Things from the Greek myth

Obly99

Adventurer
How does her "balance messiah" work? Can only TN people not attack her? Or does it work for anyone with a neutral part of their alignment?
Edit: Only True Neutral
 

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Obly99

Adventurer
Minotaur. A monster that has been around since the first edition of D&D and has its roots in Greek myth. Taking inspiration from its base version (Minotaur – d20PFSRD), the elder version (Minotaur, Elder – d20PFSRD), its mythic version (Mythic Minotaur – d20PFSRD), Baphomet (Demon Lord, Baphomet – d20PFSRD), its 3pp version (Demon Lord, Baphomet (3pp; Demon Lord of Beasts) – d20PFSRD), the labyrinth minotaur (Minotaur, Labyrinth – d20PFSRD), the 3 versions of the minotaurs from the Exotic Encounters series of the Necromancer of the Northwest: the Bronze, Maze Master and Two-Headed (Exotic Encounters: Minotaurs - Necromancers of the Northwest | Exotic Encounters | DriveThruRPG.com) and from the Fate version for "texture" and personality (Asterios), the First Minotaur of the Knossos Labyrinth.

The First Minotaur: Asterion

CN Large monstrous humanoid (abomination)

Init +8 (+16 in a labyrinth or maze); Senses blindsight 500 ft., darkvision 60 ft., lair communion, read magic, scent, true seeing; Perception +40

Aura frightful presence (DC 37, 120 ft.), unnatural aura (30 ft.)

AC 47, touch 35, flat-footed 37 (+11 deflection, +4 Dex, +4 divine, +6 dodge, +13 natural, -1 size)

hp 672 (24d10+432) fast healing 10, regeneration 10 (cold iron and epic)

Fort +38, Ref +22, Will +27

Defensive Abilities freedom of movement, legendary ferocity, legendary natural cunning, nondetection, powerful build; DR 10/cold iron and epic; Immune ability damage and drain, energy drain, mind-affecting, petrification, enchantment, illusion and transmutation magic, death from massive damage; Resistance cold 20, fire 20, Terrestrial Hazards; PR/SR 38

Speed 90 ft.

Melee huge +6 ghost touch impact keen greataxe of speed +55/+55/+50/+45/+40 (12d10+39/19-20x3), gore +44 (8d10+33), or gore +49 (8d10+33)

Space 10 ft.; Reach 10 ft.

Special Attacks bronze mask, devasting strike, intimidating steps, magnify hazrd, mythic power (4/day, surge +1d8), oubliette (DC 37), powerful blow (gore), powerful charge (gore +51, 20d10+66), rend armor, terrible trample, trample (20d10+66, DC 48), trap 20/day (DC 35), wards of woe

Spell-like Abilities (CL 28th, concentration +43)

Constantfreedom of movement, nondetection, read magic, true seeing;

At-willalarm, arcane lock, explosive runes (DC 28), fog cloud, glyph of warding (DC 28), obscure object, stone shape

3/daydeadly maze, greater dispel magic, greater glyph of warding (DC 31), hungry pit (DC 30), limited wish, maze, solid fog, summon minotaurs, wall of stone

1/daysymbol of death (DC 33), summon stampede (DC 31)

Str 54, Dex 18, Con 46, Int 9, Wis 28, Cha 33

Base Atk +24; CMB +51; CMD 82

Feats Combat Reflexes, Cornugon Smash, Deadly Trap, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating ProwessB, Power Attack, Signature Skill (intimidate), Stand StillB, Vital Strike

Epic Feats Epic Skill Focus (intimidate), Good Fortitude, Improved Dodge

Skills Craft (traps) +50, Disable Device +52, Intimidate +70, Perception +40, Sense Motive +37, Spellcraft +27, Stealth +31 (+51 in a labyrinth or maze), Survival +60; Racial Modifiers +20 Craft (traps), +20 Disable Device, +20 Stealth in a labyrinth or maze, +20 Survival

Languages Abyssal, Celestial, Common, Infernal; telepathy 1.000 ft.

SQ compression, elite trapsmith, fractured mind, labyrinth born, maze lord, maze mastery, might, virtual size category +2

Gears huge +6 ghost touch impact keen greataxe of speed made of adamantine

Bronze Mask (Su)
Asterion draws agility and ferocity from his bronze mask. When he makes a full-attack action, Asterion wearing his bronze mask can give up his regular attacks and instead make one gore attack or awesome blow against each opponent within reach without provoking attack of opportunity. Asterion must make a separate attack roll against each opponent, and he can’t choose to move with targets that are pushed back. Asterion’s bronze mask has 40 hit points, hardness 20, and a break DC of 40. If Asterion’s bronze mask is stolen or destroyed, it can create a replacement with 1 week of work.

Deadly Maze (Sp)
Three times per day, as a full-round action, Asterion can consign a single creature within 60 feet to an extradimensional maze full of deadly horrors. This functions as the maze spell, with a few exceptions. First, in order to escape the maze, instead of succeeding on a DC 20 Intelligence check, the trapped creature must succeed on an opposed Charisma check against Asterion. If desired, the trapped creature may make an Intelligence or Wisdom check against the Charisma check of Asterion. Additionally, whenever the trapped creature fails an opposed check in this way, he suffers 3d6 points of damage, plus an additional 1d6 points of damage for every 2 points by which Asterion’s resulted exceeded his own (to a maximum of 20d6). Finally, the effect lasts indefinitely, and the trapped creature is not automatically released after 10 minutes. Asterion can only affect one creature with this ability at a time. If Asterion uses this ability while a creature is already trapped within the maze, the first creature is released. Asterion can release a creature trapped inside it as a swift action. A creature trapped in deadly maze is automatically released if Asterion is knocked unconscious or is killed. If Asterion is ever the target of a maze spell, in addition to being immune to it, he also regains a daily use of this ability. This is equivalent of a 9th level spell.

Devasting Strike (Ex)
Whenever Asterion use Vital Strike, Improved Vital Strike, or Greater Vital Strike, he multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) by 2 if he’s using Vital Strike, by 3 if he’s using Improved Vital Strike, or by 4 if he’s using Greater Vital Strike. Whenever he use Vital Strike, Improved Vital Strike, or Greater Vital Strike, his attack ignores a value of damage reduction, energy resistance, and hardness his target possesses equal to his Divine Rank. This effect replace the base benefit of Vital Strike, Improved Vital Strike, and Greater Vital Strike.

Divine Traits (Abomination) (Ex)
As an abomination, Asterion 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. Asterion’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. Asterion does not age and requires no food or drink to sustain himself.

Elite Trapsmith (Ex)
Asterion is a masters of creating and working around traps. Asterion can create and reset traps in ¼ the time that it normally costs to create or reset them. Asterion can disable magical traps as if possess the trapfinding ability and always count as he possess the proper tools (generally a set of thieving’s tools) for make a Disable Device check. Whenever Asterion attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. Whenever Asterion disarms a trap using Disable Device, he can bypass it even if his check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires. In addition, Asterion never accidentally triggers his own traps, and is immune to any damage inflicted by traps that he created. Asterion gains the Trap ability of the Trapper Ranger’s archetype, using his HD as the Ranger level, but he automatically know all ranger traps.

