Unique Entities of Alternate World

The houserules and entities of Kain Darkwind

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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:51 pm

Melif the Lich Fiend

Medium Outsider (Negative, Yugoloth)
Hit Dice:
26d8 + 234 (429 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 47 (+10 armor, +7 Dexterity, +20 natural), touch 17, flat-footed 40
Base Attack/Grapple: +26/+35
Attack: Claw +35 melee (1d6 + 9 plus dark touch and poison)
Full Attack: 2 claws +35 melee (1d6 + 9 plus dark touch and poison) and bite +30 melee (2d6 + 7 plus dark touch)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Dark touch, fear aura, poison, spell-like abilities, spells, summon yugoloth
Special Qualities: Damage reduction 15/bludgeoning, good and mithril, darkvision, immunity to acid, cold and electricity, mind affecting, polymorphing and poison, resistance to fire 20, spell resistance 34, telepathy 100 ft.
Saves: Fort +28, Ref +30, Will +31
Abilities: Str 18, Dex 24, Con 21, Int 30, Wis 26, Cha 29
Skills: Bluff +34, Concentration +34, Craft (book binding) +39, Decipher Script +39, Diplomacy +26, Disguise +38 (+40 acting), Forgery +34, Heal +37, Intimidate +40, Knowledge (arcana) +47, Knowledge (history) +49, Knowledge (the planes) +49, Knowledge (religion) +49, Listen +37, Move Silently +36, Search +39, Sense Motive +37, Spellcraft +51, Spot +37, Survival +8 (+12 on other planes)
Feats: Dark Speech, Extend Spell, Fell Animate, Fell Drain, Fell Weaken, Fortify Spell, Quicken Spell, Scribe Scroll*, Violate Spell
Epic Feats: Improved Metamagic
Climate/Terrain: Gehenna (Hopelorn)
Organization: Solitary (unique)
Challenge Rating: 21
Treasure: Double Standard
Alignment: Neutral evil

Dark Touch (Su): Melif deals an additional 1d8 + 9 negative energy damage with his natural weapons. (Will DC 32 half) Any creature taking this damage must succeed on a Fortitude save (DC 32) or be paralyzed permanently.

Fear Aura: Any creature within 60 feet of Melif must make a Will save (DC 32) or succumb to fear. Creatures with 26 or more HD are shaken, creatures with 13-25 HD are frightened and creatures with less than 13 HD are panicked.

Poison (Ex): Injury, Fortitude DC 28, 1d4 Str/1d4 Str

Spell-like Abilities: Always active- comprehend languages, greater arcane sight, read magic, see invisibility, tongues; at will- alter self, animate dead, charm person (DC 18), deeper darkness, greater dispel magic, fear (DC 22), fly, heat metal (DC 20), invisibility, magic missile, programmed image (DC 24), telekinesis (DC 23), greater teleport, warp wood (DC 20). Caster level 26th

Spells: Melif casts spells as a sorcerer. However, he is capable of changing his spells known daily through the use of a spellbook, just like a wizard. If Melif loses his spellbook, he is stuck with his current spell selection until he can craft a new one. Melif does not increase his casting time when using metamagic.
Spells per day: 15/9/8/8/8/8/7/7/7/7 Caster level 22nd, DC 19 + spell level (+26 on checks vs spell resistance)

Summon Yugoloth (Sp): Once per day, Melif can summon an arcanaloth, 1d6 dergholoths or 1d8 mezzoloths.

Phylactery (Ex): If slain, Melf's spirit returns to his phylactery (rather than to its plane of origin) and reforms its body in 1d10 days.

Skills: Melif has a +8 racial bonus on Knowledge (all) and Spellcraft checks.

Possessions: Melif wears spectacles of lifesight and a double strength black robe of the archmagi. He also wears a deadwalker's ring and an amulet of natural weaponry +5.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:52 pm

King of the Dökkálfar

Medium Humanoid (Elf)
Hit Dice:
33d6 + 231 (379 hp)
Initiative: +8
Speed: 50 ft., fly 50 ft. (good)
Armor Class: 38 (+9 deflection, +8 Dex, +6 insight, +5 natural), touch 33, flat-footed 30
Base Attack/Grapple: +24/+30
Attack: Longsword +35 melee (1d8 + 11 /17-20/x2) or eldritch blast +32 ranged touch (16d6)
Full Attack: Longsword +35/+30/+25/+20 melee (1d8 + 11 /17-20/x2) or eldritch blast +32 ranged touch (16d6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Eldritch blast, invocations, spell-like abilities
Special Qualities: Blindsense 30 ft., damage reduction 20/cold iron, fast healing 5, resistance to cold 20 and fire 20, see in darkness, spell resistance 44
Saves:Fort +26, Ref +27, Will +31
Abilities:Str 23, Dex 26, Con 24, Int 27, Wis 23, Cha 29
Skills: Bluff +15, Climb +42, Craft (gemcutting) +44, Diplomacy +15, Hide +44, Intimidate +15, Knowledge (arcana) +26, Knowledge (dungeoneering) +44, Knowledge (nature) +35, Knowledge (the planes) +35, Knowledge (religion) +17, Listen +44, Move Silently +44, Profession (miner) +24, Spellcraft +44, Spot +44, Survival +24, Use Magic Device +45
Feats: Combat Reflexes, Fly-by Attack, Power Attack,
Climate/Terrain: Ysgard (Svartalfheim, Nidavellir)
Organization: Solitary (unique)
Challenge Rating: 27
Alignment: Lawful Neutral

Invocations: Beguiling influence, darkness, devour magic (+33), eldritch cone (DC 24), eldritch spear, fell flight, path of shadow, stony grasp, utterdark blast (DC 27), vitriolic blast, wall of gloom (DC 21, no HD limit), word of changing (DC 24). Caster level 28th

Spell-like Abilities: Always active – detect magic; at will – invisibility, passwall, true seeing Caster level 28th

Possessions: The dark elf king's Shadow Cloak gives a +20 bonus to Hide and Move Silently checks and a +7 resistance bonus on saves. The king uses various “wands” that are round gemstones rather than slender sticks and scrolls that are mystic powder rather than paper. His crown carries the powers of a staff of power. Although it has the usual amount of charges, they can be restored with the mystic powder that the king uses as scrolls.

