Things from the Greek myth

Original post by Mercucio

Apollyon
35HD Outsider
Paladin 20/Legendary Dreadnaught 15

Manifestation of Apollyon
Large Outsider (Chaotic, Evil, Extra-planar)
Hit Dice: 70d20+1015 (2415 hp, 4830hp in divine realm)
Initiative: +27 (+8 Dex, +4 Sup. Initiative, +15 divine)
Speed: 100 ft. (20 squares), 200 ft (good)
Armor Class: 112 (+35 natural, +9 Dex, +17 deflection, +15 armor, +15 rank, +10 profane, +1 dodge), touch 62, flat-footed 102.
Base Attack/Grapple: +53/+93
Attack: Revelation +101 melee (3d8+60/18–20/x4) and 6 wing caresses +71 melee touch (3d6 permanent/x2), or slam +87 melee (3d6+36/x2) and 6 wing caresses +71 melee touch (3d6 permanent/x2), or by spell
Full Attack: Revelation +101/+96/+91/+85 melee (3d8+60/18–20/x4) and 6 wing caresses +71 melee touch (3d6 permanent/x2), or slam +87 melee (3d6+36/x2) and 6 wing caresses +71 melee touch (3d6 permanent/x2), or by spell
Space/Reach: 10 ft./10 ft. (15 ft. with revelation or wings)
Special Attacks: aura of despair, divine aura, domain powers, executioner’s hand, smite 8/day, spells, sweeping strike.
Special Qualities: Antigenesis, DR 40/–, divine traits, fast healing 20, immunities (ability drain, cold, death effects, disease, electricity, energy drain, poison, transmutation), improved mettle, shrug off punishment, SR 84, thick-skinned, turn outsiders & undead 20/day, unmovable, unstoppable.
Saves: Fort +70(80), Ref +66(76), Will +69(79)
Abilities: Str 52, Dex 28, Con 36, Int 30, Wis 34, Cha 44
Skills: Bluff +0, Concentration +0, Disable Device +0, Escape Artist +0, Hide +0, Intimidate +0, Intuit Direction +0, Knowledge (arcana) +0, Knowledge (history) +0, Knowledge (planes) +0, Knowledge (religion) +0, Listen +0, Move Silently +0, Search +0, Sense Motive +0, Spellcraft +0, Spot +0, Survival +0, Tumble +0.
1068 skill points
Feats: Amplify Spell, Combat Reflexes, Dodge, Empower Spell, Extra Smiting, Flyby Attack, Heighten Spell, Improved Bullrush, Improved Critical (halberd), Improved Initiative, Improved Sunder, Knockback, Melee Weapon Mastery (piercing), Power Attack, Quicken Spell, Weapon Focus (halberd), Weapon Specialization (halberd)
Epic Feats: Consume Magic, Dire Charge, Great Critical (halberd), Great Smiting, Improved Aura of Despair, Improved Critical Modifier (halberd), Improved Spell Capacity x9, Improved Spell Resistance, Metamagic Freedom, Widen Aura of Despair
Salient Abilities: Alter Size, Change Shape, Destroyer, Divine Metamagic, Divine Toughness, Harbinger of the End, Irresistible Force, Pinions of Oblivion, Polymath, Quasi-Corporeal, Rune of Eschaton, Summon Demons, Uncanny Power Attack
Environment: Any
Organization: Unique
Treasure: see below.
Challenge Rating: 70 (ECL 105)
Alignment: Chaotic Evil


COMBAT

Fallen Traits: As a fallen solar Apollyon possesses the following traits:
—Darkvision out to 60 feet and low-light vision.
—Immunity to acid and cold.
—Resistance to electricity 20 and fire 20.
—Fast healing 40. Apollyon can regrow severed limbs after 8 hours of rest.
—Tongues: Apollyon gains Polyglot as a bonus feat.
—Level Adjustment: +6.

Intermediate Entity Traits: Apollyon is rank 15 cosmic entity.
—Apollyon receives maximum hit points per hit die.
—Apollyon’s base movement speeds are doubled.
—+15 natural armor. Apollyon adds his Charisma bonus (minimum 1) as a deflection bonus to his AC.
—Apollyon’s senses have a base range increment of 100 ft.
—Apollyon adds a +15 cosmic bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); save DC of all special abilities, spell-like abilities, and spells; initiative; saving throws, and spell resistance.
—A roll of “1” on a d20 is not an automatic failure for Apollyon.
—Apollyon is immune to ability drain, death effects, disease, energy drain, form-altering effects, and poison.
—Apollyon is immortal and cannot die from natural causes. He does not age, nor need to eat, sleep, or breathe.
—Spell resistance equal to his CR + 12.
—Level Adjustment: +29. (no wealth adj.)

Alter Size (Sl/2): Apollyon can reduce his size down to Small or up to Gargantuan as free action.

Antigenesis (Ex): Apollyon’s divine aura inhibits the act of creation. Any spell, spell-like, or supernatural ability mimicking an effect from the calling, creation, or summoning subschools (including his own) is automatically negated unless the caster succeeds a DC 85 caster level. In addition any healing received by creatures within Apollyon’s divine aura (including himself) is halved.

Change Shape (Sl): As a move action, Apollyon can alter his form, including clothing and equipment, to that of any corporeal giant, humanoid, or monstrous humanoid.

Destroyer (Sl/3): Apollyon gains a +15 competence bonus on all damage rolls (except for that caused by his wings). Half of any damage dealt by Apollyon’s attacks results from divine power, ignoring any damage reduction, resistance, or immunity to damage his foe may possess.

