Ultimate Creatures

Xylix

First Post
From time to time I pick up my books and amuse myself by seeing what kind of abuses my mind can conjure up. Often I do this paired with my brother, who when we where last registered on this board posted the bucket of snails whirlwind attack smack down.

Once again I am here with the same. This time with something far more devestating generated from only the Core Rulebooks and the Epic Handbook. A creature virtually guarenteed to wipe out any silly little Epic level charater that decides to get in it's way, all for the price of a mere CR 58...


ULTIMATE CREATURE

Pseudo-natural, Paragon, Winged Half-Celestial, Red Half-Dragon, Fully Advanced Iron Colossus

Hit Dice: 288D12 + 3456 (6912 hp)
Initiative: +20
Speed: 320, 640 fly (good), Can't Run
AC: 103 (-8 size, +12 Dex, +65 natural, +12 Luck, +12 Insight)
Attacks: 75 tentacle rakes
+319 tentacle, +328 grapple (not including size), No concealment for enemies
(+216 base, +25 luck, +15 insight, +70 Str, +1 weapon focus, -8 Size)
Damage: Tentacle: 2d8+90 (+70 +20 Luck), 19-20 x2
Face/Reach: 40 x 40 / 25
Special Attacks: Poison Breath, Fire Breath, Improved Grab, Rotting Constriction Special Qualities: SR 1440, DR 375/+76, Spell Like Abilities, Dark Vision 300 ft, Magic Immunity, Construct Traits, Anti-Magic Field, Rust Proof, Fast Healing 20, Immunity Cold, Immunity Fire, Immunity Acid, Immunity Electricity, Immunity Disease, Alternative Form, Sonic Resistance 50
Saves: Fort +96, Ref +108, Will +111
Abilities: Str 150, Dex 34, Con -, Int 26, Wis 41, Cha 28
Skills : Bluff +162, Diplomacy +162, Gather Information +162, Move Silently +151, Hide +151, Sense Motive +170, Intimidate +162, Spot +170, Listen +170, Spellcraft +163, Wilderness Lore +170, Search +163, Disable Device +163, Concentration +155, Perform +162, Pick Pocket +167, Ride +167
Feats : Power Attack, Cleave, Great Cleave, Run, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Improved Initiative, Improved Critical Tentacle, Track, Dodge, Spring Attack, Expertise, Whirlwind Attack, Mobility, Flyby Attack, Improved Flyby Attack, Sunder, Leadership, Weapon Focus Tentacle, Snatch, Hover, Wing Over
Epic Feats : Blinding Speed x4, Energy Resistance Sonic x 5, Epic Speed, Improved Combat Reflexes, Improved Dark Vision x 4, Infinite Deflection, Legendary Wrestler, Legendary Tracker, Exceptional Deflection, Polyglot, Reflect Arrows, Spell Casting Harrier, Superior Initiative, Improved Whirlwind Attack, Overwhelming Critical tentacle, Devastating Critical tentacle, Epic Strength x 21

There are still --3-- Feats remaining

CR: 58


QUICK LIST OF NOTABLE FEATRUES


Alternative Form: Enemies suffer -1 penalty on will saves.
Poison Breath : Cone of Poison 80 feet 1 every d4 rounds as a free action. It deals 3d6 primary and 2d6 secondary constitution damage. This is Fortitude DC 71 to avoid.
Fire Breath : A 30 ft cone of Fire dealing 6d10 damage with a save DC of 32. Once per a day.
Improved Grab : If he hits with a tentacle he can immediately as a free action initiate a grapple with that tentacle.
Rotting Constriction : After grappled each subsequent round another grapple check allow the construct to deal 2d4 +13 permanent constitution damage, at the same time the creature recovers 10 hp.
Spell Like Abilities : Several, but none are ever worth using...
Magic Immunity : Immune to all magic and supernatural effects except lightning which heals 1/3rd its damage in hp.
Construct Traits : Normal Construct Immunities and Traits (Note due to Psudeo Natural it is an outsider but maitains ALL special qualities of the base creature...).
Anti–Magic Field (Ex): Anti-magic field of 100ft in radius around the creature that is impervious to all spells, spell like or supernatural effects. In addition all magical items or such abilities except those supernatural abilities of the creature. (one assumes the power reinstates in a round after disjunction). This field is as though cast by a 40th level wizard.
Rust Proof : Cannot be Rusted
Blinding Speed : 20 rounds of haste initiatied as a free action.
Reflect Missiles : Can with a successful reflex save against DC 20 + missile magic bonuses return missiles or ranged touch attack magic to the attacker unlimited times per a round. This negates attacks, and the missile has an attack bonus of +260. This is available as long as an open hand is free, this is always true.
Tentacle Critical: In the event of a critical hit with the tentacle attack the subject must make a save vs DC 226 or die instantly. Even on success they still take full critical damage plus 1d6 (1d6+4d8+180).
Hover : This forces a DC 157 (144 + 13 insight) save for all in 180ft (assuming lowest possible colossal size dragon area). In addition the wizards suffer penalty from combat harrier if within reach (-144 to Concentration checks).


