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Things from my setting
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<blockquote data-quote="Obly99" data-source="post: 9076220" data-attributes="member: 7035194"><p>Today I bring a villain inspired by a cartoon from my childhood: Farhat (<a href="https://mondo-world.fandom.com/wiki/Egokhan" target="_blank">Egokhan</a>). In my setting Egokhan is the abomination child between a desert deity and a powerful genie of the Plane of Earth. It tried to seize power by force from one of the elemental lords of the Plane of Earth but was defeated and forced to flee to the Material Plane where it was once again defeated by heroes in the now distant past and sealed away in its palace which also became its prison and tomb.</p><p style="text-align: center"><strong><span style="font-size: 26px">Egokhan</span></strong></p><p></p><p>NE Huge outsider (abomination, earth, evil, native)</p><p></p><p><strong>Init</strong> +14; <strong>Senses</strong> blindsight 500 ft., darkvision 180 ft., sandstorm vision, <em>true seeing</em>; Perception +45</p><p></p><p><strong>Aura</strong> divine (DC 27, 85 ft.)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 46, touch 35, flat-footed 36 (+13 deflection, +5 Dex, +4 divine, +6 dodge, +10 natural, -2 size)</p><p></p><p><strong>hp</strong> 600 (24d10+360) fast healing 10, regeneration 10 (epic and good)</p><p></p><p><strong>Fort</strong> +45, <strong>Ref</strong> +33, <strong>Will</strong> +38</p><p></p><p><strong>Defensive Abilities</strong> amorphous, immortality, <em>nondetection</em>, sixth sense; <strong>DR</strong> 10/epic and good; <strong>Immune</strong> ability damage and drain, energy drain, fire, dehydration, mind-affecting effects, polymorphing, petrification, or any form-altering attack, enchantment, illusionist and transmutation magic, death from massive damage; <strong>Resist</strong> acid 20, cold 20, Terrestrial Hazards; <strong>PR/SR</strong> 38</p><p></p><p><strong>Weakness</strong> desert bound</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> fly 80 ft. (perfect), burrow 30 ft.</p><p></p><p><strong>Melee</strong> 2 claws +46 (3d10+20 plus grab) or perfect flaywind hand +46 touch (36d6 plus dehydrating touch)</p><p></p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft.</p><p></p><p><strong>Special Attacks</strong> beast of a thousand legs, corrupter of genies, dehydration pulse (DC 41), dehydrating touch, fire drought, global warning, mythic power (4/day, surge +1d8), sand prison, uncanny flaywind mastery</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 28th; concentration +45)</p><p></p><p><strong>Constant</strong>—<em>nondetection</em>, <em>true seeing</em></p><p></p><p><strong>At-will</strong>—<em>choking sand</em>* (DC 32), <em>control sand</em>* (DC 30), <em>control weather</em> (as a druid, see special), <em>dust form</em>, <em>invisibility</em>, <em>soften earth and stone</em>, <em>shifting sand</em> (DC 30), <em>sirocco</em> (DC 33), <em>telekinesis</em>, <em>tormenting thirst</em>* (DC 30), <em>transmute stone to sand</em>* (DC 32), <em>wall of sand</em>* (DC 31), <em>whispering sand, <em>unearthly head</em></em> (DC 32)</p><p></p><p><strong>3/day</strong>—<em>finger of death</em> (DC 34), <em>greater invisibility</em>, <em>greater teleport</em> (special), <em>horrid wilting</em> (DC 35), <em>sandstorm</em>* (DC 33), <em>scouring winds</em> (DC 34), <em>wish</em> (granted to a mortal only)</p><p></p><p><strong>1/day</strong>—<em>sea of dust</em> (see special), <em>symbol of thirst</em>* (DC 33), <em>wind walk</em></p><p></p><p>*spells from Sandstorm</p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>50, <strong>Dex</strong> 21, <strong>Con</strong> 41, <strong>Int</strong> 23, <strong>Wis</strong> 30, <strong>Cha</strong> 36</p><p></p><p><strong>Base Atk</strong> +24; <strong>CMB</strong> +50; <strong>CMD</strong> 84 (cannot be tripped)</p><p></p><p><strong>Feats</strong> Alertness, Combat Reflexes, Cornugon Smash, Dodge, Greater Fortitude, Improved Initiative, Intimidating Prowess, PersuasiveB, Power Attack, Signature Skill (intimidate)</p><p></p><p><strong>Epic Feats</strong> Good Fortitude, Improved Dodge, Sixth Sense</p><p></p><p><strong>Skills</strong> Bluff +44, Diplomacy +48, Fly +37, Intimidate +68, Knowledge (arcane) +34, Knowledge (planes, religion) +37, Perception +45, Sense Motive +45, Spellcraft +37, Stealth +29 (+53 using dunemeld), Survival +38</p><p></p><p><strong>Languages</strong> Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Necril, Terran; telepathy 1,000 ft.