Divine Aura (Sl): Apollyon’s divine aura has a radius of 850 feet. As a free action, Apollyon can adjust the size of his aura, make certain beings within the area immune, or choose from any of the following effects (DC 87 Will save negates):
—Daze: Creatures within the aura’s area of effect must make a Will save or be unable to act, other than defend themselves.
—Fear: Creatures within the aura’s area of effect must make a Will save or be shaken and suffer a -2 morale penalty on attack rolls, saves and checks.

Divine Metamagic (Sl): Apollyon may spontaneously apply a total of six levels of metamagic to his spells (or spell-like abilities) each round without increasing the spell slot required.

Domains: Apollyon’s domains grant him the following abilities:
—Chaos: Cast Chaos spells at +1 caster level.
—Destruction: Apollyon gains one additional smite attempt.

Once per round as a swift action Apollyon may duplicate any of the following spells as a supernatural ability (save DC 87 where appropriate): animate objects, chaos hammer, cloak of chaos, contaigon, disintegrate, dispel law, earthquake, harm, implosion, inflict critical wounds, inflict light wounds (mass or normal), magic circle vs. law, protection from law, word of chaos, shatter, summon monster IX (chaos only).

Harbinger of the End (Sl): Apollyon’s arrival upon a world is presaged by unnatural weather, just as if he were an Elder Evil.

Herald of Annihilation: Although once a great enemy of evil, Apollyon’s fall twisted his abilities, making him a terrible foe of all life. The following abilities replace Apollyon’s normal paladin class abilities:
—Apollyon can use deathwatch at will as a supernatural ability.
—Aura of Despair (Su): Foes with 100 feet of Apollyon to take a -4 morale penalty on all saving throws.
—Executioner’s Hand (Ex): Apollyon inflicts 4 additional points of damage when attacking foes with fewer HD/levels.
—No End But Mine (Su): Apollyon adds a +5 profane bonus to his saving throws.
—Smite (Su): Up to 5 times per day Apollyon can declare one melee attack a smite attempt, adding his Charisma bonus to his attack roll and 40 to his damage. If Apollyon misses his opponent that smiting attempt is wasted.
—Turning (Su): Apollyon can turn both undead & outsiders. When Apollyon would turn an outsider that outsider must make a Will save (DC 62) or be banished to its home plane. If Apollyon receives a destroyed result against an outsider it is not banished, but take 34d6 points of damage instead (level + Cha mod).

Improved Mettle (Ex): Once per turn as a reaction Apollyon can brace himself against the impact from a single melee attack, ranged attack, or attack that grants a Fortitude or Reflex save for half damage; automatically halving any damage taken. Apollyon can only use this ability if he is aware of the attack and not considered helpless.

Irresistible Force (Sl): Apollyon can use his Unmovable and Unstoppable abilities an unlimited number of times per day, but once a given ability is used Apollyon must wait 4 rounds before using it again.

Pinions of Oblivion (Sl/3): Apollyon’s wings appear to be literal windows into the Great Nothing that existed before Creation. Each round as a free action Apollyon may make up to 6 secondary natural incorporeal touch attacks that inflict 3d6 points of permanent damage. As a move action Apollyon may flap his wings, unleashing a hail of feather-like entropic fragments that deal 6d6 points of permanent damage to all creatures within 200 ft. (DC 83 Ref. save for half).

Quasi-Corporeal (Sl): Those who survive long enough in Apollyon's presence note that he seems to flicker at times, as if his frame were a fragile mask covering a solar-shaped hole in the fabric of the cosmos. This grants Apollyon the same miss chance against attacks as an incorporeal creature. This has no other effect on Apollyon other than allowing him to ignore the miss chance associated with attacking incorporeal foes.

Rune of Eschaton (Sl): Apollyon can prepare any spell that deals hit point damage as if it was part of the cleric list.

Shrug off Punishment (Ex): Apollyon gains 105 bonus hp.

Summon Demons (Sl): Apollyon may summon 140HD worth of demons to serve him each day; no creature summoned may have more than 47HD. Alternately Apollyon may call demons instead of summoning them at the rate of 1HD per 2HD of summoning ability expended. Summoned demons remain for 1 hour before returning whence they came.

Sweeping Strike (Ex): On each melee attack Apollyon makes, he can choose one square he threatens that is adjacent to the one he is attacking, his attack is applied to each creatures in those two squares. Apollyon may use this ability on any attack, including attacks of opportunity.

Thick-Skinned (Ex): Apollyon gains DR 9/–.

Uncanny Power Attack (Sl): Apollyon automatically power attacks for the difference between his attack roll and his foe’s armor class.

Unmovable (Ex): Apollyon may gain a +20 bonus on any of the following:
—A grapple check made to avoid the effects of the improved grab ability.
—A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect.
—A Strength check against any effect that would move Apollyon either physically or magically.
—Any one saving throw. If an effect that would move Apollyon either physically or magically does not normally allow a saving throw, he use this ability to gain a Will saving throw. Apollyon still gains the +20 bonus to the saving throw in such a case.

Unstoppable (Ex): As a free action Apollyon can gain a +20 bonus on any check to break or burst a door or item. Apollyon can use this ability to break a wall of force or similar effect with a success full Strength (DC 10 + spell level + spellcasting attribute modifier), with Apollyon applying the +20 bonus to this check. Alternatively, Apollyon add +20 to a single attack roll.

Cleric Spells: 903 sp per day. Caster level 75th. Save DCs are 51 + spell level. Apollyon can prepare paladin spells using his cleric spell slots.