Fractured Mind (Ex)
Asterion’s mind is divided between his human and bestial mind, which both makes him more resilient to mental assault, and more fragile. Whenever Asterion is forced to make a Will save, it can roll twice (or thrice while under the benefit of maze lord) and take the better result. However, whenever Asterion fails a Will save for any reason, in addition to the normal effects of failing the Will save, he becomes confused for 1d4+1 rounds, even if normally is immune to mind-affecting effects.

Grant Spells
Asterion can grant up to 7th-level spells. This does not require any specific action on the Asterion behalf. He grant access to the domains of Animal, Destruction, and Strength and to the subdomains of Ferocity, Fur, Rage and Trap°.
°Clerics of Asterion can use the Trap subdomain to modify the Animal domain.

Intimidating Steps (Ex)
The sound of Asterion’s footsteps slowly stalking through his territory is enough to unnerve even hardened adventurers. As a full-round action, Asterion can move up to his speed while walking in an intimidating fashion. If he does so, then he may make a special Intimidate check, which applies to all characters that can hear him but cannot see him. This otherwise functions as the demoralize function of the Intimidate skill. Creatures that cannot hear Asterion, or can both see and hear him, are not affected.

Labyrinth Born (Ex)
Asterion has lived his entire life in the Labyrinth of Knossos, a powerful artifact structure which can trap even him. He gains a number of ranks in Craft (traps), Disable Device, Spellcraft, Stealth, and Survival equal to his racial HD.

Lair Communion (Su)
Asterion has a sensory bond to his lair (see maze lord). As long as it remains within the lair, Asterion can notice and pinpoint the location of any creature within the lair, even if he does not have line of effect to the creature. This ability does not give Asterion actual line of effect to the creature. Asterion also instantly gains knowledge of any damage or destruction to objects and terrain within the lair, or any changes to the general state of the lair’s natural setting. Any ability which foils detection by blindsense also protects against this ability.

Legendary Ferocity (Ex)
Asterion is automatically stabilized when below 0 hit points and remains conscious and can continue fighting even if his hit point total is below 0. Unlike the normal ferocity, Asterion is not staggered or lose 1 hit points every round while below 0 hit points. Unlike a weaker creature, Asterion die only when his hit point total reaches a negative amount equal to three times his Constitution score.

Legendary Natural Cunning (Ex)
Asterion is immunity to maze spells and cannot becoming lost. He always knows the shortest, most direct route through any maze. After spending 1 minute in any maze, he understands its entire layout implicitly. Further, Asterion cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. Asterion cannot be flanked. This defense denies a rogue the ability to sneak attack Asterion by flanking him, unless the attacker has at least four more rogue levels than Asterion has HD.
Asterion still loses his Dexterity bonus to armor class if immobilized or if an opponent successfully uses the feint action against him.
Additionally, Asterion automatically disbelieves any spells of the illusion school that are subject to disbelief.

Magnify Hazard (Su)
Asterion magnifies the danger of any hazard or trap within his lair whenever he is within 60 feet and has line of effect to the hazard or trap. Magnified hazards increase the DC of any skill checks related to them by 5, increase the DC of any saving throws related to them by 2, gain a +2 bonus on any attack rolls they make, and increase the die size for any damage they deal by one step.

Maze Lord (Su)
Asterion can designate an area no greater than 1,000 feet on a side (typically a maze, underground labyrinth, or other confusing structure) as his personal lair. As a move action, Asterion can teleport from one point in his lair to any other point in his lair, as if using greater teleport. In addition, whenever Asterion must make a saving throw while inside his lair, it can roll twice and take the higher result. Asterion can change his lair once per week. Asterion can share his lair with other creatures (including other minotaurs) without interfering with this ability.

Maze Mastery (Su)
Asterion possess a supernatural cunning when in the confines of a maze or labyrinth. In such areas he receive a +8 bonus on initiative checks and a +20 racial bonus on Stealth checks. In addition, Asterion may enter a maze spell as it is being cast along with the intended target so long as the target is within 30 feet. This includes maze spells cast by Asterion himself or his oubliette ability. Once inside, Asterion can leave the maze as a move action. Asterion and the target appear at opposite ends of a 30-foot-square chamber where all exits lead to the maze itself (and the only way out for the target).

Maze Minion (Su)
Asterion gains the ability to create a simulacrum of a living creature that dies while affected by Asterion’s deadly maze ability, inside a maze generated by him, or his personal lair (see maze lord) as a full-round action that provoke attack of opportunity. This functions as the simulacrum spell, except that Asterion can create the simulacrum as a full-round action, and can only have one simulacrum created in this way at any one time. If Asterion creates a new simulacrum while a previous simulacrum exists, the previous simulacrum is immediately destroyed. Asterion cannot create a simulacrum of a simulacrum, so if the simulacrum is destroyed, he cannot create another. Unlike the simulacrum spell, this ability does grant Asterion direct telepathic control over the simulacrum created in this way.

Might (Ex)
Asterion deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Mythic (Ex)
Asterion has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Asterion can use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells.

Oubliette (Su)
Whenever Asterion hits a creature with his gore attack as part of a powerful charge, the target must succeed at a DC 37 Reflex save or be sent into an extradimensional prison, as the maze spell but lasting for 1d4+1 rounds. The save DC is Charisma-based.

Rend Armor (Ex)
Whenever Asterion hit a creature using devasting strike or his powerful charge ability, the damage is also inflict to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Summon Minotaurs (Sp)
Asterion can summon minotaurs, elder minotaurs, labyrinth minotaurs, mythic minotaurs, and any other variants of minotaurs (DM discretion) as long as they are living creatures and with a CR of 20 or less, as if casting a summon monster spell. He can summon 4d6 creatures with a CR 10 or less, 3d6 creatures with a CR between 11 and 16, and 2d6 creatures with a CR between 17 and 20. This ability functions like the summon universal monster rule with 100% chance of success and counts as a 12th-level spell effect.

Terrible Trample (Ex)
A creature that takes full damage from Asterion’s trample ability (because the creature either failed its Reflex save or chose to take an attack of opportunity instead of attempting a Reflex save) is knocked prone and is staggered for 1d4 rounds. A successful Fortitude save (DC equal to Asterion’s trample ability) reduces the duration of the staggered condition to 1 round.

Wards of Woe (Su)
Asterion’s very presence makes its lair difficult for other creatures to explore. Whenever a creature is presented with a choice in direction within the lair – such as a corridor intersection or side passage – there is a 50% chance the creature believes it is going in the opposite direction from the one it actually chooses. Creatures must also make a DC 37 Will save when moving through this choice of direction. Any creature that fails its saving throw believes its allies choose the same direction and is unaware of any missing allies for 1 minute. If the creature has any hostile or hazardous encounter during this time, it is allowed another Will save to notice missing allies. In addition, any creature that casts a teleportation spell, spell-like ability, or effect within the lair must make a Will save or be off target, appearing safely a random distance and direction from the center of the lair. Distance off target is d% of the distance from the center to the edge of the lair. All effects from wards of woe are mind-affecting effects. Asterion can exclude creatures from the effect of wards of woe. The save DC is Charisma-based.
 