The king also wields an adamantine +5 keen longsword.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:52 pm

Cronus
Image

Titanic Outsider (Chaotic, Divine)
Hit Dice:
85d8 + 1,955 (2,635 hp)
Initiative: +10
Speed: 300 ft.
Armor Class: 77 (+21 deflection, +2 Dex, +12 insight, +48 natural, -16 size) touch 29, flat-footed 63
Base Attack/Grapple: +85/+139
Attack: Birthright +102 melee (8d6 + 43 /18-20/x3) or titanic blast +61 ranged touch (40d12)
Full Attack: Birthright +102/+97/+92/+87 melee (8d6 + 43 /18-20/x3) or 2 slams +93 melee (4d8 + 34)
Space/Reach: 50 ft./50 ft.
Special Attacks: Oversized weapon, spell-like abilities, spells, titanic blast
Special Qualities: Damage reduction 50/greater epic and lawful, darkvision, spell resistance 46, titanic shield
Saves: Fort +67, Ref +48, Will +58
Abilities: Str 79, Dex 14, Con 53, Int 34, Wis 35, Cha 52
Skills: Appraise +56, Balance +90, Bluff +66, Climb +122, Concentration +109, Diplomacy +77, Disguise +65 (+71 acting), Gather Information +61, Handle Animal +109, Heal +56, Intimidate +115, Jump +122, Knowledge (arcana) +67, Knowledge (history) +100, Knowledge (nature) +100, Knowledge (the planes) +57, Knowledge (religion) +57, Listen +100, Profession (farmer) +100, Search +100, Sense Motive +57, Spellcraft +62, Spot +100, Survival +100 (+104 on other planes, +108 tracking), Swim +122, Use Magic Device +65
Feats: Awesome Blow, Bounding Assault, Cleave, Combat Reflexes, Dodge, Empower Spell, Extend Spell, Great Cleave, Improved Bullrush, Improved Critical (sickle), Improved Initiative, Improved Sunder, Maximize Spell, Mobility, Power Attack, Quicken Spell, Rapid Blitz, Spring Attack, Whirlwind Attack, Widen Spell
Epic Feats: Enhance Spell, Epic Toughness, Improved Metamagic (x3), Multispell (x2), Overwhelming Critical (sickle), Superior Initiative
Climate/Terrain: Carceri (Mount Orthrys)
Organization: Solitary
Challenge Rating: 53
Treasure: Triple Standard
Alignment: Chaotic Neutral

Oversized Weapon (Ex): Cronus wields Macro-Fine weapons with no penalty.

Spell-like Abilities: Always active – freedom of movement, see invisibility; at will- augery, bestow curse (DC 34), bless, chain lightning (DC 37), charm monster (DC 35), commune with nature, cure critical wounds (DC 35), fire storm (DC 38), foresight, geas/quest (DC 37), greater dispel magic, greater teleport, hold monster (DC 36), invisibility, levitate, mark of justice (DC 36), mind blank, persistent image (DC 36), polymorph, status, summon monster IX, summon nature’s ally IX, true strike, vision, word of chaos (DC 38); 8/day – contact other plane, etherealness, gate, greater scrying, maze, meteor swarm (DC 40), planeshift; 4/day – miracle (DC 40), wish (DC 40) Caster level 50th

Spells: Cronus casts spells as a cleric and wizard. He has access to Chaos, Knowledge and Plant domains
Cleric spells per day: 18/9/9/9/9/8/7/7/7/6 (Caster level 50th, DC 22 + spell level)
Wizard spells per day: 16/7/7/7/7/6/6/6/6/5 (Caster level 50th, DC 22 + spell level)

Titanic Blast: Once per minute as a ranged touch attack (no range limit other than sight), Cronus can release a blast of divine energy dealing 40d12 damage.
Divinity: Cronus has a +9 bonus on rank checks but is considered a greater god.

Titanic Shield: Once per hour as an immediate action, Cronus can erect a shield that absorbs 500 hit points of damage before collapsing.

Possessions: Birthright is a +9 keen sickle of castration. On a critical hit against a male target, it removes the genitalia.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:53 pm

Gate Crasher
Image

Medium Humanoid (Dwarf)
Hit Dice:
17d6 + 51 (127 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 27 (+5 armor, +5 deflection, +2 Dex, +5 natural), touch 17, flat-footed 27 {20% miss chance}
Base Attack/Grapple: +12/+14
Attack: Sleeve blade +16 melee (1d4 + 6 /17-20/x2) or Hat of Awesome +20 ranged touch (1d8 + 6 and knockdown)
Full Attack: Sleeve blade +16/+11/+6 melee (1d4 + 6 /17-20/x2) or singe +18 melee touch (2d6 + 10 fire)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Dampen, open portal, scorch, sneak attack +4d6, spell-like abilities
Special Qualities: Breach sense, damage reduction 5/magic and silver, evasion, luck, resistance to energy (all) 20, trap finding, trap sense +1, uncanny dodge
Saves: Fort +15, Ref +17, Will +15
Abilities: Str 14, Dex 15, Con 17, Int 20, Wis 13, Cha 16 (22)
Skills: Balance +4, Bluff +28, Decipher Script +17, Diplomacy +22, Disable Device +20, Disguise +26 (+28 acting), Escape Artist +22, Forgery +10, Gather Information +30, Hide +10, Intimidate +10, Jump +4, Knowledge (local) +15, Knowledge (the planes) +15, Listen +11, Move Silently +10, Open Lock +25 (+28 portals), Search +17, Sense Motive +17, Spot +11, Tumble +12, Use Magic Device +28
Feats: Improved Initiative, Lucky Fingers, Quicken Spell-like Ability, Skill Focus (Open Lock), Survivor's Luck, Unbelievable Luck
Climate/Terrain: Any planar
Organization: Solitary (unique)
Challenge Rating: 17
Treasure: Triple PC Standard
Alignment: Chaotic Neutral

Dampen (Su): Thrice per day, Gate Crasher can create a dampening field that extends in a 100 foot radius and lasts 1 minute. Within this field, all summoning and calling effects are suppressed. Summoned creatures within the field must make a caster level check (DC 27) or be sent back to their home planes. This applies to both creatures already summoned when the field is enabled and those that enter the field (through their movement or that of Gate Crasher's).