Prepared Spells (-/4/4/4/4/4/4/4/4/4)
1st: 4.
2nd: death knell, silence. +2 more
3rd: bestow curse, searing light, speak with dead. +1 more
4th: dismissal, dimensional anchor, free movement, sending.
5th: command (greater), flame strike, righteous might, symbol of pain.
6th: blade barrier, forbiddance, heal, true seeing.
7th: control weather, destruction, ethereal jaunt. +1 more
8th: anti-magic shell, discern location, fire storm, symbol of death.
9th: meteor swarm, miracle, storm of vengeance, true dispelling.

10th soul scry, 11th ???, 12th eidolon, 13th ???, 14th ???, 15th inescapable doom, 16th ???, 17th ???, 18th ???.


ARTIFACTS
Dekakorônê: Upon Apollyon’s brow rests Dekakorônê, the ten-sided crown symbolizing his suzerainty over the 10 Dooms that presage the End of Time. Dekakorônê grants him the following benefits:
—Grants Apollyon a +10 profane bonus to AC and to the save DC of all Apollyon’s special abilities, spell-like abilities, and spells.
—Apollyon may replay up to 10 rounds of actions per day. When Apollyon replays a round, everyone else uses the same actions, while Apollyon can change his actions based on the knowledge of what everyone else will do. Apollyon can only replay a given round in this manner once.

Caster level: 85th

Revelation: Revelation is a keen halberd +10 that deals damage as a Huge weapon. Revelation can be extended and contracted at will, increasing Apollyon’s reach by 5 feet. Any time Apollyon would score a critical hit with Revelation he can choose nullify either all his target’s extraordinary abilities, spells & spell-like abilities, or supernatural abilities until the start of his next turn. A creature cannot be subject to this effect more than once per round.

Caster level: 85th

Tunic: This tunic of white linen, which remains unaffected by the gore and damage of Apollyon’s rampages, functions as moderate fortification robes of armor +15 that grant a +10 resistance bonus to Apollyon’s saving throws.

Caster level: 85th

Misc: ???

__________________________________________________________________
DESIGNER NOTES

1. I still need to assign skill points
2. Herald of Annihilation needs 2 abilities to replace divine health and the paladin's mount.
3. I changed Shrug Off Punishement to grant bonus HP equal to 1/2 the character's level each time a LD receives it.
4. Apollyon has +39 pts of artifact bonus remaining.
5. Despite being a fallen solar, I did not use the SRD solar stats as a base. I created a 35HD large outsider using the rules in v6 of the CR calculator and added benefits from there.
 

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Obly99

Hero
Original post by Mercucio

Apollyon
35HD Outsider
Paladin 20/Legendary Dreadnaught 15

Manifestation of Apollyon
Large Outsider (Chaotic, Evil, Extra-planar)
Hit Dice: 70d20+1015 (2415 hp, 4830hp in divine realm)
Initiative: +27 (+8 Dex, +4 Sup. Initiative, +15 divine)
Speed: 100 ft. (20 squares), 200 ft (good)
Armor Class: 112 (+35 natural, +9 Dex, +17 deflection, +15 armor, +15 rank, +10 profane, +1 dodge), touch 62, flat-footed 102.
Base Attack/Grapple: +53/+93
Attack: Revelation +101 melee (3d8+60/18–20/x4) and 6 wing caresses +71 melee touch (3d6 permanent/x2), or slam +87 melee (3d6+36/x2) and 6 wing caresses +71 melee touch (3d6 permanent/x2), or by spell
Full Attack: Revelation +101/+96/+91/+85 melee (3d8+60/18–20/x4) and 6 wing caresses +71 melee touch (3d6 permanent/x2), or slam +87 melee (3d6+36/x2) and 6 wing caresses +71 melee touch (3d6 permanent/x2), or by spell
Space/Reach: 10 ft./10 ft. (15 ft. with revelation or wings)
Special Attacks: aura of despair, divine aura, domain powers, executioner’s hand, smite 8/day, spells, sweeping strike.
Special Qualities: Antigenesis, DR 40/–, divine traits, fast healing 20, immunities (ability drain, cold, death effects, disease, electricity, energy drain, poison, transmutation), improved mettle, shrug off punishment, SR 84, thick-skinned, turn outsiders & undead 20/day, unmovable, unstoppable.
Saves: Fort +70(80), Ref +66(76), Will +69(79)
Abilities: Str 52, Dex 28, Con 36, Int 30, Wis 34, Cha 44
Skills: Bluff +0, Concentration +0, Disable Device +0, Escape Artist +0, Hide +0, Intimidate +0, Intuit Direction +0, Knowledge (arcana) +0, Knowledge (history) +0, Knowledge (planes) +0, Knowledge (religion) +0, Listen +0, Move Silently +0, Search +0, Sense Motive +0, Spellcraft +0, Spot +0, Survival +0, Tumble +0.
1068 skill points
Feats: Amplify Spell, Combat Reflexes, Dodge, Empower Spell, Extra Smiting, Flyby Attack, Heighten Spell, Improved Bullrush, Improved Critical (halberd), Improved Initiative, Improved Sunder, Knockback, Melee Weapon Mastery (piercing), Power Attack, Quicken Spell, Weapon Focus (halberd), Weapon Specialization (halberd)
Epic Feats: Consume Magic, Dire Charge, Great Critical (halberd), Great Smiting, Improved Aura of Despair, Improved Critical Modifier (halberd), Improved Spell Capacity x9, Improved Spell Resistance, Metamagic Freedom, Widen Aura of Despair
Salient Abilities: Alter Size, Change Shape, Destroyer, Divine Metamagic, Divine Toughness, Harbinger of the End, Irresistible Force, Pinions of Oblivion, Polymath, Quasi-Corporeal, Rune of Eschaton, Summon Demons, Uncanny Power Attack
Environment: Any
Organization: Unique
Treasure: see below.
Challenge Rating: 70 (ECL 105)
Alignment: Chaotic Evil


COMBAT

Fallen Traits: As a fallen solar Apollyon possesses the following traits:
—Darkvision out to 60 feet and low-light vision.
—Immunity to acid and cold.
—Resistance to electricity 20 and fire 20.
—Fast healing 40. Apollyon can regrow severed limbs after 8 hours of rest.
—Tongues: Apollyon gains Polyglot as a bonus feat.
—Level Adjustment: +6.

