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<blockquote data-quote="Obly99" data-source="post: 9605553" data-attributes="member: 7035194"><p>An Epic Dragon based on the Fatalis of Monster Hunter. It is not a pure conversion and more a tribute. I take the rules for the Epic Dragons in the Epic Bestiary and take some abilities from the <a href="http://spheresofpower.wikidot.com/dragon-chromatic-red-cr-27-mr-10" target="_blank">Mythic Red Dragon</a> .</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Fatalis</span></strong></p><p></p><p>CE Colossal dragon</p><p></p><p><strong>Init</strong> +18; <strong>Senses</strong> blindsense 80 ft., keen senses, scent, smoke vision, <em>true seeing</em>; Perception +59</p><p></p><p><strong>Aura</strong> destruction, terrifying presence (400 ft., DC 45)</p><p></p><p><strong>AC</strong> 55, touch 31, flat-footed 43 (+13 deflection, +6 Dex, +4 divine, +6 dodge, +24 natural, –8 size)</p><p></p><p><strong>hp</strong> 1,602 hp (36d12+1,368) regeneration 30 (divine)</p><p></p><p><strong>Fort </strong>+45, <strong>Ref</strong> +34, <strong>Will</strong> +40</p><p></p><p><strong>Defensive Abilities</strong> ferocity, <em>freedom of movement</em>, immortality, ruin of schrade, sixth sense, unstoppable; <strong>DR</strong> 30/epic; <strong>Immune</strong> ability damage and drain, cold, death effects, disease, electricity, energy drain, fire, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, stunning, unwilling polymorph effects, and death from massive damage; <strong>Resistance</strong> acid 30, sonic 30, Terrestrial Hazards; <strong>PR/SR</strong> 50</p><p></p><p><strong>Weakness</strong> belly vulnerability</p><p></p><p><strong>Speed</strong> 50 ft., fly 300 ft. (good)</p><p></p><p><strong>Melee</strong> bite +53 (6d10+21 plus grab), 2 claws +53 (4d10+21), 2 wings +51 (2d10+10), tail slap +51 (4d10+31)</p><p></p><p><strong>Space</strong> 30 ft.; <strong>Reach</strong> 20 ft. (30 ft. with bite)</p><p></p><p><strong>Special Attacks</strong> blue fire, breath weapon (special, DC 49, 28d10 fire, usable every 1d4 rounds), crush (Huge creatures, DC 49, 8d10+31), devastation, imperious gaze, incinerate, melt stone, Mythic Power (10/day, Surge +1d12), nova, searing smoke, swallow whole (10d10 fire, AC 22, hp 160), tail sweep (Large creatures, DC 49, 4d10+31), throw, trample (8d10+31, DC 53)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 40th, concentration +57)</p><p></p><p><strong>Constant</strong>—<em>freedom of movement</em>, <em>true seeing</em></p><p></p><p><strong>Str</strong> 53, <strong>Dex</strong> 22, <strong>Con</strong> 45, <strong>Int</strong> 34, <strong>Wis</strong> 35, <strong>Cha</strong> 37</p><p></p><p><strong>Base Atk</strong> +36; <strong>CMB</strong> +69; <strong>CMD</strong> 104 (108 vs. trip)</p><p></p><p><strong>Feats</strong> Alertness, Combat Reflexes, Cornugon Smash, Dodge, Flyby Attack, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Multiattack, Power Attack, Snatch, Toughness, Vital Strike</p><p></p><p><strong>Epic Feats</strong> Epic Toughness, Improved Dodge, Sixth Sense, Superior Initiative</p><p></p><p><strong>Skills</strong> Appraise +55, Bluff +56, Diplomacy +56, Fly +45, Intimidate +77, Knowledge (arcane, dungeoneering, history, local, nature, nobility, planes, religion) +55, Perception +59, Sense Motive +59, Spellcraft +55, Survival +55, Use Magic Device +56</p><p></p><p><strong>Languages</strong> Abyssal, Aklo, Celestial, Common, Draconic, Ignan, Infernal, Sylvan (rarely speak)</p><p></p><p><strong>SQ</strong> display of strength, lair of the beast, massive, might, might, mythic, mountainbreaker</p><p></p><p><strong>Belly Vulnerability (Ex)</strong></p><p>Fatalis is vulnerable on its belly, which is not covered by strong scaly plates as the rest of the dragon's body. Each time a critical is rolled against a Fatalis, roll again. If the critical is confirmed for the second time, it's assumed a vulnerable spot on the belly was reached. In this case, Fatalis must succeed in a Fortitude save with DC equal to 10 + critical damage produced. If Fatalis fails, it takes double the critical damage produced. A belly can be specifically aimed with the Called Shots rules with a –10 penalty to hit. In this case, if the attack hit, it is automatically a critical threat and if confirmed, Fatalis must make a Fortitude save as above without making a second confirmation roll.