Also thrice per day and lasting 1 minute, Gate Crasher can create a more powerful dampening field that extends in a 30 foot radius. This dampening field cuts off all use of spells that utilize other planes. Ongoing effects within the field must make a caster level check (DC 27) or end immediately.

Open Portal (Su): Gate Crasher can open planar portals without possessing the proper key by making a successful Open Lock check as a full round action. A typical keyed portal has a DC of 30 to open. A seal portal spell causes the DC to equal 20 + caster level. A portal sealed by a deity has a DC of 45 + DvR. A portal remains open for 1d4 + 1 rounds.

Scorch (Su): As a full round action, Gate Crasher can utilize his magic gloves to create a 30 foot cone dealing 5d8 fire damage. (Reflex DC 20 half)

Spell-like Abilities: Always active – avoid planar effects; at will – analyze portal; 3/day – scramble portal; 1/day – planeshift. Caster level 17th

Breach Sense (Ex): Gate Crasher automatically detects the activation of any portal or the opening of any planar breach within 30 feet of him, as well as any spell or effect that crosses over or through the planes (such as summon monster, teleport or planeshift. He may immediately attempt a DC 25 Spot check to pinpoint the exact location of the breach as long as he has line of sight to it.

Luck (Ex): Gate Crasher has four luck rerolls per day. He may expend one as an immediate action to reroll a Disable Device, Open Lock or Sleight of Hand check or a saving throw. As long as he has a luck reroll remaining, he gains a +2 bonus on Fortitude saves (already factored into his stats)

Possessions: +4 keen sleeve blade of ghost strike, amulet of proof against detection and location, belt of hidden pouches, boots of the unending journey, cloak of minor displacement, gloves of greater flame, ring of noble djinni calling, ring of nine lives, ring of major universal energy resistance, ring of sustenance, ring of three wishes, shirt of the moon, vest of high defense +5

Hat of Awesome (minor artifact): In addition to allowing its wearer to use alter self at will, the Hat of Awesome provides a +6 enhancement bonus to Charisma. Those who attempt to make attacks against a wearer of the Hat of Awesome while the wearer appears unarmed must make a Will save (DC 27) or be dazed for 1 round. The feather in the hat can be used once per day to summon a giant eagle with laser beam eyes for an hour. Finally, the hat can be thrown at a foe as an ranged touch attack. It has a +6 enhancement bonus on attack rolls, deals 1d8 + 6 points of bludgeoning damage, penetrates epic damage reduction and requires those taking damage from it to succeed on a Balance check (DC 27) or be knocked prone. Creatures larger than Medium sized gain a +4 bonus per size category larger on the check (+8 for creatures with four or more legs). Medium or smaller quadrupeds gain a +4 bonus. The Hat returns directly to the thrower after it hits or misses.

Gloves of Greater Flame: As the normal gloves of flame except that the wearer can create flame at will, scorch deals 5d8 fire in a 30 foot cone and singe deals 2d6 + 10.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:53 pm

The Avenger

Titanic Construct (Lawful)
Hit Dice:
80d10 + 600 (1,040 hp)
Initiative: +8
Speed: Swim 300 ft.
Armor Class: 40 (+46 natural, -16 size) touch -6, flat-footed 40
Base Attack/Grapple: +60/+105
Attack: Tail +69 melee (6d8 + 37) or force missile +47 ranged touch (5d10 force)
Full Attack: Tail +69 melee (6d8 + 37) or 10 force missiles +47 ranged touch (5d10 force)
Space/Reach: 180 ft./90 ft.
Special Attacks: Electrical discharge, force missiles, ram, tail sweep
Special Qualities: Blindsight 1000 feet, cloaking, construct traits, damage reduction 30/adamantine, fast repair 10, resistance to cold 50, electricity 50 and fire 50, spell resistance 38
Saves: Fort +32, Ref +32, Will +26
Abilities: Str 60, Dex 10, Con -, Int 10, Wis 10, Cha 4
Skills: Hide +50, Listen +50, Move Silently +55, Spot +50, Swim +128
Feats: Ability Focus (electrical discharge), Ability Focus (ram), Ability Focus (tail sweep), Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Overrun, Lightning Reflexes, Power Attack, Skill Focus (Swim), Swim-by Attack, Weapon Focus (force missile)
Epic Feats: Epic Ability Focus (electrical discharge), Epic Ability Focus (ram), Epic Ability Focus (tail sweep), Epic Fortitude, Epic Reflexes, Epic Skill Focus (Swim), Epic Toughness (x3), Epic Weapon Focus (force missile), Penetrate Damage Reduction (cold iron), Superior Initiative, Very Open Minded
Climate/Terrain: Elemental Plane of Water
Organization: Solitary (unique)
Challenge Rating: 29
Treasure: None
Alignment: Lawful Neutral

Electrical Discharge (Ex): Any time the Avenger suffers damage, a surge dealing 10d6 electricity damage (no save) affects a 50 foot radius around the Avenger. Creatures within 100 ft. take 5d6 electricity damage (Reflex DC 56 half) This surge also interferes with magic items and ongoing spell effects, as per dispel magic. (dispel check 1d20 + 40)

As a swift action every 1d4 rounds, the Avenger may project a bolt of lightning from its tail. This deals 40d6 damage in a 1000 ft. line. (Reflex DC 56 half) Creatures within 50 ft. of the line take 10d6 damage. (Reflex DC 56 half)

Force Missiles (Ex): The Avenger's force missiles have a range of 1000 ft. Each missile fired in a single round must target a separate creature. Force missiles are stopped by shield, wall of force (and similar effects) and prismatic walls (and similar effects), but the effect is destroyed after stopping the missile.