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Bootlebat

Explorer
Minotaur. A monster that has been around since the first edition of D&D and has its roots in Greek myth. Taking inspiration from its base version (Minotaur – d20PFSRD), the elder version (Minotaur, Elder – d20PFSRD), its mythic version (Mythic Minotaur – d20PFSRD), Baphomet (Demon Lord, Baphomet – d20PFSRD), its 3pp version (Demon Lord, Baphomet (3pp; Demon Lord of Beasts) – d20PFSRD), the labyrinth minotaur (Minotaur, Labyrinth – d20PFSRD), the 3 versions of the minotaurs from the Exotic Encounters series of the Necromancer of the Northwest: the Bronze, Maze Master and Two-Headed (Exotic Encounters: Minotaurs - Necromancers of the Northwest | Exotic Encounters | DriveThruRPG.com) and from the Fate version for "texture" and personality (Asterios), the First Minotaur of the Knossos Labyrinth.

The First Minotaur: Asterion

CN Large monstrous humanoid (abomination)

Init +8 (+16 in a labyrinth or maze); Senses blindsight 500 ft., darkvision 60 ft., read magic, scent, true seeing; Perception +40

Aura frightful presence (DC 37, 120 ft.), unnatural aura (30 ft.)

AC 47, touch 35, flat-footed 37 (+11 deflection, +4 Dex, +4 divine, +6 dodge, +13 natural, -1 size)

hp 672 (24d10+432) fast healing 10, regeneration 10 (cold iron and epic)

Fort +38, Ref +22, Will +27

Defensive Abilities freedom of movement, legendary ferocity, legendary natural cunning, nondetection, powerful build, sixth sense; DR 10/cold iron and epic; Immune ability damage and drain, energy drain, mind-affecting, petrification, enchantment, illusion and transmutation magic, death from massive damage; Resistance cold 20, fire 20, Terrestrial Hazards; PR/SR 38

Speed 90 ft.

Melee huge +6 ghost touch impact keen greataxe of speed +55/+55/+50/+45/+40 (12d10+39/19-20x3), gore +44 (8d10+33), or gore +49 (8d10+33)

Space 10 ft.; Reach 10 ft.

Special Attacks bronze mask, devasting strike, intimidating steps, mythic power (4/day, surge +1d8), oubliette (DC 37), powerful blow (gore), powerful charge (gore +51, 20d10+66), rend armor, terrible trample, trample (20d10+66, DC 48), trap 20/day (DC 35)

Spell-like Abilities (CL 28th, concentration +43)

Constantfreedom of movement, nondetection, read magic, true seeing;

At-willalarm, arcane lock, explosive runes (DC 28), fog cloud, glyph of warding (DC 28), obscure object, stone shape

3/daydeadly maze, greater dispel magic, greater glyph of warding (DC 31), hungry pit (DC 30), limited wish, maze, solid fog, summon minotaurs, wall of stone

1/daysymbol of death (DC 33), summon stampede (DC 31)

Str 54, Dex 18, Con 46, Int 9, Wis 28, Cha 33

Base Atk +24; CMB +51; CMD 82

Feats Combat Reflexes, Cornugon Smash, Deadly Trap, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating ProwessB, Power Attack, Signature Skill (intimidate), Stand StillB, Vital Strike

Epic Feats Epic Skill Focus (intimidate), Good Fortitude, Improved Dodge

Skills Craft (traps) +50, Disable Device +52, Intimidate +70, Perception +40, Sense Motive +37, Spellcraft +27, Stealth +31 (+51 in a labyrinth or maze), Survival +60; Racial Modifiers +20 Craft (traps), +20 Disable Device, +20 Stealth in a labyrinth or maze, +20 Survival

Languages Abyssal, Celestial, Common, Infernal; telepathy 1.000 ft.

SQ compression, elite trapsmith, fractured mind, labyrinth born, maze lord, maze mastery, might, virtual size category +2

Gears huge +6 ghost touch impact keen greataxe of speed made of adamantine

Bronze Mask (Su)
Asterion draws agility and ferocity from his bronze mask. When he makes a full-attack action, Asterion wearing his bronze mask can give up his regular attacks and instead make one gore attack or awesome blow against each opponent within reach without provoking attack of opportunity. Asterion must make a separate attack roll against each opponent, and he can’t choose to move with targets that are pushed back. Asterion’s bronze mask has 40 hit points, hardness 20, and a break DC of 40. If Asterion’s bronze mask is stolen or destroyed, it can create a replacement with 1 week of work.

Deadly Maze (Sp)
Three times per day, as a full-round action, Asterion can consign a single creature within 60 feet to an extradimensional maze full of deadly horrors. This functions as the maze spell, with a few exceptions. First, in order to escape the maze, instead of succeeding on a DC 20 Intelligence check, the trapped creature must succeed on an opposed Charisma check against Asterion. If desired, the trapped creature may make an Intelligence or Wisdom check against the Charisma check of Asterion. Additionally, whenever the trapped creature fails an opposed check in this way, he suffers 3d6 points of damage, plus an additional 1d6 points of damage for every 2 points by which Asterion’s resulted exceeded his own (to a maximum of 20d6). Finally, the effect lasts indefinitely, and the trapped creature is not automatically released after 10 minutes. Asterion can only affect one creature with this ability at a time. If Asterion uses this ability while a creature is already trapped within the maze, the first creature is released. Asterion can release a creature trapped inside it as a swift action. A creature trapped in deadly maze is automatically released if Asterion is knocked unconscious or is killed. If Asterion is ever the target of a maze spell, in addition to being immune to it, he also regains a daily use of this ability. This is equivalent of a 9th level spell.

Devasting Strike (Ex)
Whenever Asterion use Vital Strike, Improved Vital Strike, or Greater Vital Strike, he multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) by 2 if he’s using Vital Strike, by 3 if he’s using Improved Vital Strike, or by 4 if he’s using Greater Vital Strike. Whenever he use Vital Strike, Improved Vital Strike, or Greater Vital Strike, his attack ignores a value of damage reduction, energy resistance, and hardness his target possesses equal to his Divine Rank. This effect replace the base benefit of Vital Strike, Improved Vital Strike, and Greater Vital Strike.

Divine Traits (Abomination) (Ex)
As an abomination, Asterion 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. Asterion’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. Asterion does not age and requires no food or drink to sustain himself.

Elite Trapsmith (Ex)
Asterion is a masters of creating and working around traps. Asterion can create and reset traps in ¼ the time that it normally costs to create or reset them. Asterion can disable magical traps as if possess the trapfinding ability and always count as he possess the proper tools (generally a set of thieving’s tools) for make a Disable Device check. Whenever Asterion attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. Whenever Asterion disarms a trap using Disable Device, he can bypass it even if his check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires. In addition, Asterion never accidentally triggers his own traps, and is immune to any damage inflicted by traps that he created. Asterion gains the Trap ability of the Trapper Ranger’s archetype, using his HD as the Ranger level, but he automatically know all ranger traps.