</p><p></p><p><strong>Blue Fire (Su)</strong></p><p>Fire damage dealt by Fatalis deals full damage to objects, sets fire to combustibles, and ignore fire resistance and treat fire immunity as resistance 30 (which is not further reduced). Fatalis does not ignore its own fire immunity with this ability.</p><p></p><p><strong>Breath Weapon (Su)</strong></p><p>A Fatalis can choose between two form for its fire breath weapon: one is a 160 ft. cone while the other is a fire spread of 60 ft. radius centered on itself. The heat of the breath weapon is so strong that melt unattended metal objects with melting point less than 2,000 °C. Any non-magical, metal object worn or carried with melting points less than 2,000 °C melt on a failed Reflex save. Melted armor, shield, and weapons are destroyed, and melted armor and shield inflicts a –8 penalty on Stealth checks, and halves the Speed of whoever wearing it. Melted armor and shield takes one standard action to scrape off of the body.</p><p></p><p><strong>Destruction (Su)</strong></p><p>The mere presence of Fatalis make the world scream. Smoke blots out the sun within 6 miles of Fatalis’s Lair, reducing the illumination by one step. Endemic life is exceedingly rare or not present within 1 mile of the Lair of Fatalis. Small earthquakes and forest fires are common within 6 miles of the Lair. If the Lair effect is terminated, the smoke abate within 1d10 hours. Any forest fires remain where they are until they die out.</p><p></p><p><strong>Devastation (Ex)</strong></p><p>As a full-round action, Fatalis can assault a structure, dealing 40d10+300 points of damage to the structure in that round, reducing any hardness by 20.</p><p></p><p><strong>Divine Traits (Elder Dragon) (Ex)</strong></p><p>As an elder dragon, Fatalis 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. Elder dragon natural attacks or any weapons they wield, are treated as epic for the purpose of overcoming damage reduction. Elder dragon do not age and requires no food or drink to sustain themselves.</p><p></p><p><strong>Display of Strength (Ex)</strong></p><p>Once per day, when Fatalis attempt a feat of Strength, it can gain a +40 circumstance bonus on one Strength-based skill check or Strength ability check.</p><p></p><p><strong>Immortality (Ex)</strong></p><p>If Fatalis is slain, it does not stay dead for long. If its body is not completely destroyed (like with <em>disintegrate</em>), after 4d10 years it comes back to life from its remains, returns to 100 hp and its regeneration starts working again. If divided into multiple parts (even worked, like swords or armors) its body reactivates from a random one of them. If the part was worn (as in case of an armor) at the time of the return, it engulfs the owner at the moment of resurrection, automatically swallow whole him.</p><p>If Fatalis body is completely destroyed, it is reborn 4d100 years after its death, hatching from the egg of a red dragon (although not necessarily on the same planet on which its previous incarnation was slain). It spends a 1d4+2 hours as an infant Fatalis (use the sheet of a wyrmling red dragon without fire subtype but with the Fatalis immortality and regeneration abilities), after which it full grow to its adult form, keeping all the memories of its previous incarnations.</p><p></p><p><strong>Imperious Glare (Su)</strong></p><p>As a swift action, Fatalis can focus the terrifying power of its will and its overwhelming sense of authority to force a creature within 100 feet to cower before it for 1 round unless it succeeds at a DC 45 Will save. If the target fails its save by 5 or more, the dragon can also make a <em>suggestion</em> to the target, which it will begin obeying after it ceases cowering. If Fatalis expends one use of its mythic power as part of this swift action, it can affect up to 5 creatures, though all must be within 50 feet of each other; all creatures failing their save by 5 or more follow the same <em>suggestion</em>. This is treated as a gaze attack and is a mind-affecting effect. The cower part of the effect has also the fear descriptor, while the suggestion part has also the compulsion description. The save DC is Charisma-based.