Ram (Ex): The Avenger can simply slam into foes with its move action, dealing 4d10 + 50 damage to any creatures in its path. Creatures with swim speeds that forgo their attacks of opportunity can make a Reflex save (DC 81) for half damage. Creatures that do not get or fail their saves are also treated to an automatic bull rush attempt (+49 bonus)

Tail Sweep (Ex): 3d8 + 37; 90 ft. half circle, Reflex DC 81 half damage

Cloaking (Ex): As a swift action, the Avenger can turn invisible. Although this cannot be dispelled, it is dropped if the Avenger attacks. Once dropped, it cannot be reactivated for 1d10 minutes. While cloaked, the Avenger is also immune to divination effects, as per nondetection (Caster level 80th).
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:54 pm

Arianrhod
Image

Medium Magical Beast (Divine, Shapechanger)
Hit Dice:
27d10 + 216 (486 hp)
Initiative: +20
Speed: 100 ft., climb 75 ft.
Armor Class: 57 (+9 armor, +12 deflection, +13 Dex, +8 insight, +5 natural), touch 43, flat-footed 57
Base Attack/Grapple: +27/+40
Attack: Claw +40 melee (1d8 + 7) or web +40 ranged touch
Full Attack: 2 claws +40 melee (1d8 + 7) and bite +38 melee (2d6 + 3 and poison) or 2 webs +40 ranged touch
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison, skirmish +7d6/+7 AC, spells, web
Special Qualities: Blindsight 1000 ft., change shape, darkvision, evasion, free movement, hide in plain sight, low-light vision, unearthly grace, trapfinding, trackless step
Saves: Fort +35, Ref +44, Will +35
Abilities: Str 25, Dex 37, Con 27, Int 32, Wis 27, Cha 35
Skills: Balance +47, Bluff +42, Climb +45, Concentration +28, Craft (weaving) +41, Diplomacy +50, Disguise +42 (+46 acting), Escape Artist +43, Gather Information +42, Hide +43, Intimidate +17, Jump +71, Knowledge (arcana) +41, Knowledge (the planes) +41, Knowledge (religion) +31, Listen +27, Move Silently +43, Search +26, Sense Motive +38, Spellcraft +45, Spot +27, Tumble +47
Feats: Ability Focus (poison), Ability Focus (web), Blinding Assault, Combat Reflexes, Dodge, Improved Initiative, Mobility, Power Attack, Quick Draw, Spring Attack, Telling Blow, Weapon Finesse
Epic Feats: Epic Ability Focus (poison), Epic Ability Focus (web), Epic Reflexes, Superior Initiative
Climate/Terrain: The Demonweb Pits (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 26
Treasure: Standard
Alignment: Lawful Neutral

Poison (Ex): Injury, Fortitude DC 37, initial damage 3d6 Str, secondary damage 3d6 Str.

Spells Arianrhod casts spells as a sorcerer.
Spells per day: 18/9/9/9/9/8/8/8/8/7/2/2/2 DC 22 + spell level, Caster level 27th
Spells known: 0— daze, detect magic, ghost sound, light, resistance; 1st—mage armor, silent image, sleep; ; ; 4- ; 5- ; 6- ; 7- ; 8- ; 9- Not done yet

Web (Ex): Arianrhod can throw a web at will. This is similar to an attack with a net but has a maximum range of 200 feet, with no range increment, and is effective against targets of up to Huge size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 37 Escape Artist check or burst the web with a DC 41 Strength check. The web has 100 hit points, hardness 5, and takes double damage from fire.
Change Shape: Arianrhod’s natural form is that of a Medium monstrous spider. She can assume two other forms. The first is a unique Medium human, she always assumes the same appearance and traits, much as a lycanthrope would.
The second form is a Medium spider-human hybrid. In hybrid form, she looks like a Medium human at first glance, but a DC 18 Spot check reveals her fangs and spinnerets. In all forms, she retains her bite attack, webs, and poison attacks, and can also wield weapons or wear armor in her human and hybrid forms. Her speed is unchanged in all forms.
Arianrhod remains in one form until she chooses to assume a new one. A change in form cannot be dispelled, nor does she revert to her natural form when killed. A true seeing spell, however, reveals her natural form.
Possessions: Arianrhod wears +6 spidersilk “armor”.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:54 pm

Gzemnid the Eldest Orb

Huge Aberration (Cosmic)
Hit Dice:
49d8 + 480 (882 hp)
Initiative: +14
Speed: 5 ft., fly 60 ft. (good)
Armor Class: 52 (+10 deflection, +6 Dex, +9 insight, +19 natural, -2 size), touch 33, flat-footed 37
Base Attack/Grapple: +36/+52
Attack: Eye rays +40 ranged touch and bite +42 melee (2d6 + 12)
Full Attack: Eye rays +40/+35 ranged touch and bite +42 melee (2d6 + 12)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Eye rays, spells
Special Qualities: All-around vision, antimagic cone, damage reduction 20/high magic and piercing, darkvision, flight, immune to air, spell resistance 42
Saves:Fort +32, Ref +22, Will +35
Abilities:Str 26, Dex 22, Con 30, Int 29, Wis 29, Cha 31
Skills: Bluff +62, Diplomacy +48, Hide +50, Intimidate +42, Knowledge (arcana) +61, Knowledge (the planes) +61, Listen +61, Move Silently +58, Search +65, Sense Motive +61, Spellcraft +67, Spot +65
Feats: Ability Focus (eye rays), Agile Tyrant, Combat Reflexes, Disintegration Finesse, Disjunction Ray, Extend Spell, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Initiative, Quicken Spell, Skilled Telekinetic, Weapon Focus (eye rays), Widen Spell
Epic Feats: Epic Ability Focus (eye rays), Epic Fortitude, Epic Weapon Focus (eye rays), Improved Metamagic, Superior Initiative
Climate/Terrain: Realm of a Million Eyes (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Triple standard
Alignment: Chaotic Evil

Eye Rays (Su): Gzemnid can direct up to four of its ten eye rays into a 90 degree arc. Each eye ray resembles a spell (caster level 49th), has a range of 750 feet and a save DC of 50. Gzemnid can fire its eyes once per round as a free action or twice as part of a full round attack. It can use eye rays to make attacks of opportunity.

