A revisited version of a template from the giant in the playground forum that i cannot find anymore for make space marines.
Overwhelming Creature (CR +4)
An Overwhelming Creature is a formidable being that transcends the limits of biology and engineering, imbued with both supernatural and bio-mechanical enhancements. These creatures are often the result of intensive arcane, alchemical, or technological experimentation. Whether created for war, survival, or some higher purpose, they possess extraordinary resilience, strength, and adaptability. Overwhelming creatures are often viewed as living legends, unstoppable juggernauts whose mere presence on the battlefield can turn the tide of war. The children and grand-children of a fleshwarped overwhelming creature will be also overwhelming creatures, but after the grand-children they will no longer be born as overwhelming creatures.
Create an Overwhelming Creature
The fleshwarping process for creating an overwhelming creature follows the usual rules of fleshwarping.
Cost 25,000 gp;
Creation DC 37, 15 days;
Creatures 1 creature.
Creating an Overwhelming Creature
“Overwhelming Creature” is an inherited or acquired template that can be added to any living creature (referred to hereafter as the base creature). An overwhelming creature uses the base creature’s stats and abilities except as noted here.
CR: As base creature +4.
Type: The creature’s gains the augmented subtype.
Senses: An overwhelming creature gains darkvisiong 60 ft., low-light vision (Occulobe), and scent.
Armor Class: Natural armor improves by +8.
Hit Dice: An overwhelming creature has maximum hit points per die (like it has rolled the maximum on all the die).
Defensive Abilities: An overwhelming creature gains +8 racial bonus against disease and poison;
DR 5/adamantine;
immunity to dazzled (Lyman's Ear), massive damage;
resistance to acid 20, cold 20, electricity 20, fire 20, negative energy 20 (if undead or with negative energy affinity it gains instead resistance to positive energy 20), sonic 20;
SR 11+ HD. Overwhelming creatures also gain the following defensive abilities.
Indestructible (Ex)
Once per day, when the overwhelming creature is the target of an attack, spell, or effect that deal hp damage (including area effects like
fireball) it can choose to resist it. The damage the attack, spell, or effect deals is reduced by half and the overwhelming creature doubles the damage reduction and resistance granted by this template against this effect. This ability can be used after the attack result is determined but before the damage is rolled.
Larraman's Organ (Ex)
Whenever an overwhelming creature is below 0 hit points, it automatically stabilize without needing to attempt a Constitution check. When it use an ability that allow him to act while below 0 hit points (like Diehard), it still lose hit points for taking actions, as specified by that ability. Bleed damage still cause him to lose hit points when below 0 hit points. In addition, it doesn’t die until its total number of negative hit points is equal to or greater than double its Constitution score plus its HD. An overwhelming creature also half (to a minimum of 0) any bleed damage suffered. An overwhelming creature needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition. Also an overwhelming creature regains hp every hour as though it rested for 8 hours.
Mucranoid (Ex)
An overwhelming creature is immune to extremes of weather between –40 °C and 160 °C. It can also survive up to 10 minutes of constant exposure to vacuum at a time with no ill effect, though suffocation is still a threat.
Multi-Lung (Ex)
An overwhelming creature can breath in toxic or underwater environments (or terrestrial environments if the base creature is native to an aquatic environment). Magical toxic environments (like a
cloud kill) affect an overwhelming creature as usual.
Preomnor (Ex)
An overwhelming creature can eat spoiled or rotting food and drink without ill effect. An overwhelming creature can continue for a number of days equal to its Constitution modifier without incurring in starvation. After that, it start to suffer nonlethal damage as usual.
Secondary Heart (Ex)
An overwhelming creature has a secondary heart. It is not automatically slay if one of its heart is extracted (like with a
death clutch spell), but instead suffer 10d6 damage. An overwhelming creature also half (to a minimum of 0) any bleed damage suffered.
Unlimited Endurance (Ex)
When an overwhelming creature is exhausted, it only suffers the effects of the fatigued condition instead, but does require 1 hour of rest to reduce this condition to the actual fatigued condition.