</p><p></p><p><strong>Incinerate (Su)</strong></p><p>Fatalis can incinerate creatures in its fiery breath. A creature or object reduced to 0 or less hit points by its breath weapon or nova is reduced to ash. Creatures destroyed in this way can only be restored to life through <em>true resurrection</em> or similar magic.</p><p></p><p><strong>Keen Senses (Ex)</strong></p><p>Fatalis see eight times as well as a human in shadowy illumination and four times as well in normal light. It also has darkvision out to 240 feet.</p><p></p><p><strong>Lair of the Beast (Su)</strong></p><p>Fatalis can designate an area no greater than 1,000 feet on a side (actually the ruins of castle Schrade) as its personal Lair. When inside its Lair, Fatalis can observe the world (with all its senses) from any point within its Lair as if it was at that point. Fatalis can change its lair once per week and can only have one at a time. The Lair effect is automatically terminated if Fatalis is slay.</p><p></p><p><strong>Massive (Ex)</strong></p><p>Because Fatalis 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 settlements are considered difficult terrain to the monster (GM’s discretion). A Huge or smaller creature can move through any square occupied by Fatalis, or vice-versa. Fatalis gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. Fatalis can only be flanked by foes who are at least no more than two sizes smaller than him. It’s possible for a Huge or smaller creature to climb the Fatalis—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on the monster body provokes an attack of opportunity from him. If a Fatalis grapples a creature of Huge 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. Fatalis can grapple any number of creatures of Huge size or smaller simultaneously and make a single combat maneuver as a free action at the start of its turn for maintain the grapple on them, applying its result against the CMD of those targets.</p><p></p><p><strong>Melt Stone (Su)</strong></p><p>Fatalis can use its breath weapon to melt rock at a range of 100 feet, melting rock in a 60-foot radius to a depth of 5 foot. Any creature in contact with this lava takes 20d6 points of fire damage on the first round, 10d6 the second round, and none thereafter. If used on a wall or ceiling, treat this ability as an avalanche dealing fire damage affecting the same area.</p><p></p><p><strong>Might (Ex)</strong></p><p>Fatalis 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 the giant HD.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>As the most powerful between the Elder Dragons, Fatalis has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Fatalis, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability.</p><p></p><p><strong>Mountainbreaker (Ex)</strong></p><p>Fatalis's natural attacks and any weapons it wields, are treated as adamantine, chaotic, magic, epic, and evil for the purpose of overcoming damage reduction and hardness.</p><p></p><p><strong>Nova (Su)</strong></p><p>When Fatalis ruin of Schrade is activated, it takes flight, without provoking opportunity attacks, and hovers up to 600 feet above the ground before releasing a gout of fire in a 600 ft. line that is 10 ft. wide. When the fire hit a creature or object it spreads out in a 150 ft. radius. All creatures and unattended objects in the area must make a DC 57 Reflex saving throw, taking 40d10 fire damage on a failed saved or half as much damage on a successful one. All creatures and unattended objects that enter the area before the start of Fatalis next turn must save as before. This damage count as continuous for the all purpose (like concentration for casting a spell). On subsequent turns, Fatalis can choose to maintain the gout of flames as a standard action (but it cannot move from the position in this case), up to a maximum of 5 turns. As part of the same action for maintaining, Fatalis can change the direction of the gout. Fatalis cannot maintain the nove if is dazed, stunned, or is mouth is locked.