SERIOUS COMBAT TACTICS to consider:
Use Tentacle racks because of Great cleaves it often hits creatures that can be downed in a single hit first. It takes full advantage of power attacks, thus if the highest AC is 200 it will power attack for ~120 damage. This can easily double damage a round.
Often it will Haste in the first round as its free action, then it will use its grapple on the strongest member to keep them busy. Meanwhile it will wipe the rest out with the remaining attacks.
It always hovers in combat, 15 to 25 ft in the air over the targets. This forces a DC 157 (144 + 13 insight) save for all in 180ft (assuming lowest possible colossal size dragon area). In addition the wizards suffer penalty from combat harrier, for all those within reach (-144 to Concentration checks).
If in danger it will retreat. Any missile or magical attacks happily returned if possible and most will have a DC of less than 109, meaning auto succes... While healing the creature will return usually within minutes to attack again. After all it heals 200 hp a minute. If hp drop below 2000 it will retreat to heal destroying pursuing enemies as necessary. Perferably pulling one enemy with it to finish off in its grasp...



Other Notes-->

Can Easily stealthly approach the party with 152 move sighlently and hide.

Can read surface thoughts with sense motive of all but the most skill players. Useful for 'surprise' hostile intentions, and detecting planned smack downs ;)



NOTES
What the a creature like this looks like, much less how it was created is a question no one can answer. Let your imaginations wonder....


Skills – Synergy Bonuses are not included, about 500 skill points are left over, remember thought that all skills are cross class. Assume various knowledge skills. As a half Celestial he gains 8+int skill points per a HD or base creature whatever is better. Thus it has skills as 8+int is better than none.
Feats – Half Dragon States that you get 1 feat every 4 HD or base creature whatever is better. Paragon grants two more feats. The creature is epic and thus can have epic feats. It may also have dragon feats as stated in half-dragon. As Half dragon 1 feat every 4 HD is better than none, it gains feats as well...


Feats are by no means optimized, if some incredibly evil GM out there can make it worse go ahead ;)





------------

THE ULTIMATE CHALLENGE


Now for those thinking "I can beat that " here is a good challenge. And who have WAY to much free time.


Ralph the Chaotic Good, Psuedo-natural, Paragon, Winged Half-Celestial, Red Half Dragon, Fully Advanced Iron Colossus is picketing the International Center of the Advancement of the Magical Arts not allowing any one entry and giving very dynamic speeches (162 diplomacy...) about the evils of the monopolism of the magic guilds.

The Guilds have taken exception to this and have hired you a party of six 70th level heroes with all standard equipment and two epic spells per a spell caster. Ralph of course knows this with his insane gather information check and is prepared. He will also resopond to hostile attacks or intent given that he can read surface thoughts.

If your party prepares for more than an hour he will be prepared himself for your approach, otherwise you are fine. Beware however close approch because of his senses.

Now can you defeat Ralph? Be careful for Ralph is highly intelligent and given compelete healing in 30 minutes will if neccessary brake the combat into multiple chunks, and with his Legendary traking he WILL hunt you down.

You are free to optimize all your characters for this specific fight. Keep epic spells reasonable! Remember his 1440 SR!!!!


Now keep in mind that you won't get any experiance for this ecounter!!!!
 

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My opinion is that all those templates on top of a construct is a bit odd, even though all of the templates say that they can only be applied to "any creature", some of them say "any corporeal creature". Then, two half-templates seem a bit odd. You can be half elf - half celestial for example, but if you are an elf with the half-celestial and half-dragon, should you change the name of the template to be third-elf - third-dragon - third-celestial? I'd limit the use of a "half" template to only one per creature...