Intermediate Entity Traits: Apollyon is rank 15 cosmic entity.
—Apollyon receives maximum hit points per hit die.
—Apollyon’s base movement speeds are doubled.
—+15 natural armor. Apollyon adds his Charisma bonus (minimum 1) as a deflection bonus to his AC.
—Apollyon’s senses have a base range increment of 100 ft.
—Apollyon adds a +15 cosmic bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); save DC of all special abilities, spell-like abilities, and spells; initiative; saving throws, and spell resistance.
—A roll of “1” on a d20 is not an automatic failure for Apollyon.
—Apollyon is immune to ability drain, death effects, disease, energy drain, form-altering effects, and poison.
—Apollyon is immortal and cannot die from natural causes. He does not age, nor need to eat, sleep, or breathe.
—Spell resistance equal to his CR + 12.
—Level Adjustment: +29. (no wealth adj.)

Alter Size (Sl/2): Apollyon can reduce his size down to Small or up to Gargantuan as free action.

Antigenesis (Ex): Apollyon’s divine aura inhibits the act of creation. Any spell, spell-like, or supernatural ability mimicking an effect from the calling, creation, or summoning subschools (including his own) is automatically negated unless the caster succeeds a DC 85 caster level. In addition any healing received by creatures within Apollyon’s divine aura (including himself) is halved.

Change Shape (Sl): As a move action, Apollyon can alter his form, including clothing and equipment, to that of any corporeal giant, humanoid, or monstrous humanoid.

Destroyer (Sl/3): Apollyon gains a +15 competence bonus on all damage rolls (except for that caused by his wings). Half of any damage dealt by Apollyon’s attacks results from divine power, ignoring any damage reduction, resistance, or immunity to damage his foe may possess.

Divine Aura (Sl): Apollyon’s divine aura has a radius of 850 feet. As a free action, Apollyon can adjust the size of his aura, make certain beings within the area immune, or choose from any of the following effects (DC 87 Will save negates):
—Daze: Creatures within the aura’s area of effect must make a Will save or be unable to act, other than defend themselves.
—Fear: Creatures within the aura’s area of effect must make a Will save or be shaken and suffer a -2 morale penalty on attack rolls, saves and checks.

Divine Metamagic (Sl): Apollyon may spontaneously apply a total of six levels of metamagic to his spells (or spell-like abilities) each round without increasing the spell slot required.

Domains: Apollyon’s domains grant him the following abilities:
—Chaos: Cast Chaos spells at +1 caster level.
—Destruction: Apollyon gains one additional smite attempt.

Once per round as a swift action Apollyon may duplicate any of the following spells as a supernatural ability (save DC 87 where appropriate): animate objects, chaos hammer, cloak of chaos, contaigon, disintegrate, dispel law, earthquake, harm, implosion, inflict critical wounds, inflict light wounds (mass or normal), magic circle vs. law, protection from law, word of chaos, shatter, summon monster IX (chaos only).

Harbinger of the End (Sl): Apollyon’s arrival upon a world is presaged by unnatural weather, just as if he were an Elder Evil.

Herald of Annihilation: Although once a great enemy of evil, Apollyon’s fall twisted his abilities, making him a terrible foe of all life. The following abilities replace Apollyon’s normal paladin class abilities:
—Apollyon can use deathwatch at will as a supernatural ability.
—Aura of Despair (Su): Foes with 100 feet of Apollyon to take a -4 morale penalty on all saving throws.
—Executioner’s Hand (Ex): Apollyon inflicts 4 additional points of damage when attacking foes with fewer HD/levels.
—No End But Mine (Su): Apollyon adds a +5 profane bonus to his saving throws.
—Smite (Su): Up to 5 times per day Apollyon can declare one melee attack a smite attempt, adding his Charisma bonus to his attack roll and 40 to his damage. If Apollyon misses his opponent that smiting attempt is wasted.
—Turning (Su): Apollyon can turn both undead & outsiders. When Apollyon would turn an outsider that outsider must make a Will save (DC 62) or be banished to its home plane. If Apollyon receives a destroyed result against an outsider it is not banished, but take 34d6 points of damage instead (level + Cha mod).

Improved Mettle (Ex): Once per turn as a reaction Apollyon can brace himself against the impact from a single melee attack, ranged attack, or attack that grants a Fortitude or Reflex save for half damage; automatically halving any damage taken. Apollyon can only use this ability if he is aware of the attack and not considered helpless.

Irresistible Force (Sl): Apollyon can use his Unmovable and Unstoppable abilities an unlimited number of times per day, but once a given ability is used Apollyon must wait 4 rounds before using it again.

Pinions of Oblivion (Sl/3): Apollyon’s wings appear to be literal windows into the Great Nothing that existed before Creation. Each round as a free action Apollyon may make up to 6 secondary natural incorporeal touch attacks that inflict 3d6 points of permanent damage. As a move action Apollyon may flap his wings, unleashing a hail of feather-like entropic fragments that deal 6d6 points of permanent damage to all creatures within 200 ft. (DC 83 Ref. save for half).

