effects, energy drain, mind-affecting, poison, enchantment, illusion and transmutation effects, death from massive damage, Terrestrial Hazards; [B]Resistance[/B] all elements 100, Stellar Hazards; [B]PR/SR[/B] 202, any spell which fails to penetrate Apophis spell resistance is reflected back upon the caster [B]Weakness[/B] light blindness [B]Speed[/B] 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 97), fly 2.000 (perfect), swim 10.000 ft. [B]Melee[/B] bite +406 touch (160d20+347/17-30x3 plus grab, nightmare venom and poison) [B]Space[/B] 8.000 ft.; [B]Reach[/B] 5.335 ft. (8.000 ft. with bite) [B]Special Attacks[/B] breath weapon (1-mile cone, DC 173, unleash nightmares), capsize, crush (Macro-Diminutive Creatures, DC 176, 160d20+157), fast swallow, god-eater, jaws of the eater of the sun, mythic surge 32/day (+20d6), nightmare venom, poison, rend ship, siege monster, swallow whole (160d20+105 damage plus 1d6 nightmares, 106 AC, 2.464 hp), tail sweep (2-miles cone, Macro-Fine Creatures, DC 227, 160d20+157 plus push back 1 mile and knocked prone), unleash nightmares [B]Spell-Like Abilities[/B] (CL 192th, concentration +275) [B]Constant[/B]—mindblank [B]At will[/B]—animate objects, blindness/deafness (DC 95), chaos hammer (DC 97), cloak of chaos (DC 101), deeper darkness, dispel law, greater shadow evocation (DC 101), magic circle against law, nightmare (DC 98), obscuring mist, protection from law, shades (DC 102), shadow body, shadow step, shadow walk, shatter (DC 95), summon monster IX (chaotic creatures only), word of chaos (DC 100) [B]3/day[/B]—summon snakes (level 39th, 1d8 spawn of apophis [fiendish paragon teratoid giant anaconda CR 53] 100%) [B]Str [/B]220, [B]Dex[/B] 94, [B]Con[/B] 118, [B]Int[/B] 90, [B]Wis[/B] 88, [B]Cha[/B] 112 [B]Base Atk[/B] +160; [B]CMB[/B] +430; [B]CMD[/B] 434 (cannot be tripped) [B]Feats[/B] Alertness, Blind-FightB, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Muscle Reaction, Run, Seize the Opportunity, Spring Attack, Vital Strike, Whirlwind Attack [B]Epic Feats[/B] Cats Fall, Double Standards, Ether Goer, Etheric Double, Etheric Vision, Good Will, Improved Combat Reflex, Improved Dodge, Malifiecus, Mathesis, Phrenology, Plastic Soul, Second Strike, Sixth Sense, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker [B]Metamagic Feat[/B] Aquatic Spell, Automatic Metamagic Capacity x7, Bouncing Spell, Contingent Spell, Continual Spell, Delayed Spell, Disruptive Spell, Ectoplasmic Spell, Elemental Spell, Empower Spell, Enlarge Spell, Extended Spell, Flaring Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Latent Curse, Lingering Spell, Maximize Spell, Murky Spell, Metamagic Freedom [E], Persistent Spell, Profane Spell, Quicken Spell, Reach Spell, Seeking Spell, Selective Spell, Shadow Grasp, Snuffing Spell, Solid Shadow, Stygian Spell, Tenacious Spell, Tenebrous Spell, Thanatopic Spell, Threnodic Spell, Trap Spell, Umbral Spell, Widen Spell [B]Skills[/B] Omnicompetent - All skills 195 + ability modifier [B]Languages[/B] Abyssal, Aklo, Ancient Egypt, Celestial, Draconic, Infernal, Old Tongue, other 194 (GM’s discretion); telepathy 10.000 ft. [B]SQ[/B] amphibious, chaos portfolio traits (Old One), cleaving bite, cosmic might, darkness portfolio traits (Old One), divine traits (entity), eater of souls, ignore armor, massive, mythic, lord of the tenth region of the night, virtual size category +7 [B]Environment:[/B] Tenth region of the night [B]Organization:[/B] Unique [B]Treasure:[/B] Incidental [U][B]Divine Abilities[/B][/U] • Adjuration (Su): Summon up to 320 hit die of creatures per day (no single creature can have CR higher than 112) • ApocryphaB (Su): You are difficult to detect or scry • Carapace (Ex): Natural Armor bonus equal to your hit die • Celerity (Ex): Speed x3 • Eternal Freedom (Su): You are immune to spells and effects which impede movement • Invincibility (Ex): Fortitude save for negate damage • Lurking (Ex): You are difficult to detect • Maven (Ex): Maximum rank in all know skill • Perfect Initiative (Ex): Always first • Omnicompetent (Ex): All skills are class skill • Self Mastery (Ex): You can separate your individual appendages • Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank • Shadow Self (Ex): Create a shadow duplicate • Strong Mind (Ex): Str as insight to attack rolls • Strong Soul (Ex): Str as insight to saving throw • True SeeingB (Su): You gain a constant true seeing [U][B]Cosmic Abilities[/B][/U] • Cosmic Consciousness (Su): Your senses extend to the edge of the plane • Divine Inspiration (Ex): You gain one divine ability which you can change at will • Slipstream (Su): You are immune to temporal effects • Unearthly Weapon Focus (bite)B: Touch attack for hit [U][B]Chaos Portfolio Traits (Old One)[/B][/U] • [I]Hostile Environment (lawful)[/I]: You take a competence penalty (equal to your divine rank) on all die rolls while in a lawful aligned environment • [I]Axiomatic Vulnerability:[/I] You suffer 50% extra damage from