Also, an overwhelming creature treat the radiation level to which it’s exposed as one level lower (severe→high→medium→low→none).
Speed: Increase all the base creature’s speeds by +15 ft.
Attacks: The overwhelming creature gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the overwhelming creature’s size (2d6 for a Medium overwhelming creature).
Betcher's Gland (Ex)
The overwhelming creature can spit contact poison at any target within 15 feet as a ranged touch attack with no range increment. If his target has exposed eyes, it must make a Fortitude save (DC 10 + ½ overwhelming creature HD + overwhelming creature's Con modifier) or be blinded for 2d4 rounds. Regardless of whether or not the target is blinded, it also takes 1d6 points of acid damage. If the target is an object, it also reduce its hardness by 8 for 1d4 hours (multiple application do not stack the reduction). This is a poison effect.
Special Qualities: The overwhelming creature retains all the base creature’s special qualities and gains those described here.
Catalepsean Node (Ex)
An overwhelming creature can stand watch or keep vigil throughout the night without any ill effects. The overwhelming creature suffer no fatigue and gain all the usual benefits of a full night’s rest. The overwhelming creature gains hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the overwhelming creature is still susceptible to effects that would put him to sleep, such as
sleep or
deep slumber. Any vigorous activity during the period of “rest”, including fighting, “end” the effect, forcing the overwhelming creature to sleep for the remaining hours to avoid fatigue and gaining the benefits of a full night’s rest.
An overwhelming creature can benefit from this feature for a number of “rest” equal to its Constitution score. Afterwards, it must take a normal night's rest. Otherwise, it begins to accumulate fatigue as normal.
Haemastamen (Ex)
An overwhelming creature has the hold breath monster ability. It can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Neuroglottis (Ex)
An overwhelming creature is able to detect poisons, diseases, and other chemicals simply by tasting an item. It can determine the exact type of poison, disease, or other chemical with a DC 15 Heal check.
Oolitic Kidney (Ex)
If an overwhelming creature fail the initial save against a disease or poison, it can choose to go unconscious for 1d4+1 minutes and gain another Fortitude save at the same DC to cleanse himself of its ailment. During the period of unconscious the effect of the disease or poison are suspended.
Omophagea (Ex)
An overwhelming creature is able to consume a pound of a creature's flesh to absorb some of its memories. With a successful DC 15 Wisdom check, the overwhelming creature learns some of the creature's memory, on par with having read a book about it.
Powerful Build (Ex)
An overwhelming creature has an organ called Biscopea, which stimulates muscle growth and development, granting it the powerful build special quality, which let him function in many ways as if it was one size category larger. Whenever it is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), it is treated as one size larger if doing so is advantageous to him. The overwhelming creature is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him and its carrying capacity. It may use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature its actual size. The benefits of this ability stack with the effects of abilities, powers, and spells that change the subject’s size category.
Sus-an Membrane (Ex)
An overwhelming creature can enter a state of voluntary hibernation, doing so takes 1 minute. While in hibernation, it can take no actions and is helpless. The overwhelming creature also appears dead to most observers, though a successful Heal check DC 10 + overwhelming creature HD + its Charisma modifier reveal its nature. Magical abilities, such as the
deathwatch spell, or magical senses like lifesense or spiritsense, automatically reveal the ruse. If it is jostled or damaged while hibernating, an overwhelming creature can attempt a DC 35 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. An overwhelming creature can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, the overwhelming creature needs only 1d3 rounds to rouse itself, with no Will saving throw necessary.
Abilities: Str +6, Dex +6, Con +6 (Cha +6 if undead).
Feats: An overwhelming creature gains Alertness, Combat Reflexes, Dodge, Endurance, Diehard, Improved Initiative, and Lightning Reflexes as bonus feats.
Skills: An overwhelming creature receives a +8 racial bonus on Acrobatics, Climb, Intimidate, Perception, Stealth, and Swim checks. Acrobatics, Climb, Intimidate, Perception, Stealth, and Swim are always class skills for an overwhelming creature.