Quasi-Corporeal (Sl): Those who survive long enough in Apollyon's presence note that he seems to flicker at times, as if his frame were a fragile mask covering a solar-shaped hole in the fabric of the cosmos. This grants Apollyon the same miss chance against attacks as an incorporeal creature. This has no other effect on Apollyon other than allowing him to ignore the miss chance associated with attacking incorporeal foes.

Rune of Eschaton (Sl): Apollyon can prepare any spell that deals hit point damage as if it was part of the cleric list.

Shrug off Punishment (Ex): Apollyon gains 105 bonus hp.

Summon Demons (Sl): Apollyon may summon 140HD worth of demons to serve him each day; no creature summoned may have more than 47HD. Alternately Apollyon may call demons instead of summoning them at the rate of 1HD per 2HD of summoning ability expended. Summoned demons remain for 1 hour before returning whence they came.

Sweeping Strike (Ex): On each melee attack Apollyon makes, he can choose one square he threatens that is adjacent to the one he is attacking, his attack is applied to each creatures in those two squares. Apollyon may use this ability on any attack, including attacks of opportunity.

Thick-Skinned (Ex): Apollyon gains DR 9/–.

Uncanny Power Attack (Sl): Apollyon automatically power attacks for the difference between his attack roll and his foe’s armor class.

Unmovable (Ex): Apollyon may gain a +20 bonus on any of the following:
—A grapple check made to avoid the effects of the improved grab ability.
—A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect.
—A Strength check against any effect that would move Apollyon either physically or magically.
—Any one saving throw. If an effect that would move Apollyon either physically or magically does not normally allow a saving throw, he use this ability to gain a Will saving throw. Apollyon still gains the +20 bonus to the saving throw in such a case.

Unstoppable (Ex): As a free action Apollyon can gain a +20 bonus on any check to break or burst a door or item. Apollyon can use this ability to break a wall of force or similar effect with a success full Strength (DC 10 + spell level + spellcasting attribute modifier), with Apollyon applying the +20 bonus to this check. Alternatively, Apollyon add +20 to a single attack roll.

Cleric Spells: 903 sp per day. Caster level 75th. Save DCs are 51 + spell level. Apollyon can prepare paladin spells using his cleric spell slots.

Prepared Spells (-/4/4/4/4/4/4/4/4/4)
1st: 4.
2nd: death knell, silence. +2 more
3rd: bestow curse, searing light, speak with dead. +1 more
4th: dismissal, dimensional anchor, free movement, sending.
5th: command (greater), flame strike, righteous might, symbol of pain.
6th: blade barrier, forbiddance, heal, true seeing.
7th: control weather, destruction, ethereal jaunt. +1 more
8th: anti-magic shell, discern location, fire storm, symbol of death.
9th: meteor swarm, miracle, storm of vengeance, true dispelling.

10th soul scry, 11th ???, 12th eidolon, 13th ???, 14th ???, 15th inescapable doom, 16th ???, 17th ???, 18th ???.


ARTIFACTS
Dekakorônê: Upon Apollyon’s brow rests Dekakorônê, the ten-sided crown symbolizing his suzerainty over the 10 Dooms that presage the End of Time. Dekakorônê grants him the following benefits:
—Grants Apollyon a +10 profane bonus to AC and to the save DC of all Apollyon’s special abilities, spell-like abilities, and spells.
—Apollyon may replay up to 10 rounds of actions per day. When Apollyon replays a round, everyone else uses the same actions, while Apollyon can change his actions based on the knowledge of what everyone else will do. Apollyon can only replay a given round in this manner once.

Caster level: 85th

Revelation: Revelation is a keen halberd +10 that deals damage as a Huge weapon. Revelation can be extended and contracted at will, increasing Apollyon’s reach by 5 feet. Any time Apollyon would score a critical hit with Revelation he can choose nullify either all his target’s extraordinary abilities, spells & spell-like abilities, or supernatural abilities until the start of his next turn. A creature cannot be subject to this effect more than once per round.

Caster level: 85th

Tunic: This tunic of white linen, which remains unaffected by the gore and damage of Apollyon’s rampages, functions as moderate fortification robes of armor +15 that grant a +10 resistance bonus to Apollyon’s saving throws.

Caster level: 85th

Misc: ???

__________________________________________________________________
DESIGNER NOTES

1. I still need to assign skill points
2. Herald of Annihilation needs 2 abilities to replace divine health and the paladin's mount.
3. I changed Shrug Off Punishement to grant bonus HP equal to 1/2 the character's level each time a LD receives it.
4. Apollyon has +39 pts of artifact bonus remaining.
5. Despite being a fallen solar, I did not use the SRD solar stats as a base. I created a 35HD large outsider using the rules in v6 of the CR calculator and added benefits from there.
It's a combination of Deities and Demigods and IH?
 


Obly99

Hero
A simple low-level abomination, the nemean lion. For create it I use the Luis Loza version (Monstrous Physique — Nemean Lion | Know Direction) and the Grogrisant (Grogrisant – d20PFSRD - Grogrisant - PathfinderWiki) which is the PF version of a similar nemean lion. For the artifact version I take inspiration from the Mantle of the Grogrisant (Mantle of the Grogrisant - Equipment - Archives of Nethys: Pathfinder 2nd Edition Database). The power level of the nemean lion is deliberately low. I reckon that a non-epic optimized party can deal with the lion and eliminate it.

Nemean Lion

This golden lion towers over the trees and its mane shining like the sun.

N Large magical beast (abomination)

Init +6; Senses darkvision 120 ft., low-light vision, scent, true seeing; Perception +37

Aura blazing mane (DC 30, 60 ft.), frightful presence (DC 32, 120 ft.)