</p><p></p><p><strong>SQ</strong> at home in the desert, dunemeld, might, mythic, native evil, temperature extremes, virtual size category +1</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Eternal Freedom (Su): You are immune to spells and effects which impede movement</p><p></p><p>• Profane Soul (Ex)B: Wis as profane to saving throw</p><p></p><p><strong><u>Uncanny Flaywind Mastery (half fire/half slashing)</u></strong></p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Beam (Ray) 24d6; 1.360 ft.<br /> Wind: 120 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Blast 12d6; 1.360 ft./85 ft. Standard action Ref 37/half<br /> Wind: 60 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save half the knocks back</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Blood 6d6; Melee automatic ability Ref DC 39/negate<br /> Wind: 30 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save negate the knocks back</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Breath* 24d6; 85 ft. (cone) 340 ft. (line) Standard Ref 39/half<br /> Wind: 120 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save half the knocks back</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Hand 36d6; Melee Touch<br /> Wind: 180 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Immolation 36d6; 85 ft. radius Free/Standard Ref 39/half<br /> Wind: 180 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save half the knocks back</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Storm 6d6; 85 ft. radius Standard/Free – Special Ref 37/half<br /> Wind: 30 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save negate the knocks back</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Strike 6d6; Melee (bonus) Free -<br /> Wind: 30 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Wrath (Gaze) 12d6; all creature in 85 ft. Will 37/negate<br /> Wind: 60 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Will save negate the knocks back</p> </li> </ul><p></p><p><strong>At Home in the Desert (Ex)</strong></p><p>Egokhan cannot be tracked in desert, suffer no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain, is immune to the blinding and dazzling effect of the desert and ignore the effects of a hot climate (and cold climate, but only the night of the desert). Egokhan is also immune to magical or natural sandstorm and all their variants (like flaywind or the <em>scourging winds</em> or <em>sirocco</em> spells).</p><p></p><p><strong>Beast Of a Thousand Legs (Su)</strong></p><p>Once per day, while in a desert terrain, Egokhan can manipulate the atmosphere with one minute of concentration to create a terrible, roiling storm with a radius of 10 miles from which tornados sprout randomly and writhe across the land. The storm forms over the course of 10 minutes after this ability is used. At any time, ten tornados are active in the storm, and each tornado is 150 feet across. A particular tornado touches the ground for 1d6×10 minutes; when this duration expires, another tornado appears at a random location elsewhere within the storm. The storm last for 24 hours. Egokhan is immune to this storm and tornados and its sandstorm vision apply to it.</p><p></p><p><strong>Burrow (Ex)</strong></p><p>Egokhan can only use its burrow speed in sand.</p><p></p><p><strong>Control Weather (Sp)</strong></p><p>When Egokhan use its <em>control weather</em> spell-like ability, it can only generate sandstorm or desert hazards (like flaywinds), regardless of the climate or season of the area in which it is used.</p><p></p><p><strong>Corrupter of Genies (Su)</strong></p><p>When Egokhan slay a genie using its natural weapon, spell-like abilities, or special attacks or a genie die inside a sandstorm or desert terrain created by Egokhan (like with dire drought or global warning or with the <em>sandstorm</em> and <em>sea of dust</em> spell-like abilities), or inside a desert under the temperature extremes ability, that unfortunate genie becomes at the midnight of the next day a ghul (if janni) or a greater ghul (if a djinn, efreet, marids, or shaitains). The new undead is not under the control of Egokhan but has a starting attitude of friendly toward him. If the corpse is totally destroyed or immersed in holy water before the transformation, it does not become an undead.