Charm Monster: Will negates
Disintegrate: 98d6 damage, Fortitude reduces damage to 5d6
Fear: Will negates 4d6 rounds of panic
Finger of Death: Fortitude reduces damage to 3d6+20
Flesh to Stone: Fortitude negates
Inflict Critical Wounds: 4d8 + 49 negative energy damage, Will half
Slow: Will negates
Sleep: Will negates
Telekinesis: 10,000 lb maximum
Gust of Wind: Affects creatures as if they were three size categories smaller. Fortitude negates.

Spells: Gzemnid casts spells as a wizard. Spells with the Air descriptor gain a +10 to caster level and DC.
spells per day: 13/7/6/6/6/6/5/5/5/5 (Caster level 28th, DC 19 + spell level)

Antimagic Cone: Gzemnid's central eye continually produces a 750-foot cone of antimagic. This functions just like antimagic field (Caster level 49th). All magical and supernatural powers are suppressed – even the Gzemnid's own eye rays.

Cosmic Entity: Gzemnid has a +3 bonus on rank checks.

Immune to Air: Wind effects and spells with the Air descriptor have no effect on Gzemnid unless it allows them to.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:56 pm

The Lord of Black Ice
Image

Wizard 5/Frost mage 6
Large Magical Beast (Augmented Animal)
Hit Dice:
11d8 + 44 (93 hp)
Initiative: +0
Speed: 15 ft., swim 50 ft.
Armor Class: 23 (+2 deflection, +12 natural, -1 size), touch 11, flat-footed 23
Base Attack/Grapple: +11/+22
Attack: Bite +17 melee (1d6 + 7)
Full Attack: Bite +17 melee (1d6 + 7) and 2 wings +12 melee (1d4 + 3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Frost magic, spells
Special Qualities: Familiar, hold breath, low-light vision, resistance to cold 10 and fire 10
Saves: Fort +14, Ref +10, Will +12
Abilities: Str 24, Dex 10, Con 18, Int 17, Wis 15, Cha 15
Skills: Concentration +18, Knowledge (arcana) +17, Knowledge (nature) +10, Listen +9, Spellcraft +19, Spot +9, Survival +9, Swim +16
Feats: Cold Focus, Cold Spell Specialization, Frostfell Prodigy, Frozen Magic, Piercing Cold, Snowcasting, Widen Spell, Winter's Blast
Climate/Terrain: The Frostfell
Organization: Solitary (unique)
Challenge Rating: 11
Alignment: Lawful Evil

Frost Magic: The Lord of Black Ice gains a +1 damage bonus per die on cold spells while in a cold area (<40 degrees F). He treats his Int as 19 for the purposes of bonus spells. His caster level is 12th in such areas.
In extreme cold areas (<-20 degrees F), the damage bonus is increased to +2 per die. He treats his Int as 21 in such areas and his caster level is 13th.
By adding a wingful of snow or ice as an additional material component, the spell gains the cold descriptor or has its caster level increased by 1 level if the spell already possesses the cold descriptor.
*Due to the conditions where the Lord of Black Ice is likely to be encountered, his spell section assumes extreme cold conditions.

Spells: The Lord of Black Ice casts as an 11th level wizard.
spells per day: 9/5/5/5/4/2/1 (Caster level 13th, DC 13 + spell level; 14 + spell level for cold spells)

The Lord of Black Ice's spellbooks contain all cold spells in the PHB and Spell Compendium of 6th level or lower, as well as several cold based versions of fire and acid spells. The books also have many other spells, focusing on Conjuration and Abjuration.

Hold Breath (Ex): The Lord of Black Ice can hold his breath for 108 rounds before he risks drowning.

Possessions: Cloak of resistance +3, necklace of fire resistance 10, ring of protection +2, crown of the iceberg (as staff)
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:56 pm

Zargon the Returner
Image

Huge Outsider (Baatorian, Cosmic, Evil, Lawful)
Hit Dice:
58d8 + 870 (1,334 hp)
Initiative: +12
Speed: 80 ft., swim 120 ft.
Armor Class: 72 (+14 deflection, +4 Dexterity, +12 insight, +34 natural, -2 size), touch 38, flat-footed 56
Base Attack/Grapple: +58/+98
Attack: 2 tentacles +78 melee (3d8 + 22) or hellgaze +60 ranged touch (18d8 hellfire)
Full Attack: 12 tentacles +78 melee (3d8 + 22) and bite +78 melee (2d8 + 11 plus 3d8 acid and slime) and gore +78 melee (4d6 + 11 plus 2 Con /x4) and 3 tails +78 melee (3d8 + 11) or hellgaze +60 ranged touch (36d8 hellfire)
Space/ Reach: 15 ft. /15 ft.
Special Attacks: Aura of dominion, constrict, hellgaze, improved grab, slime, spell-like abilities, spew slime, summon ooze, vile strike
Special Qualities: Anathemetic secrecy, blindsight 1000 ft., damage reduction 40/greater epic, good and chaotic, divine interdiction, horn, immunity to acid, fire, mind-affecting and necromancy, resistance to cold 40 and electricity 40, regeneration 100, spell resistance 54, telepathy 1000 ft.
Saves: Fort +62, Ref +51, Will +59
Abilities: Str 54, Dex 18, Con 40, Int 30, Wis 34, Cha 39
Skills: Balance +65, Climb +83, Concentration +76, Decipher Script +71, Diplomacy +20, Escape Artist +20, Hide +40, Intimidate +75, Jump +84, Knowledge (arcana) +71, Knowledge (dungeoneering) +30, Knowledge (the planes) +71, Knowledge (religion) +71, Listen +73, Move Silently +65, Search +71, Sense Motive +73, Spellcraft +77, Spot +73, Survival +73 (+79 on other planes, +79 tracking), Swim +91
Feats: Awesome Blow, Cleave, Combat Reflexes, Dark Speech, Great Cleave, Great Fortitude, Improved Initiative, Improved Bullrush, Improved Multiattack, Iron Will, Large and In Charge, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell-like Ability, Violate Spell-like Ability
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Legendary Wrestler, Superior Initiative
Climate/Terrain: Mortal Coil (native to Hell)
Organization: Solitary (unique)
Challenge Rating: 42
Treasure: Quintuple standard
Alignment: Lawful evil

Aura of Dominion (Su): All creatures within 90 feet of Zargon must make a Will save (DC 53). Failure indicates that the victim is convinced of the absolute authority of Zargon and infused with an unholy zeal. The victim is immediately and utterly dominated by the baatorian lord. In the absence of any orders, the victim will seek out and attack the nearest non lawful-evil entity in the area. A creature that succeeds on the saving throw is immune to Zargon’s aura of dominion for 24 hours.
Falling under Zargon's dominion is permanent, but can be removed by limited wish, miracle or wish if the caster succeeds on a caster level check (DC 53). Other baatorians are immune to the aura.

