Things from the Norse myth!



The scorned star-spawn of sidereals, commonly referred to as entities are born with power akin to that of greater deities. While abominations are corruptions of a god’s portfolios, entities are corruptions of the dimensions themselves. Hyperforms who exist outside the natural order of the universe. Cosmic cysts that bedevil the body of the demiurge with their presence, a pox upon the universe. Many of these cosmic abortions escaped the imprisonment that befell their parents at the climax of the dimension war. They exist to this day hiding in dismal demiplanes and lurking in the far and lonely corners of the universe, guarding secrets perhaps even more ancient and terrible than they themselves. Occasionally they are summoned forth with mighty magics by mad gods with visions of hastening the arrival of the apocalypse. Many consider these beings unique creatures, however, the truth is that they are simply very, very rare. Known entities include: the relentless Bisects; Negasaurs, living undead; the time-warping Nths; the Pitris, godcannibals and the thrice-cursed Trithemians, though there could be more.

Entity Traits
Hit Dice

Entities have at least 120 HD. If in any way they fall below this value, they become abominations instead. They have d100 for hit dice and they have maximum hit points per Hit Die.

Deflection Bonus (Ex)
Entities gain a deflection bonus to their armor class equal to their Charisma modifier.

Alter Reality (Su)
Once per round as a free action an entity can duplicate any spell of 9 + number of automatic metamagic capacity feats. This ability can also duplicate any epic spells of a DC equal to its spellcraft check +20. Other use of this ability are GM’s discretion.

Cosmic Might (Ex)
Entities deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and their damage dice cannot go below this dice but this cannot increase to more dice than their HD (Ie: a dagger wielded by a medium entity with 120 HD and 500 Str would deal 120d20 damage).

Cosmic String (Ex)
Entities can only be permanently destroyed by a being of equal or better divine status. If an entity is destroyed by a being of a lower divine status it simply rejuvenates within 1d10 minutes.

Divine Aura (Su)
Entities have long divine aura (400 ft. + 40/HD). The entity can choose from the following effects each round as a free action. The saving throw to resist effects has a DC of 10 + the entity’s Charisma modifier + the entity’s divine rank.
  • Daze: Those within the entity’s aura must make a Will save or be unable to act, other than defend themselves, duration 1 round.
  • Fear: Those within the entity’s aura must make a Will save or be shaken and suffer a -2 morale penalty on attack rolls, saves and checks.
  • Heroism: Allies within the entity’s aura gain a +2 morale bonus on attack rolls, saves and skill checks.

Divine Bonus (Ex)
Entities add a +17-48 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Divine Senses (Ex)
The senses of the entities are twenty times superior to that of a creature of the same size/type.

Fast Healing (Ex)
Entities have fast healing equal to half their total Hit Dice (rounded down to the nearest multiple of 5).

Immortality (Ex)
An entity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Immunities (Ex)
Entities are immune to ability damage or drain, energy drain, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), polymorphing, petrification, or any form-altering attack, enchantment, illusion and transmutation effects (unless want to suffer them) and to one of five energy types (specific to the entity). Entities are also immune to Terrestrial Hazards. Entities are not subject to death from massive damage.

Mythic (Ex)
Entities have Mythic Power (x/day, Surge +y) and counts as a xth-rank Mythic creature. Entities can use any of them Alter Reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spells. X is equal to the divine rank of the entity and y is the corresponding surge.

Natural Armor (Ex)
Determine natural armor bonuses as follows:
  • Amorphous/fluid body: Natural armor = 1/6 HD + size bonuses only.
  • Skin/furred body: Natural armor = 1/4 HD + any bonuses for size.
  • Scaly skin/exoskeleton: Natural armor = 1/2 HD + any bonuses for size.
  • Carapace plated/mineral-like body: Natural Armor = HD + any bonuses for size.

Power/Spell Resistance and Reflection (Ex)
As a general rule of thumb, entities have power and spell resistance equal to 10 + HD + Divine Bonus. Any power spell which fails to penetrate the entity’s resistance is reflected back upon the caster.