Fractured Mind (Ex)
Asterion’s mind is divided between his human and bestial mind, which both makes him more resilient to mental assault, and more fragile. Whenever Asterion is forced to make a Will save, it can roll twice (or thrice while under the benefit of maze lord) and take the better result. However, whenever Asterion fails a Will save for any reason, in addition to the normal effects of failing the Will save, he becomes confused for 1d4+1 rounds, even if normally is immune to mind-affecting effects.

Grant Spells
Asterion can grant up to 7th-level spells. This does not require any specific action on the Asterion behalf. He grant access to the domains of Animal, Destruction, and Strength and to the subdomains of Ferocity, Fur, Rage and Trap°.
°Clerics of Asterion can use the Trap subdomain to modify the Animal domain.

Intimidating Steps (Ex)
The sound of Asterion’s footsteps slowly stalking through his territory is enough to unnerve even hardened adventurers. As a full-round action, Asterion can move up to his speed while walking in an intimidating fashion. If he does so, then he may make a special Intimidate check, which applies to all characters that can hear him but cannot see him. This otherwise functions as the demoralize function of the Intimidate skill. Creatures that cannot hear Asterion, or can both see and hear him, are not affected.

Labyrinth Born (Ex)
Asterion has lived his entire life in the Labyrinth of Knossos, a powerful artifact structure which can trap even him. He gains a number of ranks in Craft (traps), Disable Device, Spellcraft, Stealth, and Survival equal to his racial HD.

Legendary Ferocity (Ex)
Asterion is automatically stabilized when below 0 hit points and remains conscious and can continue fighting even if his hit point total is below 0. Unlike the normal ferocity, Asterion is not staggered or lose 1 hit points every round while below 0 hit points. Unlike a weaker creature, Asterion die only when his hit point total reaches a negative amount equal to three times his Constitution score.

Legendary Natural Cunning (Ex)
Asterion is immunity to maze spells and cannot becoming lost. He always knows the shortest, most direct route through any maze. After spending 1 minute in any maze, he understands its entire layout implicitly. Further, Asterion cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. Asterion cannot be flanked. This defense denies a rogue the ability to sneak attack Asterion by flanking him, unless the attacker has at least four more rogue levels than Asterion has HD.
Asterion still loses his Dexterity bonus to armor class if immobilized or if an opponent successfully uses the feint action against him.
Additionally, Asterion automatically disbelieves any spells of the illusion school that are subject to disbelief.

Maze Lord (Su)
Asterion can designate an area no greater than 1000 feet on a side (typically a maze, underground labyrinth, or other confusing structure) as his personal lair. As a move action, Asterion can teleport from one point in his lair to any other point in his lair, as if using greater teleport. In addition, whenever Asterion must make a saving throw while inside his lair, it can roll twice and take the higher result. Asterion can change his lair once per week. Asterion can share his lair with other creatures (including other minotaurs) without interfering with this ability.

Maze Mastery (Su)
Asterion possess a supernatural cunning when in the confines of a maze or labyrinth. In such areas he receive a +8 bonus on initiative checks and a +20 racial bonus on Stealth checks. In addition, Asterion may enter a maze spell as it is being cast along with the intended target so long as the target is within 30 feet. This includes maze spells cast by Asterion himself or his oubliette ability. Once inside, Asterion can leave the maze as a move action. Asterion and the target appear at opposite ends of a 30-foot-square chamber where all exits lead to the maze itself (and the only way out for the target).

Maze Minion (Su)
Asterion gains the ability to create a simulacrum of a living creature that dies while affected by Asterion’s deadly maze ability, inside a maze generated by him, or his personal lair (see maze lord) as a full-round action that provoke attack of opportunity. This functions as the simulacrum spell, except that Asterion can create the simulacrum as a full-round action, and can only have one simulacrum created in this way at any one time. If Asterion creates a new simulacrum while a previous simulacrum exists, the previous simulacrum is immediately destroyed. Asterion cannot create a simulacrum of a simulacrum, so if the simulacrum is destroyed, he cannot create another. Unlike the simulacrum spell, this ability does grant Asterion direct telepathic control over the simulacrum created in this way.

Might (Ex)
Asterion deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Mythic (Ex)
Asterion has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Asterion can use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells.

Oubliette (Su)
Whenever Asterion hits a creature with his gore attack as part of a powerful charge, the target must succeed at a DC 37 Reflex save or be sent into an extradimensional prison, as the maze spell but lasting for 1d4+1 rounds. The save DC is Charisma-based.

Rend Armor (Ex)
Whenever Asterion hit a creature using devasting strike or his powerful charge ability, the damage is also inflict to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Summon Minotaurs (Sp)
Asterion can summon minotaurs, elder minotaurs, labyrinth minotaurs, mythic minotaurs, and any other variants of minotaurs (DM discretion) as long as they are living creatures and with a CR of 20 or less, as if casting a summon monster spell. He can summon 4d6 creatures with a CR 10 or less, 3d6 creatures with a CR between 11 and 16, and 2d6 creatures with a CR between 17 and 20. This ability functions like the summon universal monster rule with 100% chance of success and counts as a 12th-level spell effect.

Terrible Trample (Ex)
A creature that takes full damage from Asterion’s trample ability (because the creature either failed its Reflex save or chose to take an attack of opportunity instead of attempting a Reflex save) is knocked prone and is staggered for 1d4 rounds. A successful Fortitude save (DC equal to Asterion’s trample ability) reduces the duration of the staggered condition to 1 round.
TIL the minotaur was named Asterion (I didn't even think it had a name other than "the minotaur).
 

Minotaur. A monster that has been around since the first edition of D&D and has its roots in Greek myth. Taking inspiration from its base version (Minotaur – d20PFSRD), the elder version (Minotaur, Elder – d20PFSRD), its mythic version (Mythic Minotaur – d20PFSRD), Baphomet (Demon Lord, Baphomet – d20PFSRD), its 3pp version (Demon Lord, Baphomet (3pp; Demon Lord of Beasts) – d20PFSRD), the labyrinth minotaur (Minotaur, Labyrinth – d20PFSRD), the 3 versions of the minotaurs from the Exotic Encounters series of the Necromancer of the Northwest: the Bronze, Maze Master and Two-Headed (Exotic Encounters: Minotaurs - Necromancers of the Northwest | Exotic Encounters | DriveThruRPG.com) and from the Fate version for "texture" and personality (Asterios), the First Minotaur of the Knossos Labyrinth.

The First Minotaur: Asterion

CN Large monstrous humanoid (abomination)

Init +8 (+16 in a labyrinth or maze); Senses blindsight 500 ft., darkvision 60 ft., read magic, scent, true seeing; Perception +40

Aura frightful presence (DC 37, 120 ft.), unnatural aura (30 ft.)