</p><p></p><p>The heat of the gout of fire is so strong that melt unattended metal objects with melting point less than 4,000 °C. Any non-magical, metal object worn or carried with melting points less than 4,000 °C melt on a failed Reflex save. Melted armor, shield, and weapons are destroyed, and melted armor and shield inflicts a –8 penalty on Stealth checks, and halves the Speed of whoever wearing it. Melted armor and shield takes one standard action to scrape off of the body.</p><p></p><p>On Fatalis 3rd, 4th, and 5th consecutive turns of maintaining the gout of fire, it become empowered: the fire spread increase to 300 ft. radius and the damage to 60d12.</p><p></p><p>The heat of the empowered gout of fire is so strong that melt unattended metal objects with melting point less than 10,000 °C. Any non-magical, metal object worn or carried with melting points less than 10,000 °C melt on a failed Reflex save. Melted armor, shield, and weapons are destroyed, and melted armor and shield inflicts a –8 penalty on Stealth checks, and halves the Speed of whoever wearing it. Melted armor and shield takes one standard action to scrape off of the body.</p><p></p><p>As long ruin of Schrade is active Fatalis can use Nove at will, but must wait 5 minutes between uses. The save DC is Constitution-based and included a +8 racial bonus.</p><p></p><p><strong>Regeneration (Ex)</strong></p><p>The regeneration of Fatalis is suppressed by divine damage and damage of might of creatures with at least a Divine Rank of 3.</p><p></p><p><strong>Ruin of Schrade (Ex)</strong></p><p>Fatalis more than a dragon, it's a natural catastrophe that cannot be stopped. The first time in a day when Fatalis is reduced to 0 hit points or less or is slay, ruin of schrade activate, automatically interrupting any other creature turn. Fatalis return to 800 hit points, gains 200 temporary hit points that last for 1 hour, remove any negative condition active on itself, and automatically activate Nova. In addition it gains the following benefits and changes for 1 hour (or until the battle end, whichever happen last):</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Its Blue Fire trait now completely ignore a creature fire immunity instead of considering it resistance 30 (it still not ignore its own immunity).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Fatalis's breath weapon is immediately recharged and its damage increase from d10 to d12.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">It regains up to 5 expended mythic points uses.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Fatalis's Terrifying Presence ignore immunity of fear and mind-affecting effects, its DC is increased by 4, and all creatures previously exposed to it must save against it again as if 24 hours have passed.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">All of Fatalis natural weapons deals 6d8 extra fire damage.</p> </li> </ul><p></p><p><strong>Searing Smoke (Su)</strong></p><p>Whenever Fatalis uses its breath weapon, the area of effect is filled with ash and smoke shot through with glowing embers that lasts until the beginning of its next turn. This searing smoke blocks vision as <em>obscuring mist</em> and deals 6d6 points of fire damage to any creature or object in, entering, or passing through the area while the smoke persists. If that creature needs to breathe, it is also sickened for 1d4 rounds by the noxious, choking vapors. A successful DC 49 Fortitude save halves damage and negates the sickened condition. The save DC is Constitution-based.</p><p></p><p><strong>Smoke Vision (Ex)</strong></p><p>Fatalis can see perfectly in smoky conditions.</p><p></p><p><strong>Terrifying Presence (Ex)</strong></p><p>This work as frightful presence, except the range is 400 ft. and all creatures failing their saves become panicked for 8d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear. The save DC is Charisma-based.