Regeneration (Ex)
Entities have regeneration equal to half their total Hit Dice (rounded down to the nearest multiple of 5). This regeneration will be negated by epic plus another type of attacks.

Resistances (Ex)
Entities have resistance 100 to all elements and damage reduction of at least 60/- (certain entities have higher damage reduction). Entities all have significant spell resistance. Entities resist detection, and are all treated as if affected by a mindblank spell of a caster level equal to the entity’s HD and have the Apocrypha divine ability as a bonus ability. Entities are resistant to Stellar Hazards.

Summon Creature (Sp)
Entities can summon creatures associated either with the portfolio of their godly progenitor or with their imprisonment. Summoned creatures serve the entity without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. See specific entity entries for additional details on summoning.

Special Qualities (Ex)
All entities have the true seeing divine ability. Entities are not subject to death from massive damage. Entities have the blindsight extraordinary ability to a range of 5.000 feet, low-light vision and darkvision 10.000 ft. Entities can choose both nonepic and epic feats as part of their feat selection.

Telepathy (Su)
Entities can communicate telepathically with any creature within 10.000 feet that has a language.

Unique Abilities
All entities have at least one or more unique abilities tied to their godly parent’s portfolio, or to the manner of their incarceration.

Entities speak Abyssal, Celestial, Infernal, and often a language associated with their imprisonment.

This is the Entity subtype/template that is use for my works. This is essentially the abomination subtype form the IH raised to the rank of sidereal.
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For my Fenrir i took inspiration from Fenrir of the Legendary Games. I was deeply disappointed that they build Fenrir as a CR 30/MR 10, that yes is a good epic boss for ending the campaign but is at most the watchdog of a deity. So i took the base Fenrir, i apply the entity subtype, inflated to far-fetched his strength, and et voilà, a wolf tha can kill a deity. I took inspiration from another Fenrir (Fenrir) for his soul shatterin howl.
CN Medium magical beast (entity)
Init +155; Senses blindsight 5.000 ft., darkvision 10.000 ft., low-light vision, scent, see in darkness, true seeing; Perception +196;
Aura frightful presence (5.200 ft., DC 150) [replace the divine aura]
AC 272, touch 133, flat-footed 229 (+32 deflection, +42 Dex, +1 dodge, +24 divine, +24 insight, +139 natural)
hp 67.200 (120d100+4.800)x4; fast healing 60; regeneration 60 (epic and unarmed strikes or natural weapons)
Fort +263, Ref +265, Will +254
Defensive Abilities bound by fate, eternal freedom, freedom of movement, improved evasion, uncanny dodge; DR 60/—; Immune ability damage, ability drain, aging, cold, death effects, disease, enchantment effect, energy drain, illusion effect, mind-affecting effects, paralysis, petrification, poison, polymorph, transmutation effect, natural and magic effects; Resist acid 30, fire 30; SR 154, any spell which fails to penetrate fenrir’s spell resistance is reflected back upon the caster.
Weakness overconfident, weak blood

Speed 600 ft., fly 600 ft. (perfect), sprint
Melee +24 bite +411/+406/+401/+396 (120d20+525/15-20x5 plus grab and trip)
Special Attacks ferocity, greater swallow, horrible howl, mighty rage (282/rounds day; +8 Str and Cos, +4 Will, -2 AC), Mythic Power (24/day, surge +8d6), penetrating biting, powerful bite, river maker, swallow whole (40d6 acid damage and 40d10 bludgeoning damage, AC 79, 6.720 hp)

Spell-Like Abilities (CL 144th; concentration +176)
At willastral projection, dimension door, dream, greater dispel magic, greater teleport, hallucinatory terrain, insanity (DC 97), nightmare (DC 94), plane shift, sending, telekinesis (DC 95)
3/day—summon 1d8 heralds of Jötunheimr (CE Hrímþursar Jotun with War and Winter portfolio and barbarian as the integrated class feature) 100%;
1/day—summon 1d4 champions of Jötunheimr (advanced 40 HD lesser deity CE Hrímþursar Jotun with War and Winter portfolio and barbarian as the integrated class feature) 100%;