So, here's my opinion : either ditch half-dragon or half-celestial, and put this on top of a fully advanced hecatoncheires or the like. Furthermore, if I only applied the Core Rules, I'd probably lower the CR modifier for the Paragon and Pseudonatural template since some of the ability given by each do not stack. Even with the CR as it is normally (58), this creature by far outclasses any party of this level. I'd be curious to see Upper Krust try his revised CR system and tell us against characters of which level you should pit this creature according to it...

Anyway, good job... I always like to see rules taken to extremes. :D
 

Genetics of Psuedo-Natural, Paragon, Half-Celestial, Half-Dragon, Iron Colosus

A Celestial Pargon Pseudo Natural Iron Colossus must have bred with a Red Dragon ;)

Now a such an Iron Colossus could have been born from a series of pseudo natural Iron Colossus living long on the associated planes, and having developed and possibly minorly crossbred with many celestials throught the generations until they formed their own race.

Then the poor Colossus traveled to the prime material plane only to be horribly raped by a Red Dragon.

Thus was Ralph created! ;)



Seriously though, I cannot see such a creature comming into existance without the aid of divine intervention. Infact, considering that descritptions of Paragon, and the number of Pseudo naturtrual, Half Celestial, Half Dragon Iron Collossus out there that is the only reasonable explanation in existance.


But that is not really the point ;), It adds to the short little story though!


So, here's my opinion : either ditch half-dragon or half-celestial, and put this on top of a fully advanced hecatoncheires or the like.

In abilities a Hectotraous with the same is much higher listed CR and dramatically less HD (140 max). It however does have many more attack, but lacks the reach and other factors that make suh things really abusive.

It just plain isn't as nasty....

Which is why I chose Iron Colossus. Once you stick Psuede Natural you can even 'KIND' of see how such a creature can breed with the aid of an epic spell or two...


Furthermore, if I only applied the Core Rules, I'd probably lower the CR modifier for the Paragon and Pseudonatural template since some of the ability given by each do not stack.

*Shudder* Ralph would probably eat must hundreth level parties for breakfast when you consider that 7000 damage infliction rate if he attacks WITHOUT power attack. I utterly fear the notion of actually LOWERING the CR of this creature.

That said alot of abilities do not stack, and as such using raw rules I do feel kind of compelled to do just that, but I will stay away.

As it is I was having enough trouble figuring out what to do with all of those feats.... I had wanted to pick up just a bit more fast healing, but didn't have the Con to quallify...


Even with the CR as it is normally (58), this creature by far outclasses any party of this level. I'd be curious to see Upper Krust try his revised CR system and tell us against characters of which level you should pit this creature according to it...

So would I. I figure that enhancing a weapon with epic magic starts with a 14 DC seed and has +3 per a bonus, starting at +1. The means 240 DC enhancement magic to do it, that is if I am being nice. My brother contends that +4 might be more in perspective of actual progression in the game, or at half the rate of the 'magical' armor bonus. Especially given that it gives both an attack and damge bonus. In such a case you need a base 315 DC.

Since such a spell is virtually REQUIRED in order to take this creature on, you will probably need to be quite high level barring massive preperation, which is a sure signal it is way out of your CR rating.

As such I consider 150 to be the bare minimum for a reasonble fight (barring of course some cheap tricks, that no sane GM would ever allow ). I wonder though If I could be proved wrong ;).

300th level would be overkill, at this point the listed spell could easily be cast, in addition to powerful buffs on AC, Deflection, Strength, Dexterity, Constitution... etc... turning your playering into killing machines. Toss on dual wielding with all the feats, and possibly flurry, and monk progression to boot you could seriously dish it would with super heavy damage hits.
 

Hi all! :)

It worked out at CR 433 (Encounter Level 41); typical for an Over-deity; though much more limited in scope.

That means its a 50/50 encounter for a party of four or five (approx.) 250th-level characters.

A party of four or five (approx.) 433rd-level characters should defeat it using 20-25% of their resources.
 

Yikes! That is a high CR rating!