AC 47, touch 35, flat-footed 37 (+11 deflection, +4 Dex, +4 divine, +6 dodge, +13 natural, -1 size)

hp 672 (24d10+432) fast healing 10, regeneration 10 (cold iron and epic)

Fort +38, Ref +22, Will +27

Defensive Abilities freedom of movement, legendary ferocity, legendary natural cunning, nondetection, powerful build, sixth sense; DR 10/cold iron and epic; Immune ability damage and drain, energy drain, mind-affecting, petrification, enchantment, illusion and transmutation magic, death from massive damage; Resistance cold 20, fire 20, Terrestrial Hazards; PR/SR 38

Speed 90 ft.

Melee huge +6 ghost touch impact keen greataxe of speed +55/+55/+50/+45/+40 (12d10+39/19-20x3), gore +44 (8d10+33), or gore +49 (8d10+33)

Space 10 ft.; Reach 10 ft.

Special Attacks bronze mask, devasting strike, intimidating steps, mythic power (4/day, surge +1d8), oubliette (DC 37), powerful blow (gore), powerful charge (gore +51, 20d10+66), rend armor, terrible trample, trample (20d10+66, DC 48), trap 20/day (DC 35)

Spell-like Abilities (CL 28th, concentration +43)

Constantfreedom of movement, nondetection, read magic, true seeing;

At-willalarm, arcane lock, explosive runes (DC 28), fog cloud, glyph of warding (DC 28), obscure object, stone shape

3/daydeadly maze, greater dispel magic, greater glyph of warding (DC 31), hungry pit (DC 30), limited wish, maze, solid fog, summon minotaurs, wall of stone

1/daysymbol of death (DC 33), summon stampede (DC 31)

Str 54, Dex 18, Con 46, Int 9, Wis 28, Cha 33

Base Atk +24; CMB +51; CMD 82

Feats Combat Reflexes, Cornugon Smash, Deadly Trap, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating ProwessB, Power Attack, Signature Skill (intimidate), Stand StillB, Vital Strike

Epic Feats Epic Skill Focus (intimidate), Good Fortitude, Improved Dodge

Skills Craft (traps) +50, Disable Device +52, Intimidate +70, Perception +40, Sense Motive +37, Spellcraft +27, Stealth +31 (+51 in a labyrinth or maze), Survival +60; Racial Modifiers +20 Craft (traps), +20 Disable Device, +20 Stealth in a labyrinth or maze, +20 Survival

Languages Abyssal, Celestial, Common, Infernal; telepathy 1.000 ft.

SQ compression, elite trapsmith, fractured mind, labyrinth born, maze lord, maze mastery, might, virtual size category +2

Gears huge +6 ghost touch impact keen greataxe of speed made of adamantine

Bronze Mask (Su)
Asterion draws agility and ferocity from his bronze mask. When he makes a full-attack action, Asterion wearing his bronze mask can give up his regular attacks and instead make one gore attack or awesome blow against each opponent within reach without provoking attack of opportunity. Asterion must make a separate attack roll against each opponent, and he can’t choose to move with targets that are pushed back. Asterion’s bronze mask has 40 hit points, hardness 20, and a break DC of 40. If Asterion’s bronze mask is stolen or destroyed, it can create a replacement with 1 week of work.

Deadly Maze (Sp)
Three times per day, as a full-round action, Asterion can consign a single creature within 60 feet to an extradimensional maze full of deadly horrors. This functions as the maze spell, with a few exceptions. First, in order to escape the maze, instead of succeeding on a DC 20 Intelligence check, the trapped creature must succeed on an opposed Charisma check against Asterion. If desired, the trapped creature may make an Intelligence or Wisdom check against the Charisma check of Asterion. Additionally, whenever the trapped creature fails an opposed check in this way, he suffers 3d6 points of damage, plus an additional 1d6 points of damage for every 2 points by which Asterion’s resulted exceeded his own (to a maximum of 20d6). Finally, the effect lasts indefinitely, and the trapped creature is not automatically released after 10 minutes. Asterion can only affect one creature with this ability at a time. If Asterion uses this ability while a creature is already trapped within the maze, the first creature is released. Asterion can release a creature trapped inside it as a swift action. A creature trapped in deadly maze is automatically released if Asterion is knocked unconscious or is killed. If Asterion is ever the target of a maze spell, in addition to being immune to it, he also regains a daily use of this ability. This is equivalent of a 9th level spell.

Devasting Strike (Ex)
Whenever Asterion use Vital Strike, Improved Vital Strike, or Greater Vital Strike, he multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) by 2 if he’s using Vital Strike, by 3 if he’s using Improved Vital Strike, or by 4 if he’s using Greater Vital Strike. Whenever he use Vital Strike, Improved Vital Strike, or Greater Vital Strike, his attack ignores a value of damage reduction, energy resistance, and hardness his target possesses equal to his Divine Rank. This effect replace the base benefit of Vital Strike, Improved Vital Strike, and Greater Vital Strike.

Divine Traits (Abomination) (Ex)
As an abomination, Asterion 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. Asterion’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. Asterion does not age and requires no food or drink to sustain himself.

Elite Trapsmith (Ex)
Asterion is a masters of creating and working around traps. Asterion can create and reset traps in ¼ the time that it normally costs to create or reset them. Asterion can disable magical traps as if possess the trapfinding ability and always count as he possess the proper tools (generally a set of thieving’s tools) for make a Disable Device check. Whenever Asterion attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. Whenever Asterion disarms a trap using Disable Device, he can bypass it even if his check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires. In addition, Asterion never accidentally triggers his own traps, and is immune to any damage inflicted by traps that he created. Asterion gains the Trap ability of the Trapper Ranger’s archetype, using his HD as the Ranger level, but he automatically know all ranger traps.

Fractured Mind (Ex)
Asterion’s mind is divided between his human and bestial mind, which both makes him more resilient to mental assault, and more fragile. Whenever Asterion is forced to make a Will save, it can roll twice (or thrice while under the benefit of maze lord) and take the better result. However, whenever Asterion fails a Will save for any reason, in addition to the normal effects of failing the Will save, he becomes confused for 1d4+1 rounds, even if normally is immune to mind-affecting effects.

Grant Spells
Asterion can grant up to 7th-level spells. This does not require any specific action on the Asterion behalf. He grant access to the domains of Animal, Destruction, and Strength and to the subdomains of Ferocity, Fur, Rage and Trap°.
°Clerics of Asterion can use the Trap subdomain to modify the Animal domain.

Intimidating Steps (Ex)
The sound of Asterion’s footsteps slowly stalking through his territory is enough to unnerve even hardened adventurers. As a full-round action, Asterion can move up to his speed while walking in an intimidating fashion. If he does so, then he may make a special Intimidate check, which applies to all characters that can hear him but cannot see him. This otherwise functions as the demoralize function of the Intimidate skill. Creatures that cannot hear Asterion, or can both see and hear him, are not affected.