</p><p></p><p><strong>Dehydration Pulse (Su)</strong></p><p>As a standard action (but no more often than once every 1d4 rounds), Egokhan can draw in the moisture from an area in a 1 – mile radius surrounding itself. Creatures within range take 24d6 points of damage (1d6/HD) and are staggered for 1d4 rounds (a successful DC 41 Fortitude save halves the damage and negates the staggered effect). Against plants, and creatures with the aquatic or water subtypes this damage is doubled. This attack ignore the racial immunity of Fortitude save of construct and undead creatures. Creatures without water inside, with the earth or fire subtype, or without the need to drink for survive are immune to this effect. All nonsentient plant life is automatically reduced to ash from this effect. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Will save DC 41 to keep it alive. The save DC is Constitution-based.</p><p></p><p><strong>Dehydrating Touch (Su)</strong></p><p>When Egokhan damage a creature with its perfect flaywind hand, it extracts water and moisture from the creature. The creature suffer 12d6 (1d6/2 HD) additional nonlethal damage and become fatigued. This nonlethal damage cannot be healed until the character drink a gallon of water. If the creature is already fatigued, it become exhausted instead. Against plants, and creatures with the aquatic or water subtypes this damage use d8 instead of d6 and is lethal, but can be healed as usual without the need to drink. Creatures without water inside, with the earth or fire subtype, or without the need to drink for survive are immune to this effect.</p><p></p><p><strong>Desert Bound (Ex)</strong></p><p>When Egokhan is outside of a desert (temperate or warm) or sandy terrain, it is staggered.</p><p></p><p><strong>Dire Drought (Su)</strong></p><p>Once per day, Egokhan can call forth the heat and drought of the deep desert with one minute of concentration. For the next 24 hours, in a 1-mile radius creatures take 2d6 nonlethal damage from the heat and become fatigued. This nonlethal damage cannot be healed until the character drink a gallon of water. If the creature is already fatigued, it become exhausted instead. Against plants, and creatures with the aquatic or water subtypes this inflict 2d8 and is lethal, but can be healed as usual without the need to drink. The intense heat evaporates water from the soil, killing ordinary plant life. The difference in temperature from the surrounding area causes a strong wind, which blows the soil away and produces a sandstorm within the area. Creatures damaged by this ability are dehydrated. Creatures without water inside, with the earth or fire subtype, or without the need to drink for survive are immune to dire drought. Dire drought counters and dispels the epic dire winter spell (dire drought is also countered and dispelled by dire winter).</p><p></p><p><strong>Divine Traits (Abomination) (Ex)</strong></p><p>As an abomination, Egokhan gains a +4 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. Egokhan’s natural attacks or any weapons it wields, are treated as epic and evil for the purpose of overcoming damage reduction. Egokhan does not age and requires no food or drink to sustain itself but it must eat petrolium or suffer for starvation.</p><p></p><p><strong>Dunemeld (Ex)</strong></p><p>Egokhan can assume the form of a swirling mass of sand at will. This is equivalent to <em>gaseous form</em>, but it maintain its fly speed and can run. While in this form, Egokhan gains a circumstance bonus on Stealth checks made in desert terrain equal to its HD.</p><p></p><p><strong>Global Warning (Su)</strong></p><p>Once per year, Egokhan can increase the temperature of the region with one day on concentration, drying up water and baking the soil within a 100-mile-radius area. 10 minutes after the ability is activated, the climate band increases to by one step (arctic→ temperate → subtropical → tropical). If the region was ice-covered, the snow and ice melt rapidly, which might result in flooding. If the result if subtropical or higher, open water and moisture in soil and plants evaporates, creating desert conditions that last until global warming is removed. Multiple use of global warning stack for increase multiple times the climate band. Global warming counters and dispels the epic spell ice age. A caster of <em>wish</em> or <em>miracle</em> that make with success a DC 39 caster level check also remove global warning.</p><p></p><p><strong>Grant Spells</strong></p><p>Egokhan can grant spells of 7th level or less. It grant access to the domains of Erosion, Evil, and Sun and to the subdomains of Storms° and Thirst.