</p><p></p><p><strong>Throw (Ex)</strong></p><p>When Fatalis start its turn with a Huge or smaller creature grappled, instead of making the combat maneuver for maintain the grapple, it can automatically throw it as a swift action. Fatalis make a CMB check. The victim is knocked back 30 feet in a direction of Fatalis choice and falls prone. The distance the victim is launched increases by 10 feet for every 5 points by which Fatalis check exceeds the victim’s CMD. If an obstacle stops the launched creature before he travels the whole distance, the victim and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the victim is knocked prone in the space adjacent to the obstacle.</p><p></p><p><strong>Unstoppable (Ex)</strong></p><p>Fatalis can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. Fatalis can use this ability at the start of its turn even if a condition would prevent him from acting. Also, if Fatalis fails a saving throw, it can expend one use of mythic power without consuming an action to succeed instead.</p><p></p><p><a href="https://danbooru.donmai.us/posts/7264980?q=fatalis+" target="_blank">Link Image</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 9605553, member: 7035194"] An Epic Dragon based on the Fatalis of Monster Hunter. It is not a pure conversion and more a tribute. I take the rules for the Epic Dragons in the Epic Bestiary and take some abilities from the [URL='http://spheresofpower.wikidot.com/dragon-chromatic-red-cr-27-mr-10']Mythic Red Dragon[/URL] . [CENTER][B][SIZE=7]Fatalis[/SIZE][/B][/CENTER] CE Colossal dragon [B]Init[/B] +18; [B]Senses[/B] blindsense 80 ft., keen senses, scent, smoke vision, [I]true seeing[/I]; Perception +59 [B]Aura[/B] destruction, terrifying presence (400 ft., DC 45) [B]AC[/B] 55, touch 31, flat-footed 43 (+13 deflection, +6 Dex, +4 divine, +6 dodge, +24 natural, –8 size) [B]hp[/B] 1,602 hp (36d12+1,368) regeneration 30 (divine) [B]Fort [/B]+45, [B]Ref[/B] +34, [B]Will[/B] +40 [B]Defensive Abilities[/B] ferocity, [I]freedom of movement[/I], immortality, ruin of schrade, sixth sense, unstoppable; [B]DR[/B] 30/epic; [B]Immune[/B] ability damage and drain, cold, death effects, disease, electricity, energy drain, fire, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, stunning, unwilling polymorph effects, and death from massive damage; [B]Resistance[/B] acid 30, sonic 30, Terrestrial Hazards; [B]PR/SR[/B] 50 [B]Weakness[/B] belly vulnerability [B]Speed[/B] 50 ft., fly 300 ft. (good) [B]Melee[/B] bite +53 (6d10+21 plus grab), 2 claws +53 (4d10+21), 2 wings +51 (2d10+10), tail slap +51 (4d10+31) [B]Space[/B] 30 ft.; [B]Reach[/B] 20 ft. (30 ft. with bite) [B]Special Attacks[/B] blue fire, breath weapon (special, DC 49, 28d10 fire, usable every 1d4 rounds), crush (Huge creatures, DC 49, 8d10+31), devastation, imperious gaze, incinerate, melt stone, Mythic Power (10/day, Surge +1d12), nova, searing smoke, swallow whole (10d10 fire, AC 22, hp 160), tail sweep (Large creatures, DC 49, 4d10+31), throw, trample (8d10+31, DC 53) [B]Spell-Like Abilities[/B] (CL 40th, concentration +57) [B]Constant[/B]—[I]freedom of movement[/I], [I]true seeing[/I] [B]Str[/B] 53, [B]Dex[/B] 22, [B]Con[/B] 45, [B]Int[/B] 34, [B]Wis[/B] 35, [B]Cha[/B] 37 [B]Base Atk[/B] +36; [B]CMB[/B] +69; [B]CMD[/B] 104 (108 vs. trip) [B]Feats[/B] Alertness, Combat Reflexes, Cornugon Smash, Dodge, Flyby Attack, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Multiattack, Power Attack, Snatch, Toughness, Vital Strike [B]Epic Feats[/B] Epic Toughness, Improved Dodge, Sixth Sense, Superior Initiative [B]Skills[/B] Appraise +55, Bluff +56, Diplomacy +56, Fly +45, Intimidate +77, Knowledge (arcane, dungeoneering, history, local, nature, nobility, planes, religion) +55, Perception +59, Sense Motive +59, Spellcraft +55, Survival +55, Use Magic Device +56 [B]Languages[/B] Abyssal, Aklo, Celestial, Common, Draconic, Ignan, Infernal, Sylvan (rarely speak) [B]SQ[/B] display of strength, lair of the beast, massive, might, might, mythic, mountainbreaker [B]Belly Vulnerability (Ex)[/B] Fatalis is vulnerable on its belly, which is not covered by strong scaly plates as the rest of the dragon's body. Each time a critical is rolled against a Fatalis, roll again. If the critical is confirmed for the second time, it's assumed a vulnerable spot on the belly was reached. In this case, Fatalis must succeed in a Fortitude save with DC equal to 10 + critical damage produced. If Fatalis fails, it takes double the critical damage