Labyrinth Born (Ex)
Asterion has lived his entire life in the Labyrinth of Knossos, a powerful artifact structure which can trap even him. He gains a number of ranks in Craft (traps), Disable Device, Spellcraft, Stealth, and Survival equal to his racial HD.

Legendary Ferocity (Ex)
Asterion is automatically stabilized when below 0 hit points and remains conscious and can continue fighting even if his hit point total is below 0. Unlike the normal ferocity, Asterion is not staggered or lose 1 hit points every round while below 0 hit points. Unlike a weaker creature, Asterion die only when his hit point total reaches a negative amount equal to three times his Constitution score.

Legendary Natural Cunning (Ex)
Asterion is immunity to maze spells and cannot becoming lost. He always knows the shortest, most direct route through any maze. After spending 1 minute in any maze, he understands its entire layout implicitly. Further, Asterion cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. Asterion cannot be flanked. This defense denies a rogue the ability to sneak attack Asterion by flanking him, unless the attacker has at least four more rogue levels than Asterion has HD.
Asterion still loses his Dexterity bonus to armor class if immobilized or if an opponent successfully uses the feint action against him.
Additionally, Asterion automatically disbelieves any spells of the illusion school that are subject to disbelief.

Maze Lord (Su)
Asterion can designate an area no greater than 1000 feet on a side (typically a maze, underground labyrinth, or other confusing structure) as his personal lair. As a move action, Asterion can teleport from one point in his lair to any other point in his lair, as if using greater teleport. In addition, whenever Asterion must make a saving throw while inside his lair, it can roll twice and take the higher result. Asterion can change his lair once per week. Asterion can share his lair with other creatures (including other minotaurs) without interfering with this ability.

Maze Mastery (Su)
Asterion possess a supernatural cunning when in the confines of a maze or labyrinth. In such areas he receive a +8 bonus on initiative checks and a +20 racial bonus on Stealth checks. In addition, Asterion may enter a maze spell as it is being cast along with the intended target so long as the target is within 30 feet. This includes maze spells cast by Asterion himself or his oubliette ability. Once inside, Asterion can leave the maze as a move action. Asterion and the target appear at opposite ends of a 30-foot-square chamber where all exits lead to the maze itself (and the only way out for the target).

Maze Minion (Su)
Asterion gains the ability to create a simulacrum of a living creature that dies while affected by Asterion’s deadly maze ability, inside a maze generated by him, or his personal lair (see maze lord) as a full-round action that provoke attack of opportunity. This functions as the simulacrum spell, except that Asterion can create the simulacrum as a full-round action, and can only have one simulacrum created in this way at any one time. If Asterion creates a new simulacrum while a previous simulacrum exists, the previous simulacrum is immediately destroyed. Asterion cannot create a simulacrum of a simulacrum, so if the simulacrum is destroyed, he cannot create another. Unlike the simulacrum spell, this ability does grant Asterion direct telepathic control over the simulacrum created in this way.

Might (Ex)
Asterion deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Mythic (Ex)
Asterion has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Asterion can use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells.

Oubliette (Su)
Whenever Asterion hits a creature with his gore attack as part of a powerful charge, the target must succeed at a DC 37 Reflex save or be sent into an extradimensional prison, as the maze spell but lasting for 1d4+1 rounds. The save DC is Charisma-based.

Rend Armor (Ex)
Whenever Asterion hit a creature using devasting strike or his powerful charge ability, the damage is also inflict to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Summon Minotaurs (Sp)
Asterion can summon minotaurs, elder minotaurs, labyrinth minotaurs, mythic minotaurs, and any other variants of minotaurs (DM discretion) as long as they are living creatures and with a CR of 20 or less, as if casting a summon monster spell. He can summon 4d6 creatures with a CR 10 or less, 3d6 creatures with a CR between 11 and 16, and 2d6 creatures with a CR between 17 and 20. This ability functions like the summon universal monster rule with 100% chance of success and counts as a 12th-level spell effect.

Terrible Trample (Ex)
A creature that takes full damage from Asterion’s trample ability (because the creature either failed its Reflex save or chose to take an attack of opportunity instead of attempting a Reflex save) is knocked prone and is staggered for 1d4 rounds. A successful Fortitude save (DC equal to Asterion’s trample ability) reduces the duration of the staggered condition to 1 round.
Pretty badass! I love minotaurs in 3.5/pf they're the most busted race for their ECL lol.
 

Obly99

Adventurer
On request from @Bootlebat, sorry for the months delay.
Hades

Oracle (Spirit Guide) 43/Wizard (Pact Wizard) 20/Master Specialist 10/Archmage 10/Incantatrix 10/Mortal Usher 10/Mystic Theurge 17

LN Medium outsider (extraplanar)

Init +91 (always first); Senses blindsight 150 ft. (in dim light or darkness), darkvision 600 ft., divine senses (x10), greater arcane sight, life sight 400 ft. (20 rounds/day), low-light vision, spiritsense 600 ft., true seeing; Perception +245

Aura calming (DC 72, 30 ft., calm emotions), divine (DC 147, 1.300 ft.), paragon presence (325 ft., DC 207, less than 60 HD, 120 damage), shroud of death (DC 207, 1.300 ft.)

DEFENSE

AC 277, touch 192, flat-footed 234 (+22 armor, +91 deflection, +37 Dex, +16 divine, +6 dodge, +30 luck, +65 natural)

hp 7.080 (120d20+4.680) fast healing 50

Fort +240, Ref +238, Will +273; –4 penalty vs. fire or light descriptor, +4 vs. death effects, diseases, mind-affecting effects, poison, sleep effects, and stunning

Defensive Abilities channel resistance +36, dedicated wrapping, negative energy affinity, resist level drain, sixth sense, yamaraj-feather cloak; DR 5/bludgeoning, 75/cursed and epic, 40/epic, 11/magic; Immune ability damage and drain, cold, death effects, disease, electricity, energy drain, fire, poison, Terrestrial Hazards; Resistance cold 20, electricity 10, Stellar Hazards; PR/SR 176

OFFENSE

Speed 270 ft., fly 540 ft. (good)

Melee Rule of Death +282/+282/+277/+272/+267 (72d10+122) or dedicated wrapping (as a +5 disruption, frost, holy whip) +253/+248/+243/+238 (3d10+92 plus 1d6 cold)

Ranged Rule of Death +281 (72d10+122)

Special Attacks channel negative energy 94/day (DC 168), fearful gaze (DC 168), grave touch 75/day, mythic power (24/day, surge +8d6), nosoi plague mask (DC 71), raise the dead 2/day (43 HD; advanced skeleton, advanced zombie, bloody skeleton, fast zombie, skeleton, or zombie), reaping strike (+5d6), seize concentration, shard soul 3/day (DC 168, 21d6 piercing damage in 10 ft. radius), snatch spell, soul siphon 10/day (1 negative level), spell synthesis 1/day, touch of the grave 1 94/day (1d6+21 negative energy), touch of the grave 2 94/day (1d4+21 negative energy)