DEFENSE

AC 40, touch 40, flat-footed 38 (+9 deflection, +2 Dex, +4 divine, +16 natural, –1 size)

hp 366 (18d10+186) fast healing 5, regeneration 5 (epic)

Fort +21, Ref +16, Will +24

Defensive Abilities golden fur, nondetection, quick recovery, shrug it off, squamous; DR 10/epic and piercing; Immune ability damage and drain, disease, energy drain, fire, mind-affecting effects, light effects, poison, polymorphing, petrification, or any form-altering attack, enchantment, illusionist and transmutation magic, not subject to death from massive damage; Resist acid 10, cold 20, electricity 10, fire 20; PR/SR 32

OFFENSE

Speed 50 ft., climb 30 ft.

Melee bite +35 (3d10+21/17–20 plus grab), 2 claws +35 (2d10+14)

Space 15 ft.; Reach 10 ft.

Special Attacks mythic power (4/day, surge +1d8), pounce, powerful bite, rake (2 claws +35, 2d10+14), rend (2 claws, 2d10+14 plus rend armor), rend armor, sharp claws

Spell-Like Abilities (CL 22th; concentration +35)

Constantnondetection, pass without trace, true seeing

At willdancing lights, fire shield, sunbeam (DC 30)

1/daysummon (level 10, 3d8 dire lion)

STATISTICS

Str 38, Dex 15, Con 24, Int 3, Wis 26, Cha 29

Base Atk +18; CMB +37; CMD 58 (62 vs. trip)

Feats Alertness, Greater Vital Strike, Improved Critical (bite), Improved Vital Strike, Intimidating Prowess, Iron Will, Power Attack, Vital Strike

Epic Feats Good Will

Skills Intimidate +27, Perception +37, Sense Motive +14

Languages Abyssal, Celestial, Infernal (can’t speak); telepathy 1,000 ft.

SQ might, mythic, virtual size +1

SPECIAL ABILITIES

Blazing Mane (Su)
When in an area of normal or brighter light, the Nemean lion’s golden mane blazes like the sun. Creatures more than 60 feet away treat the beast as having total concealment due to the dazzling brilliance, and any creature within 60 feet that looks at the Nemean lion must succeed at a DC 30 Fortitude save or be permanently blinded. Creatures can avert their eyes as if this were a gaze attack. The save DC is Constitution-based.

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

Golden Fur (Ex)
The Nemean lion is immune to physical damage to hit points not generated with a spell, spell-like ability, supernatural ability, or psionic power (like weapon or natural weapons) unless the originator is mythic. Non-mythic attacks can only damage the Nemean lion if they have the ability to overcome epic damage reduction, like with a +6 weapon or the Godslayer ability of an Elder Wyrm. The Nemean lion is not immune to physical damage caused with grappling.

Grant Spells
The Nemean lion can grant up to 7th-level spells. This does not require any specific action on the Nemean lion behalf. It grant access to the domains of Animal, Strength, and Sun and to the subdomains of Ferocity, Fur, and Light.

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

Mythic (Ex)
The Nemean lion has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. The Nemean lion 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. It can also expend Mythic Power to use the augmented versions of these spells.

Powerful Bite (Ex)
The Nemean lion’s bite attack applies 1-1/2 times its Strength modifier on damage rolls and threatens a critical hit on a roll of 19–20.

Quick Recovery (Ex)
Whenever the Nemean lion is blinded, dazed, dazzled, deafened, nauseated, paralyzed, sickened, or stunned, reduce the duration of that condition by half (minimum 1 round). Any other effects relating to the source of that condition are unaffected; for example, if the Nemean lion is panicked and sickened from an eyebite spell, the panicked effect has the normal duration even though it is sickened for only half as long.

Rend Armor (Ex)
Whenever Nemean lion inflict rend damage to an opponent, 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.

Sharp Claws (Ex)
The Nemean lion’s claws are extremely sharp, allowing them to ignore any armor bonuses to AC and hardness less than 10.

Shimmering Coat (Su)
The Nemean lion adds its natural armor bonus to its touch AC.

Shrug It Off (Ex)
Whenever a critical hit is confirmed against the Nemean lion, it can expend one use of its mythic power as an immediate action to convert the critical hit into a normal hit. Effects that trigger only on a critical hit don’t trigger when it use this ability to negate the critical hit.

Squamous (Ex)
The Nemean lion natural armor is equal to ¾ its HD instead of ¼.


Mantle of the Nemean Lion (Lesser Artifact)

Aura
strong abjuration; CL 18th; Slot shoulders; Weight 1 lb.; Price
This long, golden cloak is a mythical artifact. It was fashioned from the pelt of the Nemean lion itself, after being slain by Hercules, and the lion's mane was fashioned into a thick fringe that runs all along the mantle's edges. The paws of the Nemean lion cross beneath the wearer's throat, giving the owner an imposing appearance. The Mantle of the Nemean Lion work as a cloak of resistance +4 and grants fire resistance 30 and DR 10/epic and piercing to the wearer.

Once per day as a move action, the wearer can pull the hood of the mantle over his face, revealing the eyes of the Nemean lion. The mantle gives off a flash of blinding light in a 60-foot cone. All creatures within this area must attempt a Reflex save DC 30. On a failure, they're permanently blinded.
DESTRUCTION
The Mantle of the Nemean Lion is a symbol of pride and conquest. The Mantle of the Nemean Lion is destroyed if the wearer makes a gesture of extreme humility and submission towards a person considered inferior (generally any creature with 1/10 or less HD than the wearer).
 