Constrict (Ex): Zargon deals 3d8 + 22 damage with a successful grapple check.

Hellgaze (Ex): Creatures taking damage from Zargon’s hellgaze must succeed on Reflex saves (DC 54) or catch on fire, suffering 1d8 points of hellfire damage per round. His hellgaze has a 120 foot range increment and a maximum range of ten increments.

Improved Grab (Ex): Zargon must hit a creature of Huge size or smaller with a tentacle attack to use this ability. If he gets a hold, he can constrict. Zargon gets a +2 bonus on his grapple check for each additional tentacle attack that hits the target. Zargon can grapple creatures under the effect of freedom of movement although such creatures gain a +20 bonus to their grapple or Escape Artist checks.

Slime (Ex): Creatures struck by Zargon's bite attack or suffering damage from his spewed slime must succeed on a DC 54 Fortitude save or become polluted with slime. Each day, the victim must succeed on another save or take 1d6 points of Constitution, Intelligence and Charisma damage. Victims reduced to 0 Constitution collapse into a puddle of foul slime, dead. Those reduced to 0 Intelligence or Charisma become whelps of Zargon (Elder Evils, p. 154). They retain none of their previous abilities. A remove disease or heal spell removes the effect with a caster level check (DC 53),

Spell-like Abilities: Always active – detect chaos, detect good, freedom of movement, nondetection, see invisibility, shield of law, tongues, true seeing, unholy aura; at will – acid cloud, animate dead, blasphemy (DC 31), dictum (DC 31), dominate monster (DC 33), greater dispel magic, greater teleport, lightning bolt (DC 27), magic circle against chaos, miasma of entropy (DC 28), mind fog (DC 29), order’s wrath (DC 28), rusting grasp, slime wave[.i] (DC 31), [i]transmute rock to mud (DC 29), unhallow, unholy blight (DC 28). Caster level 45th

Spew Slime (Ex): Once every 1d4 rounds, Zargon spews a 60 foot cone of brown slime as a swift action. All living creatures within the area take 20d6 points of acid damage (Reflex DC 54 half). Those damages must save against being polluted with slime.

Summon Ooze (Sp): At will, Zargon can summon 2d8 corruptures or arcane oozes.

Vile Strike (Ex): All damage dealt by Zargon’s natural weapons is vile and must be healed in a consecrated area.

Anathematic Secrecy (Su): Zargon is immune to all divine divination spell effects.

Divine Interdiction (Su): Divine spellcasters lose the ability to regain spells so long as they remain within 100 miles of Zargon.

Horn (Ex): Zargon's horn grants him regeneration 100 and a +10 resistance bonus on saving throws. Removing the horn requires a touch attack followed by a DC 39 Strength check; doing so negates Zargon's benefits from it.
The horn regrows Zargon 1d4 days after his death. It is currently unknown how to permanently destroy the horn.

Regeneration (Ex): Zargon takes normal damage from cold and electricity.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 4:57 pm

Pandorym
Image

Gargantuan Outsider (Cosmic, Evil, Psionic)
Hit Dice:
70d8 + 770 (1,330 hp)
Initiative: +31
Speed: Fly 90 ft. (perfect)
Armor Class: 92 (+17 deflection, +7 Dex, +16 dodge, +14 insight, +32 natural, -4 size), touch 60, flat-footed 55
Base Attack/Grapple: +70/+94
Attack: Touch +78 melee touch (140d6 disintegrate)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Disintegrate, mind crush, psionics, psi-like abilities, vortex
Special Qualities: Blindsight 1000 ft., damage reduction 20/epic and good, fast healing 40, immune to divination, disintegration and sonic, planar travel, power resistance 65, resistance to acid 50, cold 50, electricity 50, fire 50, negative energy 50 and positive energy 50, swift focus
Saves: Fort +52, Ref +48, Will +57
Abilities: Str 34, Dex 24, Con 32, Int 42, Wis 39, Cha 45
Skills: Autohypnosis +84, Bluff +75, Concentration +84, Decipher Script +70, Diplomacy +75, Disguise +55 (+61 acting), Gather Information +95, Hide +68, Intimidate +80, Knowledge (arcana) +70, Knowledge (dungeoneering) +55, Knowledge (geography) +70, Knowledge (history) +70, Knowledge (local) +60, Knowledge (nature) +70, Knowledge (nobility and royalty) +70, Knowledge (the planes) +89, Knowledge (psionics) +89, Knowledge (religion) +70, Listen +87, Move Silently +80, Psicraft +107, Search +89, Sense Motive +80, Sleight of Hand +50, Spellcraft +75, Spot +87, Use Magic Device +75, Use Psionic Device +90
Feats: Chosen of Evil, Combat Reflexes, Dark Speech, Dark Whispers, Empower Power, Evil Brand, Fly-by Attack, Improved Fly-by Attack, Improved Initiative, Iron Will, Filthy Outburst, Opportunity Power, Psionic Meditation, Quicken Power, Twin Power, Unconditional Power, Widen Power
Epic Feats: Epic Fortitude, Epic Manifesting, Epic Reflexes, Epic Skill Focus (Knowledge-psionics), Epic Skill Focus (Psicraft), Epic Will, Superior Initiative
Climate/Terrain: Alternate Reality
Organization: Solitary (unique)
Challenge Rating: 50
Treasure: None
Alignment: Lawful Evil

Disintegrate (Ex): Anything struck by or striking Pandorym's body must make a Fortitude save (DC 56) or suffer 140d6 points of disintegration damage. On a successful save, this damage is reduced to 10d6.