produced. A belly can be specifically aimed with the Called Shots rules with a –10 penalty to hit. In this case, if the attack hit, it is automatically a critical threat and if confirmed, Fatalis must make a Fortitude save as above without making a second confirmation roll. [B]Blue Fire (Su)[/B] Fire damage dealt by Fatalis deals full damage to objects, sets fire to combustibles, and ignore fire resistance and treat fire immunity as resistance 30 (which is not further reduced). Fatalis does not ignore its own fire immunity with this ability. [B]Breath Weapon (Su)[/B] A Fatalis can choose between two form for its fire breath weapon: one is a 160 ft. cone while the other is a fire spread of 60 ft. radius centered on itself. The heat of the breath weapon is so strong that melt unattended metal objects with melting point less than 2,000 °C. Any non-magical, metal object worn or carried with melting points less than 2,000 °C melt on a failed Reflex save. Melted armor, shield, and weapons are destroyed, and melted armor and shield inflicts a –8 penalty on Stealth checks, and halves the Speed of whoever wearing it. Melted armor and shield takes one standard action to scrape off of the body. [B]Destruction (Su)[/B] The mere presence of Fatalis make the world scream. Smoke blots out the sun within 6 miles of Fatalis’s Lair, reducing the illumination by one step. Endemic life is exceedingly rare or not present within 1 mile of the Lair of Fatalis. Small earthquakes and forest fires are common within 6 miles of the Lair. If the Lair effect is terminated, the smoke abate within 1d10 hours. Any forest fires remain where they are until they die out. [B]Devastation (Ex)[/B] As a full-round action, Fatalis can assault a structure, dealing 40d10+300 points of damage to the structure in that round, reducing any hardness by 20. [B]Divine Traits (Elder Dragon) (Ex)[/B] As an elder dragon, Fatalis 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. Elder dragon natural attacks or any weapons they wield, are treated as epic for the purpose of overcoming damage reduction. Elder dragon do not age and requires no food or drink to sustain themselves. [B]Display of Strength (Ex)[/B] Once per day, when Fatalis attempt a feat of Strength, it can gain a +40 circumstance bonus on one Strength-based skill check or Strength ability check. [B]Immortality (Ex)[/B] If Fatalis is slain, it does not stay dead for long. If its body is not completely destroyed (like with [I]disintegrate[/I]), after 4d10 years it comes back to life from its remains, returns to 100 hp and its regeneration starts working again. If divided into multiple parts (even worked, like swords or armors) its body reactivates from a random one of them. If the part was worn (as in case of an armor) at the time of the return, it engulfs the owner at the moment of resurrection, automatically swallow whole him. If Fatalis body is completely destroyed, it is reborn 4d100 years after its death, hatching from the egg of a red dragon (although not necessarily on the same planet on which its previous incarnation was slain). It spends a 1d4+2 hours as an infant Fatalis (use the sheet of a wyrmling red dragon without fire subtype but with the Fatalis immortality and regeneration abilities), after which it full grow to its adult form, keeping all the memories of its previous incarnations. [B]Imperious Glare (Su)[/B] As a swift action, Fatalis can focus the terrifying power of its will and its overwhelming sense of authority to force a creature within 100 feet to cower before it for 1 round unless it succeeds at a DC 45 Will save. If the target fails its save by 5 or more, the dragon can also make a [I]suggestion[/I] to the target, which it will begin obeying after it ceases cowering. If Fatalis expends one use of its mythic power as part of this swift action, it can affect up to 5 creatures, though all must be within 50 feet of each other; all creatures failing their save by 5 or more follow the same [I]suggestion[/I]. This is treated as a gaze attack and is a mind-affecting effect. The cower part of the effect has also the fear descriptor, while the suggestion part has also the compulsion description. The save DC is