</p><p>°Clerics of Egokhan can use the Storms subdomain to modify the Erosion domain.</p><p></p><p><strong>Greater Teleport (Sp)</strong></p><p>When Egokhan use its <em>greater teleport</em> spell-like ability, it can only start its teleport from a desert (temperate or warm), sandy terrain, or puddle of petrolium big enough to hold it for ending in another one of this list.</p><p></p><p><strong>Immortality (Ex)</strong></p><p>If Egokhan is killed, its body immediately fades away into a sandstorm that fills an area out to its reach. This activate the perfect flaywind immolation as usual. This cloud blocks vision as <em>obscuring mist</em>, but can’t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 41 Reflex save or be blinded for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Egokhan returns to life after 2d6 rounds, manifesting from the cloud and restored to life via <em>true resurrection</em>, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while it is staggered from this effect, Egokhan reverts to sandstorm form, trigger its perfect flaywind immolation, and its again restored to life via <em>true resurrection</em> after 2d6 rounds, but this time its essence fades away, returning to its tomb in the Labyrinth of the Black Sands, sealed and sleeping (as <em>binding</em> [bound slumber] DC 41) until it is released again or until 7,000 years have passed. Only if slain outside a desert (see desert bound) by an Intermediate Deity or higher power this immortality is ignored and Egokhan is truly slain. The save DC is Constitution-based.</p><p></p><p><strong>Might (Ex)</strong></p><p>Egokhan deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>Egokhan has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Egokhan can use any of its 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>Native Evil (Ex)</strong></p><p>Egokhan has lived long enough on the Material Plane to lose the extraplanar subtype and become native of it.</p><p></p><p><strong>Sand Prison (Su)</strong></p><p>As a melee touch attack, Egokhan can try to eternity trap a creature in sands. If the attack hit, the creature must make a Will save DC 39 or be trapped in swirling sands. The unfortunate victim remain conscious the entire time and can speak and interact with other creatures present but like a <em>temporal stasis</em> effect its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. The creature cannot make any action, use or activate any ability, even if only require to speak or do not require actions (like the evangelization ability of a Deimavigga, psychic spellcasting or a silent still spell). Egokhan can free a creature from a sand prison as a move action. <em>Freedom</em>, <em>wish</em>, or <em>miracle</em> can free a creature, while slaying Egokhan (sealing back Egokhan in its Labyrinth, see immortality, count as slaying) automatically free all creatures under sand prison. Once a creature succeed a save against sand prison, it become immune to it for 24 hours. Egokhan can freely move a creature trapped in sand prison using its <em>telekinesis</em> spell-like ability (sustained force version). The save DC is Charisma-based.</p><p></p><p><strong>Sandstorm Vision (Ex)</strong></p><p>Egokhan can see clearly in a magical or naturally occurring sandstorm and all their variants (like flaywind).</p><p></p><p><strong>Sea of Dust (Sp)</strong></p><p>When Egokhan use its <em>sea of dust</em> spell-like ability, it can spend 2 mythic powers for empower it:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">The range increase to 1-mile radius/caster level.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Exposed water that enters the area ebbs away, evaporating or leaching into the ground at a rate of 1 foot of depth per minute instead of 1 foot of depth per hour.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Living creatures in the area when the spell is cast are parched with thirst and take a –8 penalty on Constitution checks to resist the effects of a hot climate, and their daily water requirement to avoid thirst triples. Plant creatures and inanimate plants take 1d12 points of nonlethal damage per 10 minutes after the first hour, which bypasses hardness and damage reduction. Living creatures with the aquatic or water subtype, unless completely immersed in water, must attempt a DC 30 Constitution check every 10 minutes no matter how much water they drink. A creature that fails takes 1d12 points of nonlethal damage and becomes fatigued until it recovers from the nonlethal damage.