+1/+2 Caster level conjuration/necromancy, +2 DC spell conjuration and necromancy

Oracle Spells Known (CL 166th; concentration +303; DC (if any) 147 + spell level)

Epic Spells per day: (12) +247 base Spellcraft

Epic Spells Know: Animus Blast, Animus Blizzard, Contingent Resurrection, Create Living Vault, Crown of Vermin, Damnation, Demise Unseen, Eclipse, Greater Ruin, Meteor, Momento Mori, Mummy Dust, Pestilence, Rain of Fire, Soul Dominion, Summon Behemoth

of any level from 0 to 37th of spells—any spell from any spell list;

Mystery bones

Wizard Spells Prepared (CL 166th; concentration +284; DC (if any) 128 + spell level)

Epic Spells per day: (12) +247 base Spellcraft

Epic Spells Know: Animus Blast, Animus Blizzard, Create Living Vault, Crown of Vermin, Damnation, Demise Unseen, Eclipse, Greater Ruin, Meteor, Momento Mori, Mummy Dust, Pestilence, Rain of Fire, Soul Dominion, Summon Behemoth

of any level from 0 to 35th of spells—any spell from any spell list;

Spell-Like Abilities (CL 166th, concentration +303)

Constantgreater arcane sight

At willanimate dead, cause fear (DC 150), commune, create greater undead, create undead, death knell (DC 151), death ward, destruction (DC 156), dream, etherealness, geas/quest, glitterdust (DC 151), greater dispel magic, greater teleport, guards and wards (DC 153), heat metal (DC 150), limited wish, magic jar (DC 154), magnificent mansion, refuge, rusting grasp, secret chest, sending, slay living (DC 154), tongues, trap the soul (DC 157), unseen servant, wail of the banshee (DC 158)

16/daywish

STATISTICS

Str 86, Dex 84, Con 88, Int 154, Wis 154, Cha 192

Base Atk +72; CMB +247; CMD 300

Feats Alertness, Combat Reflexes, Command UndeadB, Detect Expertise, Dodge, Improved Initiative, Greater Fortitude, Greater Spell Focus (conjuration), Greater Spell Focus (necromancy)B, Greater Vital Strike, Improved Vital StrikeB, Improved Whip Mastery, Iron Will, Lightning Reflexes, Turn UndeadB, Scribe Scroll, Skill Focus (Knowledge [arcane]), Skill Focus (Spellcraft)B, Spell Focus (conjuration, necromancy), Spell Penetration, Vital StrikeB, Weapon Focus (whip), Whip Mastery

Metamagic Feats Cataclysmic Spell, Eclipse Spell, Ectoplasmic SpellB, Empower Spell, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire), Enlarge Spell, Extend Spell, Heightened SpellB, Intensified Spell, Maximize Spell, Quicken Spell, Reach Spell, Shadow Grasp, Silent Spell, Still Spell, Tenebrous Spell, Thanatopic SpellB, Threnodic SpellB, Widen Spell, Umbral Spell

Epic Metamagic Feats Automatic Metamagic Capacity x6, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell

Epic Feats Automatic Writing, Epic Spellcasting, Ether Goer, Etheric Double, Etheric Vision, Good Fortitude, Good Reflexes, Improved Combat Reflexes, Improved Dodge, Good Fortitude, Sixth Sense, Spell Stowaway (time stop), Subtle Body, Superior Initiative, Tenacious Body

Skills All skills 169 + ability modifier;

Languages Abyssal, Aboleth, Aklo, Ancient Greek, Celestial, Common, Draconic, Giant, Infernal, Necril, Sylvan, Terran, other 181; voice of the grave 43 rounds/day (DC 150, –16 penalty to resist)

SQ arcane bond (Rule of Death), bonded spirit (bones; hex: fearful gaze), cloak of mysteries, combined spells (7th level), cooperative metamagic 75/day, effortless magic, final revelation, (great power, greater expense) 39/day (+72), forgo materials, greater spirit ability (shard soul), improved metamagic, instant metamagic 1/day, major school esoterica, mantle of spells (freedom, dominate monster, gate, mass heal, mage’s disjunction, time stop, true resurrection), maven, metamagic effect 75/day, metamagic spell trigger 75/day, might, minor school esoterica, moderate school esoterica, mortal talents (archmage) opposite school (illusion), oracle’s curse (albinism), patron (death), portfolio (death, wealth), power over undead 75/day (DC 157; Turn Undead), revelation (bones: armor of bones, bleeding wounds [9], death’s touch, near death, raise dead, resist life, soul siphon, spirit walk 2/day, undead servitude, voice of the grave [43 rounds]), spirit ability (touch of the grave), spirit touch, supernatural spell 6/day, vanth wings, virtual size category +5, vital strike

Artifacts

Helm of Darkness (already calculated in the sheet)
This helm of black metal takes up the head slot. When worn it gives the following benefits
  • It work as a +66 Headband of Mental Superiority​
  • It give the Lurking Divine Ability as a bonus ability​
  • Allow the user to use the spirit walk (Oracle Bones) without daily use or round limit. Unlike the normal spirit walk, the user can move through object made of force.​

Rule of Death
+35 axiomatic, distant shot, everdancing, ghost touch, impact, phase locking, returning, speed, triple-throw, undead dread bident of unerring accuracy made of gold and 1/64th of orichalcum

Hades renounce 2 artifacts for triple his Divine Slots

Divine Abilities

• Adjuration (Su): Summon up to 240 hit die of creatures per day (no single creature can have CR higher than 76)

• Dimensional Ancestry (Psychopomp) (Ex): You gain Psychopomp traits

• Divine Sorcery: Double the spells know

• Divine Wizardry: Double the spell slots

• Enlightened (Su): You know all spells

• Ensorcelled (Su): You can cast any number of spells per day

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement

• Extra Mythic Ability (Var.) x6: You gain a mythic ability (channel power, crafting mastery, harmonious mage, mirror dodge, perfect preparation, sanctum)

• Heavenly Mind (Ex): Cha as luck to attack rolls

• Heavenly Soul (Ex): Chas as luck to saving throw

• House of Death (Ex): Petitioners manifest as undead

• Lord of the Grey Death (Su): You create non-evil undead

• Lurking (Ex)B: You are difficult to detect

• Omnicompetent (Ex): All skills are class skills

• Perfect Initiative (Ex): Always First

• Polymorph (Su): You can polymorph at will

• Seventh Sense (Ex): Reply a round

• Shadow Self (Su): Gain a permanent shadow duplicate

• Shapechange (Su): You can shapechange at will

• True Seeing (Ex): You have True Seeing

Cosmic Abilities (esoteric)

• Lord of Individuality (Ex): You gain the Paragon template

• Redivivus (Su): Summon your foes worst nightmare from beyond the grave

• Shroud of Death (Su): Enemies within your divine aura must make a Fortitude save or die

• Soniferous (Ex): The power of one artifact you wield is doubled (helm of darkness)

Death Portfolio Traits (Greater Deity, Revisited)

Domain Power: You gain Negative Energy Affinity and Resist Level Drain as a Dhampir.