Mind Crush (Su): Pandorym's awesome psionic energy manifests in more than mere psionic powers.
Ego Whip: Once every 1d4 rounds as a swift action, Pandorym can deal 14d4 Charisma damage (DC 62 half) to a single creature within 660 feet, gaining 2 power points per point of damage dealt.

Psionic Draw: Creatures within 660 feet manifesting powers must succeed on a Concentration check (DC 15 + power level) or spend double the normal power points required to manifest. Pandorym gains a number of power points equal to the power's cost.
Soul Siphon: Pandorym can establish a parasitic link with a creature within 660 feet as a standard action. A Will save (DC 62) is allowed to resist the link. If established, the creature gains 1d4 negative levels per round for 10 rounds and Pandorym gains 20 hit points per negative level bestowed.

Telepathic Backlash: Those targeting Pandorym with a telepathy power or enchantment spell must make a Will save (DC 62) or suffer a feeblemind spell.

Psionics: Power points 819, manifester level 56th, base DC 27 + power level
psionic powers known: 1- deceleration, entangling ectoplasm, force screen, sense link; 2- brain lock, concussion blast, share pain, suggestion; 3- crisis of breath, dimension twister*, dismiss ectoplasm, dispel psionics, hostile empathic transfer; 4- death urge, dominate, thieving mindlink, schism; 5- catapsi, ectoplasmic shambler, leech field, mind probe, psychic crush, shatter mind blank; 6- mass cloud mind, co-opt concentration, disintegrate, stygian bolt*; 7- crisis of life, divert teleport, energy claw*, energy wave, ultrablast; 8- bend reality, matter manipulation, recall death; 9- apopsi, microcosm, psychic chiurgery, reality revision, urge extermination*

Psi-like Abilities: Always active – detect thoughts, hypercognition, nondetection, true sight; at will – aura sight, detect hostile intent, dispelling buffer, energy ball (35d6, DC 49), energy cone (35d6, DC 49), far hand, fate of one, identify, knock, know direction and location, psionic lock, mindlink (35 targets, DC 27), missive, null psionics field, telekinetic sphere (DC 35), touchsight; 3/day – inertial armor (+21 armor), tornado blast (DC 39) Manifester level 35th

Vortex (Ex): As a free action, Pandorym can suspend the insulation that keeps its body sealed from the world, causing an influx of air. Flying creatures within 120 feet of Pandorym are swept into contact with its body unless they succeed on a Reflex save (DC 56). Nonflying creatures within 120 feet are pulled in unless they succeed on a Reflex save (DC 28). If in an enclosed area, a 120 foot cube of air is removed every round the vortex is maintained, possibly causing suffocation.

Planar Travel (Ex): Pandorym can fold space at will, allowing it to use ethereal jaunt, greater teleport or plane shift as a move action.

Swift Focus: With a Concentration check (DC 60), Pandorym can regain its psionic focus as a free action.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 5:30 pm

Io

Titanic Dragon (Elder)
Hit Dice:
81d12 + 1792 (2,754 hp)
Initiative: +0
Speed: 100 ft., burrow 50 ft., fly 450 ft. (perfect), swim 100 ft.
Armor Class: 113 (+19 deflection, +20 insight, +80 natural, -16 size), touch 33, flat-footed 93
Base Attack/Grapple: +81/+141
Attack: Bite +105 melee (6d8 + 40)
Full Attack: Bite +105 melee (8d8 + 40) and 2 claws +103 melee (8d6 + 20) and 2 wings (6d8 + 20) and tail slap (8d6 + 60)
Space/Reach: 100 ft. / 90 ft. (100 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, improved snatch, spells, spell-like abilities, summon dragons, tail sweep, wingstorm
Special Qualities: Blindsense 540 ft., damage reduction 90/-, darkvision, draconian lore, immune to acid, cold, electricity, fire, magical sleep, paralysis and prismatics, low-light vision, regeneration 90, resistance to sonic 90, spell resistance 85
Saves: Fort +64, Ref +44, Will +62
Abilities: Str 90, Dex 10, Con 54, Int 53, Wis 50, Cha 49
Skills: Appraise +105, Balance +84, Bluff +103, Concentration +106, Climb +124, Diplomacy +127, Disguise +103 (+111 acting), Escape Artist +84, Gather Information +103, Handle Animal +103, Hide +60, Intimidate +119, Jump +152, Knowledge (arcana) +105, Knowledge (history) +105, Knowledge (nobility) +105, Knowledge (nature) +105, Knowledge (the planes) +105, Knowledge (religion) +105, Listen +104, Move Silently +84, Search +105, Sense Motive +104, Spellcraft +113, Spot +104, Survival +104 (+112 above ground, +112 planes, +112 tracking), Swim +132
Feats: Cleave, Clinging Breath, Empower Breath, Enlarge Breath, Fly-by Attack, Great Cleave, Heighten Breath, Heighten Spell, Hover, Improved Fly-by Attack, Improved Snatch, Large and in Charge, Lingering Breath, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Quicken Spell, Snatch, Snatch and Swallow, Tail Sweep Knockdown, Wingover, Wingstorm
Epic Feats: Epic Spellcasting, Improved Metamagic (x3)
Climate/Terrain: Anywhere he wants to be
Organization: Solitary (unique)
Challenge Rating: 70
Treasure: Septuple Standard
Alignment: Neutral

Breath Weapon (Ex): Io's breath weapon deals three of the following in a 270 ft cone or a 540 ft, 20 ft. x 20 ft. line. Not including metabreath effects, Io must wait 1d4-9 rounds (minimum 1) before using his breath weapon again.
Acid gout: 54d12 points of acid damage (Reflex DC 72 half)
Freezing blast: 54d12 points of cold damage (Reflex DC 72 half)
Lightning Storm: 54d12 points of electricity damage (Reflex DC 72 half)
Inferno: 54d12 points of fire damage (Reflex DC 72 half)
Voice of God: 54d10 points of sonic damage (Fortitude DC 72 half)
Force: 40d10 points of force damage (Reflex DC 72 half)
Paralysis Gas: Paralyzed; 9 hour duration (Fortitude DC 72 negates)
Prismatic Doom: Damages as if victim had passed through all layers of a prismatic wall. (As prismatic wall, but DC 72)
Shadow Mist: 9d4 negative levels (Fortitude DC 72 reduces negative levels to 1)

Crush (Ex): Area 100 ft. x 100 ft.; Gargantuan or smaller opponents take 6d8 + 60 points of bludgeoning damage, and must succeed on a DC 72 reflex save or be pinned.