lawful based attacks and spells • Transmutation Immunity: You are immune to transmutation based attacks • Scion of Chaos (Su): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while she is within a chaos aligned locale • Improved Summoning (Chaos): Chaotic creatures summoned by you 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 ½ HD while within a chaos aligned locale • Chaos Messiah (Su): You cannot be harmed, either willingly or unwillingly by chaotic creatures of lower divine rank • [I]Cosmic Imperfection (Lawful)[/I]: One artifact in the universe can defeat your cosmic string • Aximatic Pariah (Su): Lawful based spells/effects cease to function in your divine realm [B][U]Darkness Portfolio Traits (Old One)[/U][/B] [I]Granted Power:[/I] You gain Blind-Fight as a bonus feat • [I]Darkest Vision (Ex)[/I]: You have perfect vision in darkness, even magical darkness • [I]Hostile Environment (Sunlight) (Ex)[/I]: Competence penalty on all die rolls equal to your divine rank while within a sunlit environment • [I]Light Vulnerability (Ex)[/I]: Suffer 50% extra damage from light attacks and spells • Shadow Immunity (Su): You are immune to shadow attacks and spells • Scion of Darkness (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while shrouded in darkness • Improved Summoning (Shadow) (Ex): Shadow creatures summoned have 50% more HD • Embodiment of Darkness (Su): Negative Energy immunity only 50% effective against you • Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks • Darkness Regeneration (Ex): Regeneration equal to ½ your HD while shrouded in darkness • Dark Messiah (Su): Shadow creatures of a lower divine rank cannot harm you (no save) • [I]Cosmic Imperfection (Sun):[/I] One artifact in the universe can defeat your cosmic string • Pariah of Light (Su): Light based spells/effects cease to function in your divine realm [U][B]Uncanny Anarchic Mastery[/B][/U] Beam (Ray) 160d8; 6.800 ft. Blast 80d8; 6.800 ft./425 ft. Standard action Ref 103/half Blood 40d8; Melee automatic ability Ref DC 106/negate Breath* 160d8; 425 ft. (cone) 1.700 ft. (line) Standard Ref 106/half Hand 240d8; Melee Touch Immolation 240d8; 6.800 ft. radius Free/Standard Ref 106/half Storm 40d8; 6.800 ft. radius Standard/Free – Special Ref 103/half Strike 40d8; Melee (bonus) Free - Wrath (Gaze) 80d8; all creature in 425 ft. Will 103/negate [U][B]Uncanny Negative Energy Mastery[/B][/U] Beam (Ray) 26; 6.800 ft. Blast 13; 6.800 ft./425 ft. Standard action Ref 103/half Blood 6; Melee automatic ability Ref DC 106/negate Breath* 26; 425 ft. (cone) 1.700 ft. (line) Standard Ref 106/half Hand 40; Melee Touch Immolation 40; 6.800 ft. radius Free/Standard Ref 106/half Storm 6; 6.800 ft. radius Standard/Free – Special Ref 103/half Strike 6; Melee (bonus) Free - Wrath (Gaze) 13; all creature in 425 ft. Will 103/negate [B]Alter Reality (Su)[/B] Once per round as a free action Apophis can duplicate any spell of 16th-level or less. This ability can also duplicate any epic spells of DC 255 or less. Other use of this ability are GM’s discretion. [B]Capsize (Ex)[/B] Apophis can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher. [B]Cleaving Bite (Ex)[/B] A single attack from Apophis’s bite can target all creatures in a 100-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. Creatures struck by this area bite are exposed to the Chaos Serpent’s poison, and it can attempt a combat maneuver check to grapple and immediately swallow all creatures it hits with this bite attack, making a single check and applying it against the CMD of all targets. If Apophis grapples a creature of Macro-Tiny 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. Apophis can grapple any number of creatures of Macro-Tiny size or smaller simultaneously. Apophis natural weapons are considered area attacks for the purpose of attacking swarms. [B]Cosmic Might (Ex)[/B] Apophis deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD. [B]Divine Traits (Entity) (Ex)[/B] As an entity, Apophis gains a +32 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Apophis’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. An entity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. [B]Eater of Souls (Su)[/B] Apophis live in the underword and because of this, its bite attack gains the ghost touch property. Incorporeal creatures can be grappled by Apophis with its bite and swallowed. Also, the grab special attack of Apophis ignore freedom of movement and similar abilities (like the Eternal Freedom Divine Ability) of creatures with lesser power of a Sidereal. Finally, its bite attack gains the mighty disruption property with a Fortitude save DC of 173 instead of 21. The save DC is Charisma-based. [B]God-Eater (Ex)[/B] Apophis despises all deities and their mortal and immortal servants. It can detect outsiders, extraplanar creatures, creatures with divine rank and divine spellcasters (as well as any creature called or summoned by outsiders, extraplanar