Sterility (Ex): You cannot produce offspring, even magically.

Undead Vulnerability (Ex): Suffer 50% extra damage from attacks and spells of undead without the redeemer subtype.

• Necromantic Immunity (Ex): You are immune to necromantic attacks and spells.

• Scion of Death (Ex): +16 competence bonus on attack rolls, damage rolls and armor class against living.

• Improved Summoning (Undead): Undead created/summoned within your divine aura have 50% more HD.

• Embodiment of Death (Su): Immunities only 50% effective against your necromantic effects.

• Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks.

• Negative Energy Absorption (Ex): You are healed (5 hp/level) by negative energy attacks.

Wealth Portfolio Traits (Greater Deity)

Granted Power: You cast conjuration spell at +1 caster level.

Aversion to Charity (Ex): Spells cast on you by allies only have 50% effectiveness.

Social Status (Ex): Competence penalty to on all rolls equal to your divine rank against opponent’s possessing more total wealth than you.

• Acid Resistance (Su): You gain acid resistance equal to your HD.

• Scion of Wealth (Ex): Treat as if one ECL higher per divine rank for the purposes of determining the value of your artifacts/equipment.

• Improved Summoning (Construct) (Ex): Constructs animated/created/summoned have 50% more HD.

• Bribery Immunities (Su): Immunities only 50% effective against your enchantment effects.

• Uncanny Thieving Mastery (Su): Steal the wealth from your enemies.

• Golden Soul (Ex): Regeneration equal to half your HD while bedecked in gold/jewels.

Uncanny Negative Energy Mastery

A Fortitude save DC 157 can be made one day after the drain to remove the effect

Beam (Ray) 20; 5.200 ft.

Blast 10; 5.200 ft./325 ft. Standard action Ref 157/half

Blood 5; Melee automatic ability Ref DC 105/negate

Breath* 20; 325 ft. (cone) 1.300 ft. (line) Standard Ref 105/half

Hand 30; Melee Touch

Immolation 30; 1.300 ft. radius Free/Standard Ref 105/half

Storm 5; 1.300 ft. radius Standard/Free – Special Ref 157/half

Strike 5; Melee (bonus) Free -

Wrath (Gaze) 10; all creature in 325 ft. Will 157/negate

Uncanny Thieving Mastery

Beam (Ray) 120d1.000; 5.200 ft.

Blast 600d1.000; 5.200 ft./325 ft. Standard action Ref 157/half

Blood 30d1.000; Melee automatic ability Ref DC 105/negate

Breath* 120d1.000; 325 ft. (cone) 1.300 ft. (line) Standard Ref 105/half

Hand 180d1.000; Melee Touch

Immolation 180d1.000; 1.300 ft. radius Free/Standard Ref 105/half

Storm 30d1.000; 1.300 ft. radius Standard/Free – Special Ref 157/half

Strike 30d1.000; Melee (bonus) Free -

Wrath (Gaze) 60d1.000; all creature in 325 ft. Will 157/negate

Divine Traits (Greater Deity) (Ex)
As a greater deity, Hades gains a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Hades’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A greater deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Fortuity (Ex)
The paragon adds a +30 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, etc.); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; channel resistance (if applicable) and caster/manifestion/initiator levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Maneuvers Abilities (Tome of Battle and Path of War).

Mythic (Ex)
Hades has Mythic Power (24/day, surge +8d6) and counts as a 24th-rank Mythic creature. Hades can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Might (Ex)
Hades deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Paragon Presence (Ex)
The paragon radiate an aura of pure presence (Radius: 25 ft. + 5 ft./2 Hit Dice). All creatures with less than half the paragon HD must make a Will save DC 10 + ½ paragon HD + paragon Charisma modifier or fall unconscious for the overwhelming presence of the paragon for 2 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the paragon Charisma modifier. Once a creature make with success his save, he is immune to the Paragon Presence of that paragon for 1 day. Against unattended abject in the area (like the squares of the floor) Paragon Presence deal 1 damage x HD of the paragon every round which apply only half of the hardness. The paragon can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.

As a Deity

Hades


Lord of the Underworld

Alignment LN

Areas of Concern Death, Repose, Underworld, Wealth

Domains Darkness, Death, Earth, Law, Repose

Subdomains Ancestors, Caves, Inevitable, Judgment, Legislation, Metal, Psychopomp, Souls

Favored Weapon Bident

Symbol Black Ram

Sacred Animal(s) Dog, Ram, Screech Owl

Sacred Color(s) Black

Unique Summon Rules
  • Summon Monster I: Screech Owl (same statistics as an Owl)​
  • Summon Monster III: Nosoi​
  • Summon Monster VI: Vanth​
  • Summon Nature's Ally I: Screech Owl (same statistics as an Owl)​


Bident

Cost
15 gp Weight 4 lbs.

Damage 1d6 (small), 1d8 (medium) Critical x2 Type piercing

Range Increment 10 ft. (thrown)

Category one-handed Proficiency martial

Weapon Groups spears, throw

Special brace



Unique Spell Rules

Adept

Death Knell can be prepared as a 2nd-level spell
Speak with Dead can be prepared as a 3rd-level spell

Bard
Death Knell can be prepared as a 2nd-level spell
Speak with Dead can be prepared as a 3rd-level spell

Cleric/Warpriest
False Life can be prepared as a 2nd-level spell

Inquisitor
False Life can be prepared as a 2nd-level spell

Oracle
False Life can be prepared as a 2nd-level spell

Paladin
Speak with Dead can be prepared as a 1st-level spell
Spirit-Bound Blade can be prepared as a 2nd-level spell

Ranger
Death Knell can be prepared as a 2nd-level spell
Speak with Dead can be prepared as a 3rd-level spell

Sorcerer
Death Knell can be prepared as a 2nd-level spell
Speak with Dead can be prepared as a 3rd-level spell

Wizard
Death Knell can be prepared as a 2nd-level spell
Speak with Dead can be prepared as a 3rd-level spell
 

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Obly99

Adventurer
Where are stats for it?
https://www.enworld.org/threads/paragon-and-amidah-revisions.317975/ The version of Mr.Satan with the addition of the following 3 abilities
Paragon Presence (Ex): The paragon radiate an aura of pure presence (Radius: 25 ft. + 5 ft./2 Hit Dice). All creatures with less than half the paragon HD must make a Will save DC 10 + ½ paragon HD + paragon Charisma modifier or fall unconscious for the overwhelming presence of the paragon for 2 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the paragon Charisma modifier. Once a creature make with success his save, he is immune to the Paragon Presence of that paragon for 1 day. Against unattended abject in the area (like the squares of the floor) Paragon Presence deal 1 damage x HD of the paragon every round which apply only half of the hardness. The paragon can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.
Adaptation (Ex): The paragon gains resistance to Terrestrial Hazards.
Mythic (Ex): The paragon has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. The paragon can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to 1/5 his HD and Y is the Surge suitable for the rank.
 

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