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The soil in the area of sea of dust begins to break down and blow away after only 1 day instead of 1 week.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The soil in an area affected by sea of dust has virtually disintegrated after only 1 week instead of 1 month.</p> </li> </ul><p></p><p><strong>Temperature Extremes (Su)</strong></p><p>Creatures in a desert in which it is present Egokhan endure extreme temperatures. In daylight hours, the temperature in the desert functions as if it were one category higher than it is (so if the desert’s temperature is normally severe heat, the temperature rises to extreme heat conditions). If this puts the temperature conditions beyond extreme heat, the conditions function the same as for normal extreme heat, but all Fortitude saving throws against these temperature effects are attempted with a –5 penalty. This ability is not active while Egokhan is sealed and asleep in its Labyrinth (see immortality).</p></blockquote><p></p>
[QUOTE="Obly99, post: 9076220, member: 7035194"] Today I bring a villain inspired by a cartoon from my childhood: Farhat ([URL='https://mondo-world.fandom.com/wiki/Egokhan']Egokhan[/URL]). In my setting Egokhan is the abomination child between a desert deity and a powerful genie of the Plane of Earth. It tried to seize power by force from one of the elemental lords of the Plane of Earth but was defeated and forced to flee to the Material Plane where it was once again defeated by heroes in the now distant past and sealed away in its palace which also became its prison and tomb. [CENTER][B][SIZE=7]Egokhan[/SIZE][/B][/CENTER] NE Huge outsider (abomination, earth, evil, native) [B]Init[/B] +14; [B]Senses[/B] blindsight 500 ft., darkvision 180 ft., sandstorm vision, [I]true seeing[/I]; Perception +45 [B]Aura[/B] divine (DC 27, 85 ft.) DEFENSE [B]AC[/B] 46, touch 35, flat-footed 36 (+13 deflection, +5 Dex, +4 divine, +6 dodge, +10 natural, -2 size) [B]hp[/B] 600 (24d10+360) fast healing 10, regeneration 10 (epic and good) [B]Fort[/B] +45, [B]Ref[/B] +33, [B]Will[/B] +38 [B]Defensive Abilities[/B] amorphous, immortality, [I]nondetection[/I], sixth sense; [B]DR[/B] 10/epic and good; [B]Immune[/B] ability damage and drain, energy drain, fire, dehydration, mind-affecting effects, polymorphing, petrification, or any form-altering attack, enchantment, illusionist and transmutation magic, death from massive damage; [B]Resist[/B] acid 20, cold 20, Terrestrial Hazards; [B]PR/SR[/B] 38 [B]Weakness[/B] desert bound OFFENSE [B]Speed[/B] fly 80 ft. (perfect), burrow 30 ft. [B]Melee[/B] 2 claws +46 (3d10+20 plus grab) or perfect flaywind hand +46 touch (36d6 plus dehydrating touch) [B]Space[/B] 15 ft.; [B]Reach[/B] 15 ft. [B]Special Attacks[/B] beast of a thousand legs, corrupter of genies, dehydration pulse (DC 41), dehydrating touch, fire drought, global warning, mythic power (4/day, surge +1d8), sand prison, uncanny flaywind mastery [B]Spell-Like Abilities[/B] (CL 28th; concentration +45) [B]Constant[/B]—[I]nondetection[/I], [I]true seeing[/I] [B]At-will[/B]—[I]choking sand[/I]* (DC 32), [I]control sand[/I]* (DC 30), [I]control weather[/I] (as a druid, see special), [I]dust form[/I], [I]invisibility[/I], [I]soften earth and stone[/I], [I]shifting sand[/I] (DC 30), [I]sirocco[/I] (DC 33), [I]telekinesis[/I], [I]tormenting thirst[/I]* (DC 30), [I]transmute stone to sand[/I]* (DC 32), [I]wall of sand[/I]* (DC 31), [I]whispering sand, [I]unearthly head[/I][/I] (DC 32) [B]3/day[/B]—[I]finger of death[/I] (DC 34), [I]greater invisibility[/I], [I]greater teleport[/I] (special), [I]horrid wilting[/I] (DC 35), [I]sandstorm[/I]* (DC 33), [I]scouring winds[/I] (DC 34), [I]wish[/I] (granted to a mortal only) [B]1/day[/B]—[I]sea of dust[/I] (see special), [I]symbol of thirst[/I]* (DC 33), [I]wind walk[/I] *spells from Sandstorm STATISTICS [B]Str [/B]50, [B]Dex[/B] 21, [B]Con[/B] 41, [B]Int[/B] 23, [B]Wis[/B] 30, [B]Cha[/B] 36 [B]Base Atk[/B] +24; [B]CMB[/B] +50; [B]CMD[/B] 84 (cannot be tripped) [B]Feats[/B] Alertness, Combat Reflexes, Cornugon Smash, Dodge, Greater Fortitude, Improved Initiative, Intimidating Prowess, PersuasiveB, Power Attack, Signature Skill (intimidate) [B]Epic Feats[/B] Good Fortitude, Improved Dodge, Sixth Sense [B]Skills[/B] Bluff +44, Diplomacy +48, Fly +37, Intimidate +68, Knowledge (arcane) +34, Knowledge (planes, religion) +37, Perception +45, Sense Motive +45, Spellcraft +37, Stealth +29 (+53 using dunemeld), Survival +38 [B]Languages[/B] Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Necril, Terran; telepathy 