creatures, creatures with divine rank or divine spell- casters) by scent at 1.000 times the normal range, and can always pinpoint their location when they are within 1.000 feet. Its poison ignore the ability damage and ability drain immunity, poison immunity and Fortitude save immunity of creatures with lesser power of a Sidereal. [B]Grant Spells[/B] Apophis can grant spells of any level. It grant access to the domains of Chaos, Death, Darkness, Destruction, Evil, Scalykind, and Water and to the subdomains of Catastrophe, Corruption, Demon, Entropy, Fear, Flotsam, Hatred, Murder, Night, Rivers, Riot, Venom, Undead. [B]Ignore Armor (Ex)[/B] Apophis's incredibly sharp fangs pierce any armor as if it were paper. Not even the most powerful magic armor protects against its vicious bites; as a result, Apophis gains the Unearthly Weapon Focus (bite) as a bonus Cosmic Ability. [B]Jaw of the Eater of the Sun (Ex)[/B] Apophis’s applies triple its Strength modifier to bite damage, and its bite attack has a base critical threat range and multiplier of 17-20x3. Apophis’s bite attack automatically bypass any DR, that is not /–, and hardness the target might possess, and gains +32 enhancement bonus. [B]Lord of the Tenth region of the Night (Ex)[/B] Apophis, while in areas of dim light or lower condition of light ignore all size penalties on Stealth checks and gain a +32 bonus on attack rolls against flat-footed enemies. [B]Massive (Ex)[/B] Because Apophis is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or massive settlements are considered difficult terrain to Apophis (GM’s discretion). A Macro-Tiny or smaller creature can move through any square occupied by Apophis, or vice-versa. Apophis can be flanked only by Macro-Tiny or larger foes. Apophis 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 Macro-Tiny or smaller creature to climb Apophis—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on Apophis body provokes an attack of opportunity from it. [B]Mythic (Ex)[/B] Apophis has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Apophis can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells. [B]Nightmare Aura (Su)[/B] Apophis has a nightmare aura which manifests as darkened shadows, subtle rot, and skewed perspective with the same area of its divine aura. The first time a creature ends his turn within the aura, it must succeed at a DC 173 Will save or be panicked for as long as it stays within the aura and for 32d4 rounds thereafter. Apophis can suppress or reactivate this aura as a swift action. If the creature succeeds at the saving throw, he cannot be affected again by the aura for another 24 hours. This is a fear, mind-affecting effect. The DC is Charisma-based. [B]Nightmare Scales (Su)[/B] Anyone striking Apophis in melee combat causes one of its scales to fly off. Each scale contains a nightmare of a consumed soul, which is unleashed on the character in the form of a phantasmal killer spell (Will/Fortitude DC 173). Unlike a normal phantasmal killer spell, this ability ignore immunity to emotion, fear, insta-kill or mind-affecting of creatures with lesser power of a Sidereal. Once a creature succeed 32 (DR of Apophis) consecutive saving throw in an hour, he become immune to nightmare scales for 24 hours. The save DC is Charisma-based. [B]Nightmare Venom (Ex)[/B] Anyone struck by Apophis's bite attack must succeed on a DC 173 Will save or fall into a coma. While in this state, the character is assailed by a constant stream of his worst nightmares. The only way to recover a character in this state is through the use of a wish or miracle spell that make a caster level check against a DC of 192 (HD + DR of Apophis), and even then the character must succeed on a DC 173 Will save or take 32d3 points of Wisdom drain from the horrible lucid nightmares he has experienced. The save DC is Charisma-based. [B]Poison (Ex) Bite[/B]—injury; [I]save[/I] Fort DC 176; [I]frequency[/I] 1/day for 32 days; effect 10d6 Constitution and Wisdom drain, cure 32 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain of creatures with lesser power of a Sidereal. Magical means for remove the poison or cure the drain while the poison is still present require the user to succeed a caster level check against Apophis' spell resistance or the effect (which can also be a supernatural, all effects must check) backfire and immediately activate the poison effect as if the creature had failed a Fortitude save. [B]Reality Break Aura (Su)[/B] The mere presence of Apophis, an Entity, in the actual universe, break the laws of physics. In the divine aura of Apophis the reality break and fracture in smaller pieces. Every creature inside the aura is treated as in a different plane respect of the other creatures in the area, with the exception of Apophis. Effectively this allows creatures to occupy the same space as others but not target each other with effects (even beneficial), flanking, teamwork feats or attacks (unless the specific effect