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Obly99

Hero
Amazon Template (CR +3)
I take inspiration from this template (the avater of Ares in the manual is a CR 25/MR 10)
The first amazon was the daughter of a nymph and a god of war, carrying his divine blood in her veins and his battle lust in her hearts. She later had several descendants, and however diluted their divine blood was compared to hers, they all retained a spark. A hearty group of warrior women, amazons derive their strength not only from their sacred heritage, but also from warrior traditions, experience on the battlefield, and a strong culture of discipline and valor. Though capable of bearing male children, male children born to amazons lack the magical heritage of their cosmic ancestors. In general, male amazons are given to other peoples to raise, keeping their tribes pure of those without sacred power in their blood. This serves the dual purpose of keeping their culture intact and ensuring that their tribes are constantly protected by their strongest warriors.

Creating an Amazon
“Amazon” is an inherited template that can be applied to any female creature with at least an Intelligence score of 4 (referred to hereafter as the base creature). Amazons are most commonly born as humans, though in rare cases other races are found to carry the blood of of the god of war. Amazons are stronger and faster than other members of their race, and each carries a divine spark that allows her to access battle rage and call upon divine intervention for success in warfare. An amazon uses the base creature’s stats and abilities except as noted here.

CR: Same as the base creature +3.

Armor class: The base creature gains a +4 dodge bonus to AC.

Speed: An amazon’s base speed is increased by 10 feet.

Defensive Abilities: An amazon gains DR 10/magic and the following defensive ability.

Uncanny Dodge (Ex)
An amazon gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose his Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if she is immobilized. An amazon with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against her. If an amazon acquire uncanny dodge from another source, she automatically gains improved uncanny dodge instead.

Special Attacks: An amazon gains the following special attack.

Battle Shout (Ex)
An amazon can call upon her divine blood within her in order to unleash a powerful shout that increases her combat abilities. Shouting is a swift action usable only when the amazon is physically capable of shouting (an amazon mute or under a silence effect cannot use this ability), the power last until the start of her next turn and can be maintained as a free action at the start of her turn. An Amazon can tap this power in order to gain an extra attack each round at her highest base attack bonus when using the full attack action (this extra attack does not stack with haste or similar abilities) and to deal maximum damage with her manufactured or natural attacks (treating the dice roll for weapons as though they were the maximum possible roll for that weapon). This only affects the weapon’s base damage dice and not additional damage dice, such as from sneak attack, vital strike or the flaming weapon special ability. The amazon can use this ability for a number of rounds per day equal to her base attack bonus plus her Charisma modifier (if positive).

Rage Powers (Ex)
An amazon gains one rage power plus one additional rage power at 4 HD and every 3 HD thereafter. An amazon qualified for the Extra Rage Power feat. This rage powers are active only when the amazon is under the effect of battle shout, using it in place of rage. The amazon use her HD as her barbarian level for this rage powers. If she acquires rage power through other mains (primary class features), this rage powers are independent and are only active when the amazon is under the effect of battle shout (the other rage powers are not activated). If she take the Extra Rage Power feat, she must chose in which category place the newly acquired rage power.

Special Qualities: An amazon gains the following special qualities.

Combat Comfort (Ex)
Amazons are always proficient with martial weapons and all kinds of armor and shields, including tower shields. An amazon halves the armor check penalty of any armor or shield she is wearing, and she treats the maximum Dexterity bonus of any armor or shield as though it were 2 higher than it actually is. Finally, her speed is never reduced by medium or heavy armor. Additionally, whenever an amazon would gain an increase in speed, such as from a feat or class feature (like the fast movement of the barbarian), her base speed is increased by an additional 5 feet (this not increase the speed obtained with the template).

Gift of War (Su)
Once each day, an amazon can beg a favor of the war god in order to grant her a greater chance in combat. As an immediate action, an amazon can gains the benefit of a true strike spell.

Marching to War (Ex)
An amazon may hustle with less difficult of other creatures; hustle movement counts as a walk for the purpose of accruing nonlethal damage and fatigue. An amazon also treats all her ability scores as being higher for the purpose of meeting the prerequisites of combat feats. The amount she adds to each of her ability scores for this purpose is equal to ½ her HD (minimum 1).

Woodland Stride (Ex)
An amazon may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Skills: An amazon gains +8 racial bonus on Acrobatics, Climb, Intimidate, Perception, and Swim checks. An amazon always treats Acrobatics, Climb, Handle Animal, Intimidate, Perception, Ride, and Swim as class skills. Otherwise, skills are the same as the base creature.

Abilities: Strength +4, Dexterity +4, Constitution +4, Charisma +6.

Feats: An amazon gains Cleave, Endurance, Improved Initiative, Improved Unarmed Strike, Power Attack, and Weapon Finesse as bonus feats, even if she does not meet the prerequisites.
 

Obly99

Hero
A conversion in epic version of Talos


A titanic construct with a shape similar to an ancient warrior almost 100 ft. tall that protect Europa on the island of Creta under order of Zeus.

N Colossal construct

Init +10; Senses divine sense; Perception +57

DEFENSE

AC 60, touch 12, flat-footed 18 (+12 deflection, +6 Dex, +4 divine, +6 dodge, +30 natural, –8 size)

hp 2,200 hp (40d20+1,400) fast healing 10

Fort +38, Ref +23, Will +35

Defensive Abilities invincible guardian, sixth sense; DR 30/adamantine and epic; Immune construct traits, fire, magic; Resist acid 40, cold 40, electricity 40, sonic 40

OFFENSE

Speed 125 ft.

Melee 2 slam +55 (16d10+28/15-20/x3 plus 6d6 fire)

Ranged rock +42 (12d10+28)

Space 70 ft; Reach 95 ft.