1,000 ft. [B]SQ[/B] at home in the desert, dunemeld, might, mythic, native evil, temperature extremes, virtual size category +1 [U][B]Divine Abilities[/B][/U] • Eternal Freedom (Su): You are immune to spells and effects which impede movement • Profane Soul (Ex)B: Wis as profane to saving throw [B][U]Uncanny Flaywind Mastery (half fire/half slashing)[/U][/B] [LIST] [*][LEFT]Beam (Ray) 24d6; 1.360 ft. Wind: 120 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object)[/LEFT] [*][LEFT]Blast 12d6; 1.360 ft./85 ft. Standard action Ref 37/half Wind: 60 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save half the knocks back[/LEFT] [*][LEFT]Blood 6d6; Melee automatic ability Ref DC 39/negate Wind: 30 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save negate the knocks back[/LEFT] [*][LEFT]Breath* 24d6; 85 ft. (cone) 340 ft. (line) Standard Ref 39/half Wind: 120 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save half the knocks back[/LEFT] [*][LEFT]Hand 36d6; Melee Touch Wind: 180 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object)[/LEFT] [*][LEFT]Immolation 36d6; 85 ft. radius Free/Standard Ref 39/half Wind: 180 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save half the knocks back[/LEFT] [*][LEFT]Storm 6d6; 85 ft. radius Standard/Free – Special Ref 37/half Wind: 30 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Reflex save negate the knocks back[/LEFT] [*][LEFT]Strike 6d6; Melee (bonus) Free - Wind: 30 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object)[/LEFT] [*][LEFT]Wrath (Gaze) 12d6; all creature in 85 ft. Will 37/negate Wind: 60 ft. knocks back, 1d6 damage x 10 ft. knocks back (x2 if hit an object), a successful Will save negate the knocks back[/LEFT] [/LIST] [B]At Home in the Desert (Ex)[/B] Egokhan cannot be tracked in desert, suffer no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain, is immune to the blinding and dazzling effect of the desert and ignore the effects of a hot climate (and cold climate, but only the night of the desert). Egokhan is also immune to magical or natural sandstorm and all their variants (like flaywind or the [I]scourging winds[/I] or [I]sirocco[/I] spells). [B]Beast Of a Thousand Legs (Su)[/B] Once per day, while in a desert terrain, Egokhan can manipulate the atmosphere with one minute of concentration to create a terrible, roiling storm with a radius of 10 miles from which tornados sprout randomly and writhe across the land. The storm forms over the course of 10 minutes after this ability is used. At any time, ten tornados are active in the storm, and each tornado is 150 feet across. A particular tornado touches the ground for 1d6×10 minutes; when this duration expires, another tornado appears at a random location elsewhere within the storm. The storm last for 24 hours. Egokhan is immune to this storm and tornados and its sandstorm vision apply to it. [B]Burrow (Ex)[/B] Egokhan can only use its burrow speed in sand. [B]Control Weather (Sp)[/B] When Egokhan use its [I]control weather[/I] spell-like ability, it can only generate sandstorm or desert hazards (like flaywinds), regardless of the climate or season of the area in which it is used. [B]Corrupter of Genies (Su)[/B] When Egokhan slay a genie using its natural weapon, spell-like abilities, or special attacks or a genie die inside a sandstorm or desert terrain created by Egokhan (like with dire drought or global warning or with the [I]sandstorm[/I] and [I]sea of dust[/I] spell-like abilities), or inside a desert under the temperature extremes ability, that unfortunate genie becomes at the midnight of the next day a ghul (if janni) or a greater ghul (if a djinn, efreet, marids, or shaitains). The new undead is not under the control of Egokhan but has a starting attitude of friendly toward him. If the corpse is totally destroyed or immersed in holy water before the transformation, it does not become an undead. [B]Dehydration Pulse (Su)[/B] As a standard action (but no more often than once every 1d4 rounds), Egokhan can draw in the moisture from an area in a 1 – mile radius surrounding itself. Creatures within range take 24d6 points of damage (1d6/HD) and are staggered for 1d4 rounds (a successful DC 41 Fortitude save halves the damage and negates the staggered effect). Against plants, and creatures with the aquatic or water subtypes this damage is doubled. This attack ignore the racial immunity of Fortitude save of construct and undead creatures. Creatures without water inside, with the earth or fire subtype, or without the need to drink for survive are immune to this effect. All nonsentient plant life is automatically reduced to ash from this effect. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Will save DC 41 to keep it alive. The save DC is Constitution-based. [B]Dehydrating Touch (Su)[/B] When Egokhan damage a creature with its perfect flaywind hand, it extracts water and moisture from the creature. The creature suffer 12d6 (1d6/2 HD) additional nonlethal damage and become fatigued. This nonlethal damage cannot be healed until the character drink a gallon of water. If the creature is already fatigued, it become exhausted instead. Against plants, and creatures with the aquatic or water subtypes this damage use d8 instead of d6 and is lethal, but can be healed as usual without the need to drink. Creatures without water inside, with the earth or fire subtype, or without the need to drink for survive are immune to this effect. [B]Desert Bound (Ex)[/B] When Egokhan is outside of a desert (temperate or warm) or sandy terrain, it is staggered. [B]Dire Drought (Su)[/B] Once per day, Egokhan can call forth the heat and drought of the deep desert with one minute of concentration. For the next 24 hours, in a 1-mile radius creatures take 2d6 nonlethal damage from the heat and become fatigued. This nonlethal damage cannot be healed until the character drink a gallon of water. If the creature is already fatigued, it become exhausted instead. Against plants, and creatures with the aquatic or water subtypes this inflict 2d8 and is lethal, but can be healed as usual without the need to drink. The intense heat evaporates water from the soil, killing ordinary plant life. The difference in temperature from the surrounding area causes a strong wind, which blows the soil away and produces a sandstorm within the area. Creatures damaged by this ability are dehydrated. Creatures without water inside, with the earth or fire subtype, or without the need to drink for survive are immune to dire drought. Dire drought counters and dispels the epic dire winter spell (dire drought is also countered and dispelled by dire winter). [B]Divine Traits (Abomination) (Ex)[/B] As an abomination, Egokhan gains a +4 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. Egokhan’s natural attacks or any weapons it wields, are treated as epic and evil for the purpose of overcoming damage reduction. Egokhan does not age and requires no food or drink to sustain itself but it must eat petrolium or suffer for starvation. [B]Dunemeld (Ex)[/B] Egokhan can assume the form of a swirling mass of sand at will. This is equivalent to [I]gaseous form[/I], but it maintain its fly speed and can run. While in this form, Egokhan gains a circumstance bonus on Stealth checks made in desert terrain equal to its HD. [B]Global Warning (Su)[/B] Once per year, Egokhan can increase the temperature of the region with one day on concentration, drying up water and baking the soil within a 100-mile-radius area. 10 minutes after the ability is activated, the climate band increases to by one step (arctic→ temperate → subtropical → tropical). If the region was ice-covered, the snow and ice melt rapidly, which might result in flooding. If the result if subtropical or higher, open water and moisture in soil and plants evaporates, creating desert conditions that last until global warming is removed. Multiple use of global warning stack for increase multiple times the climate band. Global warming counters and dispels the epic spell ice age. A caster of [I]wish[/I] or [I]miracle[/I] that make with success a DC 39 caster level check also remove global warning. [B]Grant Spells[/B] Egokhan can grant spells of 7th level or less. It grant access to the domains of Erosion, Evil, and Sun and to the subdomains of Storms° and Thirst. °Clerics of Egokhan can use the Storms subdomain to modify the Erosion domain. [B]Greater Teleport (Sp)[/B] When Egokhan use its [I]greater teleport[/I] spell-like ability, it can only start its teleport from a desert (temperate or warm), sandy terrain, or puddle of petrolium big enough to hold it for ending in another one of this list. [B]Immortality (Ex)[/B] If Egokhan is killed, its body immediately fades away into a sandstorm that fills an area out to its reach. This activate the perfect flaywind immolation as usual. This cloud blocks vision as [I]obscuring mist[/I], but can’t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 41 Reflex save or be blinded