or attack can work between planes; they can see but not ear each other, so, unless the creature has labial or Vegepygmy (PF sign language) as languages, they cannot communicate without using sending [and even them, there is the 5% that does not work] or similar methods) but can target Apophis normally and viceversa. A [I]plane shift[/I] spell allow a creature to move from one “plane” to another of a creature in line of sight. When used in this way, the [I]plane shift[/I] spell does not need the usual Focus forked metal rod or the 5d% mishap and does not “move” the creature in the space, only in the regard of the “planes” (the creature arrive in the same square he originally occupied before using [I]plane shift[/I], unless a creature occupy it, in this case he arrive in the closed free square). Apophis ignore the effect of this aura (if 5 creatures are “adjacent” to each other, they cannot help each other but Aphopis can bite all of them with cleaving bite or target all of them with a fireball). Apophis can chose to move any number of willing creatures in a specific “plane” (like moving a specific ally against a specific enemy) as a swift action at the start of its turn. If a creature exit the area and re-enter it, is moved to a new “plane” compared to the previous one. [B]Rend Ship (Ex)[/B] As a full-round action, Apophis can attempt to use its immense coils to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but Apophis gets a cumulative +4 bonus on the check for each size category smaller than itself the ship is. If Apophis grapples the ship, it holds the ship motionless; it can only attack targets on deck with its bite. Each round it maintains its hold on the ship, it automatically inflicts its crush damage on the ship’s hull (x2 with siege monster). [B]Siege Monster (Ex)[/B] Apophis against an object or structure deals double damage. [B]Swallow Whole (Ex)[/B] Horrible things inside lurk inside the Chaos Serpent's gizzard. The undigested nightmares of thousands of souls reside within Apophis's belly. Anyone trapped within take 160d20+105 damage every round and is automatically assailed by these nightmares 1d6 times per round as if he had struck Apophis in combat. There are two ways to escape this nightmare prison. The first is to deal at least 2.463 points of damage to the Chaos Serpent's gizzard with a light slashing or piercing weapon (its gizzard has an AC of 106). Once a creature has escaped in this way, muscular action closes the hole; other swallowed creatures must cut their own way out. The second method of escape is under Apophis's control. If the Chaos Serpent ever uses its breath weapon (unleash nightmares) with a creature in its gizzard, the creature is automatically expelled along with the nightmares, suffering the nightmare attack along with all others in the area of effect (and possibly finding its way right back into its belly). Swallowed incorporeal creatures must escape like corporeal creatures, they cannot pass through the corpse of Apophis. Apophis can have swallowed at the same time any number of creatures as long their total space is equal or lesser than its space. [B]Tail Sweep (Ex)[/B] Apophis can sweep with its tail as a standard action, affecting 2 miles-radius half-circle extending from an intersection on the edge of its space. Macro-Fine or smaller creatures and objects in the area take 160d20+157 points of damage (DC 227 Reflex half). Creatures that fail the save are also pushed back 1 mile and knocked prone. A successful save half the damage and negate both the push back and prone. The save DC is Strength-based. [B]Unleash Nightmares (Su)[/B] The Chaos Serpent can cause any being on the same plane as him to relive his worst nightmare as a standard action. Unless the creature succeeds at a DC 173 Will save, he goes completely insane (as a combination of the feeblemind and insanity spells; this ignore immunity to compulsion or mind-affecting effects of creatures less than Sidereals). This insanity can be cured only by a miracle or wish spell that make a caster level check against a DC of 192 (HD + DR of Apophis). Once a creature succeed this save, he is immune to this version of unleash nightmares for 1 year (but not to the breath weapon version). Apophis can unleash this ability us a breath weapon once every 1d6+4 rounds as well. If it does so, all creatures within 1-mile cone must make the saving throw, and those that fail are carried by their own nightmares into the Night Serpent's belly, in addition to being driven insane. When using this breath weapon, Apophis automatically activate the Breath [Effect] of both Uncanny Anarchic Mastery and Uncanny Negative Energy Mastery with a range of 1-mile cone, even if they are both in cooldown (the save DC remain 106 for both). Apophis is immune to unleash nightmares. The save DC of unleashed nightmares is Charisma-based, even for the breath weapon version. [/QUOTE]
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