Str 220, Dex 94, Con 90, Int 50, Wis 68, Cha 74
Base Atk +120; CMB +257 (+261 for grab); CMD 358
Feats Acrobatic Steps, Combat Expertise, Combat Reflexes, Dodge, Greater Spring Attack, Greater Vital Strike, Improved Critical, Improved Feint, Improved Initiative, Improved Spring Attack, Improved Vital Strike, Iron Will, Mobility, Muscle Reaction Nimble Moves, Power Attack, Quick Draw, Spring Attack, Subtle Body, Superior Initiative, Vicious OpportunityB, Vicious Spring Attack, Vital Strike, Weapon Focus (bite);
Epic Feats Apophenia, Cats Fall, Cripplig Attack, Enlarge Attack, Expert Strike, Fire Baptism, Good Will, Greater Critical (bite), Hamstringer Attack, Hindering Attack, Improved Power Attack (-1;+3), Knockout Attack, Legendary Tracker, Light Eradicatiom, Lingering Attack, Malifiecus, Mathesis, Mighty Attack, Obliterating Attack, Plastic Soul, Phrenology, Pre-Emptive Strike, Prehensile Hair (use the tail instead of the fur), Quicken Attack, Second Strike, Shadow Strike, Stunnig Attack, Tenacious Body, Tensegrity, Throw Attack, Widen Attack;
Skills Acrobatics +189 (+417 when jumping), Bluff +176, Diplomacy +176, Escape Artist +96, Fly +197, Intimidate +176, Knowledge (all) +164, Perception +196, Sense Motive +68, Stealth +169, Survival +173, Spellcraft +164, Swim +252, Use Magic Device +176; Racial Modifiers +20 Perception, -105 Sense Motive
Languages Abyssal, Ancient Nordic, Celestial, Common, Giant, Infernal, Other 14; Telepathy 10.000 ft.
SQ cosmic might, mythic, terrifying force, virtual size category +14;
Divine Ability ApocryphaB, Divine Immensityx10, Eternal Freedom, Heavenly [Mind, Soul], Spell Immunity x5 (immune to all 0-9th level spell), Strong [Body, Mind, Soul, Spirit], Superior Critical Multiplier (bite)B, Superior Power Attack (-1;+4)B, Telelocation, True SeeingB, Unbridled Rage;
Cosmic Ability SlipstreamB;
Transcendental Ability Bound by FateB;

Bound by Fate (Ex)
Fenrir is bound by a fate greater than himself. He merely reforms after 1d6 seconds into the island imprisoned by the magical rope if he is killed in any way from creatures that do not have at least a divine rank of 49 (Demiurge Stage I) or at least a divine rank of 33 and double Death portfolio (First One). Bound by Fate give as well Fenrir the Slipstream Cosmic Ability as a bonus ability. Bound by fate disappears after he kills Odin during the Ragnarök. This is a Transcendental Ability. This replace the alter reality and cosmic string of the entity subtype.

Cosmic Might (Ex)
Fenrir deals d20'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.

Horrible Howl (Su)
Fenrir can unleash a howl as a standard action.
Terrifyng Howl: Fenrir can emit this howl three times per day, all nondivine creatures within 100 ft. become panicked for 10d10 rounds (no save), and divine creatures must succeed at a DC 150 Will save to avoid becoming panicked for 6d4 rounds. Creatures that make their saves are shaken for 1d4 rounds instead. Regardless of whether a creature saved or not, he cannot be affected by Fenrir’s terrifyng howl again for 24 hours. This is a fear, mind-effecting effect.
Soul-Shattering Howl: Fenrir can emit this howl three times per day, filling a 640-ft. cone with despair-inducing sound. All creatures in the cone must make a Will save (DC 150) or take 8d4 Charisma and Wisdom drain and be shaken for 4d6 rounds. This is a emotion, fear, mind-effecting effect.
Stone-Smashing Howl: Fenrir can emit this howl three times per day, filling a 640-ft. cone with destructive sound. All creatures and unattended objects in the cone take 100d6 sonic damage; a Fortitude save (DC 150) halves the damage. This is a sonic effect.
The save DC is Charisma-based. This replace the base elemental resistance of the entity subtype.