Perhaps, then I should offer a lessar challenge for those willing to attempt to slay the beast with a 210th level party, which would of course be 3x as high as the origional challenge. After that is met challenge the same to beat it at lower levels.

BTW where are the rules for your CR rating written?
 

Hi there Xylix! :)

Xylix said:
Yikes! That is a high CR rating!

Indeed! :D

Xylix said:
Perhaps, then I should offer a lessar challenge for those willing to attempt to slay the beast with a 210th level party, which would of course be 3x as high as the origional challenge. After that is met challenge the same to beat it at lower levels.

The ABSOLUTE minimum you should attempt to tackle this monster at is 128th-level (for a party of four-five that is).

Xylix said:
BTW where are the rules for your CR rating written?

Email me! ;)
 

433 CR might be a wee bit high. A few quick mental calculations have the 433 lv figher dishing out 4000 damage / round to the poor beast.


Not to mention those 10,000 or so HP that he would have...

Then again, both sides would have that kind of attack power..., But a good 20 DR 3/- feats would allow the figher to wipe this guy cutting his damage to so it takes 3 possibly 4 rounds to down the figher.

350 or so might be a little more accurate. Things are really difficult to tell when dealing with such insane levels.

So it is hard to tell, and I really don't want to fully build a 433 lv figher to play test it with ;)



On the other hand I do agree with analyisis of the 250th level, that feels right and fits with my earlier guess work.

And I definetly would not take a party of less than 120th level against that monstronsity. Heck, I would avoid it with a 300th level party!!! It simply would not be worth the effort.
 


Hello Xylix mate! :)

Xylix said:
433 CR might be a wee bit high. A few quick mental calculations have the 433 lv figher dishing out 4000 damage / round to the poor beast.

I would be interested to hear how such a fighter would do 4000 damage/round?

Xylix said:
Not to mention those 10,000 or so HP that he would have...

Potentially.

Xylix said:
Then again, both sides would have that kind of attack power..., But a good 20 DR 3/- feats would allow the figher to wipe this guy cutting his damage to so it takes 3 possibly 4 rounds to down the figher.

I would suggest that feat in and of itself is broken and should be DR 1/-.

However I concur the fighter could have some amazing Damage Reduction!

Xylix said:
350 or so might be a little more accurate. Things are really difficult to tell when dealing with such insane levels.

The difference between 350 and 433 is minimal.

In fact I calculate it as a difference of 1 Encounter Level.

Xylix said:
So it is hard to tell, and I really don't want to fully build a 433 lv figher to play test it with ;)

:D

Xylix said:
On the other hand I do agree with analyisis of the 250th level, that feels right and fits with my earlier guess work.

And I definetly would not take a party of less than 120th level against that monstronsity. Heck, I would avoid it with a 300th level party!!! It simply would not be worth the effort.

Againsy a 128th-level party it would represent an EL +8 Encounter.

Anubis said:
I'd have to go with UK here because it would take me to long to make my own calculations

Appreciate the love mate! :D
 

I would be interested to hear how such a fighter would do 4000 damage/round?

Figher = ~413 levels of figher + 20 levels of monk

Full dual wielding, so that both hands get full attack progression.
Flury, for the extra attack (you are going to hit anyway!)


+100 damage weapon, 35 strength weapon (or so), +226 damage power attack = ~360 damage from power attack.

11 attacks WILL hit on a 2 or better against a mere 103 AC = ~4000 damage a round!


Potentially it could be much higher if the player really built for it. But this is high enough. 80 Strength does not seem all that out of reach for a 433 level character. A single epic buff could probably provide 40 of it. Plus those 108 lose character points to spend wherever he desires... and those +5 inheriant bonuses, and that peramantent anti-antimagic field epic spell on him = devestation to the max....

Didn't even include the hasted attack come to think of it ;)

I would suggest that feat in and of itself is broken and should be DR 1/-.

I would readily agree with that. But instead of dropping it so far I am more likely to knock it down to 2/- then add an increasing Con requirement with every taking, to limit the amount the player can get his hands on.

The difference between 350 and 433 is minimal.

In fact I calculate it as a difference of 1 Encounter Level.

It is certainly less minimal then 10 and 20th level, but it is still pretty big differance. Especially when you factor in feats. Besides, such a character would be loaded on permanent epic spells, and less permanent buffs.



High level epic characters are scary ;)
 

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