for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Egokhan returns to life after 2d6 rounds, manifesting from the cloud and restored to life via [I]true resurrection[/I], but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while it is staggered from this effect, Egokhan reverts to sandstorm form, trigger its perfect flaywind immolation, and its again restored to life via [I]true resurrection[/I] after 2d6 rounds, but this time its essence fades away, returning to its tomb in the Labyrinth of the Black Sands, sealed and sleeping (as [I]binding[/I] [bound slumber] DC 41) until it is released again or until 7,000 years have passed. Only if slain outside a desert (see desert bound) by an Intermediate Deity or higher power this immortality is ignored and Egokhan is truly slain. The save DC is Constitution-based. [B]Might (Ex)[/B] Egokhan deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD. [B]Mythic (Ex)[/B] Egokhan has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Egokhan can use any of its 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]Native Evil (Ex)[/B] Egokhan has lived long enough on the Material Plane to lose the extraplanar subtype and become native of it. [B]Sand Prison (Su)[/B] As a melee touch attack, Egokhan can try to eternity trap a creature in sands. If the attack hit, the creature must make a Will save DC 39 or be trapped in swirling sands. The unfortunate victim remain conscious the entire time and can speak and interact with other creatures present but like a [I]temporal stasis[/I] effect its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. The creature cannot make any action, use or activate any ability, even if only require to speak or do not require actions (like the evangelization ability of a Deimavigga, psychic spellcasting or a silent still spell). Egokhan can free a creature from a sand prison as a move action. [I]Freedom[/I], [I]wish[/I], or [I]miracle[/I] can free a creature, while slaying Egokhan (sealing back Egokhan in its Labyrinth, see immortality, count as slaying) automatically free all creatures under sand prison. Once a creature succeed a save against sand prison, it become immune to it for 24 hours. Egokhan can freely move a creature trapped in sand prison using its [I]telekinesis[/I] spell-like ability (sustained force version). The save DC is Charisma-based. [B]Sandstorm Vision (Ex)[/B] Egokhan can see clearly in a magical or naturally occurring sandstorm and all their variants (like flaywind). [B]Sea of Dust (Sp)[/B] When Egokhan use its [I]sea of dust[/I] spell-like ability, it can spend 2 mythic powers for empower it: [LIST] [*][LEFT]The range increase to 1-mile radius/caster level.[/LEFT] [*][LEFT]Exposed water that enters the area ebbs away, evaporating or leaching into the ground at a rate of 1 foot of depth per minute instead of 1 foot of depth per hour.[/LEFT] [*][LEFT]Living creatures in the area when the spell is cast are parched with thirst and take a –8 penalty on Constitution checks to resist the effects of a hot climate, and their daily water requirement to avoid thirst triples. Plant creatures and inanimate plants take 1d12 points of nonlethal damage per 10 minutes after the first hour, which bypasses hardness and damage reduction. Living creatures with the aquatic or water subtype, unless completely immersed in water, must attempt a DC 30 Constitution check every 10 minutes no matter how much water they drink. A creature that fails takes 1d12 points of nonlethal damage and becomes fatigued until it recovers from the nonlethal damage.[/LEFT] [*][LEFT]The soil in the area of sea of dust begins to break down and blow away after only 1 day instead of 1 week.[/LEFT] [*][LEFT]The soil in an area affected by sea of dust has virtually disintegrated after only 1 week instead of 1 month.[/LEFT] [/LIST] [B]Temperature Extremes (Su)[/B] Creatures in a desert in which it is present Egokhan endure extreme temperatures. In daylight hours, the temperature in the desert functions as if it were one category higher than it is (so if the desert’s temperature is normally severe heat, the temperature rises to extreme heat conditions). If this puts the temperature conditions beyond extreme heat, the conditions function the same as for normal extreme heat, but all Fortitude saving throws against these temperature effects are attempted with a –5 penalty. This ability is not active while Egokhan is sealed and asleep in its Labyrinth (see immortality). [/QUOTE]
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