Greater Swallow (Ex)
Fenrir can grab with his bite and swallow whole creature of any size. His powerfull muscle allows him to use the Swallow Whole as a free action after a successful grapple.

Mythic (Ex)
Fenrir has Mythic Power (24/day, Surge +8d6) and counts as a 24th-rank Mythic creature. Fenrir can use any of his 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-like abilities.

Overconfident (Ex)
Fenrir is aware of his immense strength but this is also his greatest weakness. It takes a penalty on all Sense Motive checks equal to his Strength modifier.

Penetrating Bite (Ex)
Fenrir bite penetrate all forms of armor. Fenrir’s bite attack automatically bypass any DR, that is not /–, and hardness the target might possess, gains +24 enhancement bonus and deal full damage to incorporeal creatures.

Powerful Bite (Ex)
Fenris’s applies triple his Strength modifier to bite damage, and his bite attack has a critical threat range of 19-20. Fenrir ignore freedom of movement or similar effect that prevent grab if generated by a creature with less divine rank of Fenrir. Fenrir can make iterative attacks with his bite. Fenrir gains the Superior Critical Multiplier (bite) and Superior Power Attack Divine Abilities as a bonus abilities and does not suffer penlaty to attack rolls for using Power Attack (already calculated in the bite damage).

River Maker (Su)
As a full-round action, Fenrir can spill enough saliva to to create a non-magical flood equivalent to a hydraulic torrent (caster level 144th) 10 feet wide, 10 feet high, and 120 feet long, using his Strength modifier to determine the CMB and Strength check. Creatures successfully bull rushed by this flood take 8d6 points of bludgeoning damage (DC 223 Reflex half). This river of slavering foam does not nourish plants, and any living creature drinking or breathing the water is affected each round as if it had ingested belladonna poison. If Fenrir uses this ability in consecutive rounds, the size of the river increases by 10 feet in width and 120 feet in length each round. He can also bend the course of the river so that it does not affect a straight line, exchanging 10 feet of its length for each 45-degree angle that the river turns. The river continues to flow for 1 hour and it continues to grow in length (though not width or height) by 60 feet per round, flowing in the same direction it was last sent. The save DC is Strength-based.

Sprint (Ex)
Fenrir can move up to 10 times his speed when charging, jumping or running. Fenrir can make a 90-degree turn during a sprinting charge.

Terrifyng Force (Ex)
Fenrir’s double his Strength score (already calculated in the caracteristic). When Fenrir attacks with the bite a foe that is denied its Dexterity bonus against him, he can give up the usual attack to attempt a combat maneuver check as a standard action. If successful, the targed must make a Fortitude save (DC 223) or have one of his appendages (arm, hand, head, leg, tail, wing etc.) bitten off, suffer bite damage (though the target cannot be tripped or swallowed) and take 40d6 bleed damage. The appendage lost is random. Fenrir may choose to swallow or drop the appendage and any item worn or held in it. The lost appendage cannot be recovered by any effects generated by a creature with less divine rank than Fenrir. If the targed succeed the saving throw, is merely staggered for 1d6 rounds. The save DC is Strength-based.

Weak Blood (Ex)
Although an Entity, Fenrir was born of two Immorates instead of Sidereals. Fenrir instead of having unique similar Cosmic Ability has 24 Divine Ability. While this is a disadvantage, for compensate this gives him a x4 hit point multiplier.
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