Charisma-based. [B]Incinerate (Su)[/B] Fatalis can incinerate creatures in its fiery breath. A creature or object reduced to 0 or less hit points by its breath weapon or nova is reduced to ash. Creatures destroyed in this way can only be restored to life through [I]true resurrection[/I] or similar magic. [B]Keen Senses (Ex)[/B] Fatalis see eight times as well as a human in shadowy illumination and four times as well in normal light. It also has darkvision out to 240 feet. [B]Lair of the Beast (Su)[/B] Fatalis can designate an area no greater than 1,000 feet on a side (actually the ruins of castle Schrade) as its personal Lair. When inside its Lair, Fatalis can observe the world (with all its senses) from any point within its Lair as if it was at that point. Fatalis can change its lair once per week and can only have one at a time. The Lair effect is automatically terminated if Fatalis is slay. [B]Massive (Ex)[/B] Because Fatalis 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 settlements are considered difficult terrain to the monster (GM’s discretion). A Huge or smaller creature can move through any square occupied by Fatalis, or vice-versa. Fatalis gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. Fatalis can only be flanked by foes who are at least no more than two sizes smaller than him. It’s possible for a Huge or smaller creature to climb the Fatalis—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on the monster body provokes an attack of opportunity from him. If a Fatalis grapples a creature of Huge 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. Fatalis can grapple any number of creatures of Huge size or smaller simultaneously and make a single combat maneuver as a free action at the start of its turn for maintain the grapple on them, applying its result against the CMD of those targets. [B]Melt Stone (Su)[/B] Fatalis can use its breath weapon to melt rock at a range of 100 feet, melting rock in a 60-foot radius to a depth of 5 foot. Any creature in contact with this lava takes 20d6 points of fire damage on the first round, 10d6 the second round, and none thereafter. If used on a wall or ceiling, treat this ability as an avalanche dealing fire damage affecting the same area. [B]Might (Ex)[/B] Fatalis 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 the giant HD. [B]Mythic (Ex)[/B] As the most powerful between the Elder Dragons, Fatalis has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Fatalis, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability. [B]Mountainbreaker (Ex)[/B] Fatalis's natural attacks and any weapons it wields, are treated as adamantine, chaotic, magic, epic, and evil for the purpose of overcoming damage reduction and hardness. [B]Nova (Su)[/B] When Fatalis ruin of Schrade is activated, it takes flight, without provoking opportunity attacks, and hovers up to 600 feet above the ground before releasing a gout of fire in a 600 ft. line that is 10 ft. wide. When the fire hit a creature or object it spreads out in a 150 ft. radius. All creatures and unattended objects in the area must make a DC 57 Reflex saving throw, taking 40d10 fire damage on a failed saved or half as much damage on a successful one. All creatures and unattended objects that enter the area before the start of Fatalis next turn must save as before. This damage count as continuous for the all purpose (like concentration for casting a spell). On subsequent turns, Fatalis can choose to maintain the gout of flames as a standard action (but it cannot move from the position in this case), up to a maximum of 5 turns. As part of the same action for maintaining, Fatalis can change the direction of the gout. Fatalis cannot maintain the nove if is dazed, stunned, or is mouth is locked. The heat of the gout of fire is so strong that melt unattended metal objects with melting point less than 4,000 °C. Any non-magical, metal object worn or carried with melting points less than 4,000 °C melt on a failed Reflex save. Melted armor, shield, and weapons are destroyed, and melted armor and shield inflicts a –8 penalty on Stealth checks, and halves the Speed of whoever wearing it. Melted armor and shield takes one standard action to scrape