Special Attacks breath weapon, destroyer, devasting strike, greater stand still, mythic power (10/day, surge +1d12), pinning stomp, powerful blows (slam), rock throwing (600 ft.), sweeping strike

Str 48, Dex 23, Con —, Int 23, Wis 28, Cha 34

Base Atk +40; CMB +71 (+75 sunder); CMD 105 (107 vs. sunder)

Feats Alertness, Combat Reflexes, Dodge, Greater Sunder, Greater Vital Strike, Improved Critical (slam), Improved Natural Attack (slam), Improved SunderB, Improved Vital Strike, Power Attack, Run, Stand Still, Toughness, Vital Strike

Epic Feats Epic Toughness, Greater Critical (slam), Greater Sunder, Improved Combat Reflexes, Improved Dodge, Sixth Sense, Superior Sunder

Skills Climb +63, Intimidate +56, Knowledge (planes, religion) +50, Perception +57, Sense Motive +57, Swim +63

Languages Abyssal, Ancient Greek, Celestial, Infernal (cannot speak)

SQ colossus movement, death throes, divine construct, might, mythic, statue

Breath Weapon (Su)
As a free action once every 1d3 rounds, Talos can exhale a noxious cloud of pyroclastic vapors in a 60-foot-radius spread, 120-foot cone, or 240-foot line. This gas functions as both cloudkill (DC 38) and incendiary cloud (DC 38) in the area, save that it is stationary and the cloud persists for 1d4 rounds. It can enhance the toxic effect to be equivalent to mythic cloudkill by expending one use of mythic power, or augmented mythic cloudkill if it expends two uses. The gas lasts only 1 round. The save DC is Constitution-based and includes a +8 racial bonus.

Colossus Movement (Ex)
Talos ignore difficult terrain.

Death Throes (Ex)
Talos explodes when it is destroyed. All creatures within 360 feet of Talos take 40d6 points of half divine half fire damage (DC 30 Reflex for half). The save DC is Constitution-based.

Destroyer (Ex)
Whenever Talos attacks an object or structure, including a held or worn item, it ignores any hardness the object might possess and deals double damage. This includes spell effects such as wall of force, but not objects that are also creatures, such as animated objects.

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

Divine Construct (Ex)
As a construct crafted by a deity, Talos 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. Talos’s natural attacks or any weapons he wields, are treated as adamantine and epic for the purpose of overcoming damage reduction. Talos has two good saving throw (Fortitude and Will), has d20 for HD and maximum hit points, adds his Charisma bonus to AC as a deflection bonus, and add its Charisma modifier to hit point and Fortitude save in place of Constitution.

Divine Sense (Ex)
As a construct build by a god, Talos has better senses than a normal construct. Talos see four times as well in normal light as a human and benefit of a constant extraordinary see in darkness and true seeing. Talos can also see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Greater Stand Still (Ex)
Talos can use Stand Still every time a foe provoke attack of opportunity, not only due to the foe moving through its adjacent squares. Also, when Talos successfully use the Stand Still feat to make a combat maneuver check to force a foe to stop moving, it may also deal its slam damage.

Immunity to Magic (Ex)
Talos is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A mythic magical attack that deals cold damage slows Talos (as the slow spell) for 1d4 rounds, with no saving throw. A non-mythic magical attack that deals cold damage has the same effect but Talos is treated as though it has an SR of 54 against the effect that allows spell resistance.
A magical attack that deals fire damage breaks any slow effect on Talos and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause Talos to exceed its full normal hit points, it gains any excess as temporary hit points. Talos gets no saving throw against fire effects.
Talos is affected normally by mythic rust attacks, such as those of a mythic rust monster or a mythic rusting grasp spell. A non-mythic rust attack has the same effect but Talos is treated as though it has an SR of 54 against the effect that must first be overcome. Creatures that employ rust attacks that are not spells use their HD in place of their level when making the caster level check.

Invincible Guardian (Ex)
Talos can expend one use of its mythic power as a swift action to make itself nearly invincible for a short period of time. For a number of rounds equal to its mythic rank Talos's existing DR and all energy resistances doubles to DR 60/adamantine and epic and resistance 80, and it gains DR 30/—. This DR cannot be bypassed by abilities that normally bypass damage reduction unless the attacker is a mythic creature whose rank or tier exceeds that of Talos.

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

Mythic (Ex)
Talos has Mythic Power (10/day, surge +1d12) and counts as a 10th-rank Mythic creature. Talos, 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.

Pinning Stomp (Ex)
As a swift action Talos can make a single melee attack at its highest base attack against a target three or more size categories smaller than itself. This attack deals an amount of damage equal to twice that of its slam attack plus 1-1/2 times Talos’s Strength bonus. If Talos hits with this attack, it can attempt a grapple check as a free action. This grapple doesn’t provoke attacks of opportunity. If the grapple is successful, the target is pinned and takes an amount of damage equal to that of Talos’s slam attack each round at the start of Talos’s turn until either the pinned creature frees itself or Talos moves out of the pinned creature’s space. Talos doesn’t need to attempt grapple checks to continue the pin, nor can it attempt a check to move, further damage, or tie up the grappled creature. Talos can at most two creatures pinned with this attack at one time.

Powerful Blows (Ex)
Talos inflicts 1-1/2 its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.

Statue (Ex)
Talos can stand perfectly still, emulating a statue. An observer who takes time to examine Talos must succeed at a DC 40 Perception check to notice it is alive. If Talos initiates combat from this pose, it gains a +6 bonus on its initiative check.

Sweeping Strike (Ex)
Whenever Talos could make a full attack, it may instead make a single attack at its highest attack bonus and apply the results to all opponents within its reach. Roll damage once and apply it to all opponents hit by the attack. If the attack roll is a critical threat, Talos chooses one target hit by its sweeping strike and attempts to confirm the critical against that target.

Link Image
 

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