off of the body. On Fatalis 3rd, 4th, and 5th consecutive turns of maintaining the gout of fire, it become empowered: the fire spread increase to 300 ft. radius and the damage to 60d12. The heat of the empowered gout of fire is so strong that melt unattended metal objects with melting point less than 10,000 °C. Any non-magical, metal object worn or carried with melting points less than 10,000 °C melt on a failed Reflex save. Melted armor, shield, and weapons are destroyed, and melted armor and shield inflicts a –8 penalty on Stealth checks, and halves the Speed of whoever wearing it. Melted armor and shield takes one standard action to scrape off of the body. As long ruin of Schrade is active Fatalis can use Nove at will, but must wait 5 minutes between uses. The save DC is Constitution-based and included a +8 racial bonus. [B]Regeneration (Ex)[/B] The regeneration of Fatalis is suppressed by divine damage and damage of might of creatures with at least a Divine Rank of 3. [B]Ruin of Schrade (Ex)[/B] Fatalis more than a dragon, it's a natural catastrophe that cannot be stopped. The first time in a day when Fatalis is reduced to 0 hit points or less or is slay, ruin of schrade activate, automatically interrupting any other creature turn. Fatalis return to 800 hit points, gains 200 temporary hit points that last for 1 hour, remove any negative condition active on itself, and automatically activate Nova. In addition it gains the following benefits and changes for 1 hour (or until the battle end, whichever happen last): [LIST] [*][LEFT]Its Blue Fire trait now completely ignore a creature fire immunity instead of considering it resistance 30 (it still not ignore its own immunity).[/LEFT] [*][LEFT]Fatalis's breath weapon is immediately recharged and its damage increase from d10 to d12.[/LEFT] [*][LEFT]It regains up to 5 expended mythic points uses.[/LEFT] [*][LEFT]Fatalis's Terrifying Presence ignore immunity of fear and mind-affecting effects, its DC is increased by 4, and all creatures previously exposed to it must save against it again as if 24 hours have passed.[/LEFT] [*][LEFT]All of Fatalis natural weapons deals 6d8 extra fire damage.[/LEFT] [/LIST] [B]Searing Smoke (Su)[/B] Whenever Fatalis uses its breath weapon, the area of effect is filled with ash and smoke shot through with glowing embers that lasts until the beginning of its next turn. This searing smoke blocks vision as [I]obscuring mist[/I] and deals 6d6 points of fire damage to any creature or object in, entering, or passing through the area while the smoke persists. If that creature needs to breathe, it is also sickened for 1d4 rounds by the noxious, choking vapors. A successful DC 49 Fortitude save halves damage and negates the sickened condition. The save DC is Constitution-based. [B]Smoke Vision (Ex)[/B] Fatalis can see perfectly in smoky conditions. [B]Terrifying Presence (Ex)[/B] This work as frightful presence, except the range is 400 ft. and all creatures failing their saves become panicked for 8d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear. The save DC is Charisma-based. [B]Throw (Ex)[/B] When Fatalis start its turn with a Huge or smaller creature grappled, instead of making the combat maneuver for maintain the grapple, it can automatically throw it as a swift action. Fatalis make a CMB check. The victim is knocked back 30 feet in a direction of Fatalis choice and falls prone. The distance the victim is launched increases by 10 feet for every 5 points by which Fatalis check exceeds the victim’s CMD. If an obstacle stops the launched creature before he travels the whole distance, the victim and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the victim is knocked prone in the space adjacent to the obstacle. [B]Unstoppable (Ex)[/B] Fatalis can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. Fatalis can use this ability at the start of its turn even if a condition would prevent him from acting. Also, if Fatalis fails a saving throw, it can expend one use of mythic power without consuming an action to succeed instead. [URL='https://danbooru.donmai.us/posts/7264980?q=fatalis+']Link Image[/URL] [/QUOTE]
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