Frightful Presence (Ex): 9 mile radius, 80 HD or less (20 HD or less panicked), 20d6 rounds, Will DC 69 negates.

Snatch (Ex): Against Colossal or smaller creatures, bite (6d8 + 40)/round or claw (6d6 + 20)/round

Spells: Io casts spells as a sorcerer.
Spells per day 6/11/11/11/10/10/10/10/9/9/4/4/3/3/3/3/2/2/2/2 (Caster level 60th, DC 49 + spell level)
Epic Spells: 8

Spell-like Abilities: Always active – detect magic, detect scrying, foresight, freedom of movement, true seeing; At will – animating breath, discern location, dispelling breath, find the path, forbiddance, greater dispel magic, greater teleport, hiss of sleep (DC 54), planeshift, prismatic wall (DC 55), razorfangs, shapechange, sharptooth, superior magic fang; 9/day – freedom, gate, imprisonment (DC 56), miracle (DC 56), Mordenkainen's disjunction, prismatic sphere (DC 56), time stop, true resurrection, wish (DC 56). Caster level 81st

Summon Dragons (Sp): At will, Io may summon any single creature with the dragon type possessing 60 HD or less. Alternatively, he may summon a number of dragons totaling 270 HD, so long as no single creature possesses over 30HD.

Tail Sweep (Ex): Half circle 180 ft. in diameter; Huge or smaller opponents take 4d8 + 60 points of bludgeoning damage and are knocked prone, Reflex DC 72 halves damage and negates being knocked prone.

Wingstorm (Ex): As a full round action, Io can hover in place and use his wings to create a tornado in a 900 foot cylinder. The DC for the related effects is 72.

Elder: Io has a +40 bonus on rank checks.

Draconian Lore: Io knows all nonepic spells in existence. Io may make special untrained knowledge checks for subjects he does not have ranks in, with a +60 bonus on the check. Io may craft epic magical items and artifacts as if he had the prerequisite feats.

Regeneration (Ex): It is unknown if any type of damage deals lethal damage to Io. Presumably a specifically designed epic spell cast upon him after his nonlethal damage exceeds his hit points by 900 points could prevent him from regenerating the damage. Specific major artifacts may also be capable of dealing Io lethal damage.

Possessions: Io typically carries nothing on his person, but should he need a particular magic item, he can procure any magic item, epic magic item, or minor artifact within the space of an hour. Io also possesses countless major artifacts.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 6:27 pm

Bahamut
Image

Colossal+ Dragon (Air, Cosmic, Good, Lawful)
Hit Dice:
77d12 + 1463 (2,397 hp)
Initiative: +0
Speed: 90 ft., fly 400 ft. (good)
Armor Class: 112 (+17 deflection, +17 insight, +76 natural, -8 size), touch 36, flat-footed 95
Base Attack/Grapple: +77/+119
Attack: Bite +95 melee (6d8 + 26)
Full Attack: Bite +95 melee (6d8 + 26) and 2 claws +90 melee (6d6 + 13) and 2 wings +90 melee (4d8 + 16) and tail slap +90 melee (6d6 + 39)
Space/Reach: 60 ft. /45 ft. (60 ft. w/bite)
Special Attacks: Breath weapon, crush, frightful presence, improved snatch, spells, spell-like abilities, tail sweep, wingstorm
Special Qualities: Alternate form, blindsense 1400 ft., damage reduction 35/greater epic, evil and adamantine, darkvision, Draco Paladine, immune to cold and electricity, magical sleep, and paralysis, low-light vision, regeneration 20, resistance to acid 30, fire 30, and sonic 30, see invisibility 1400 ft., spell resistance 60
Saves: Fort +59, Ref +40, Will +57
Abilities: Str 62, Dex 10, Con 48, Int 44, Wis 45, Cha 44
Skills: Appraise +55, Balance +40, Bluff +65, Concentration +99, Climb +50, Craft (armor) +95, Craft (weapons) +95, Diplomacy +110, Disguise +94 (+100 acting), Escape Artist +40, Gather Information +95, Handle Animal +95, Heal +95, Hide +50, Intimidate +103, Jump +60, Knowledge (arcana) +95, Knowledge (history) +95, Knowledge (nobility) +55, Knowledge (nature) +60, Knowledge (the planes) +95, Knowledge (religion) +95, Listen +95, Move Silently +50, Search +74, Sense Motive +97, Spellcraft +105, Spot +95, Survival +55 (+59 above ground, +63 planes, +59 tracking), Swim +100
Feats: Cleave, Consecrate Spell, Enlarge Breath, Enlarge Spell, Extend Spell, Fly-by Attack, Great Cleave, Improved Bullrush, Improved Fly-by Attack, Improved Multiattack, Improved Snatch, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Recover Breath (x2), Shockwave, Snatch, Sunder, Tail Sweep Knockdown, Transdimensional Spell, Widen Spell, Wingstorm, Words of Creation
Epic Feats: Epic Spellcasting
Climate/Terrain: Heaven or Elemental Plane of Air
Organization: Solitary (unique)
Challenge Rating: 50
Treasure: Quintuple Standard
Alignment: Lawful Good

Breath Weapon (Ex): Bahamut possesses three different breath weapons. Not including metabreath effects, Bahamut must wait 1d4-2 rounds between using his breath weapon again.
Cold: 50d10 points of cold damage. 100 foot cone. (Reflex DC 67 half)
Disintegrate: 154d6 points of damage. 200 ft. line. 10 ft. by 10 ft. (Fortitude DC 67 reduces to 10d6)
Wind: Hurricane force winds knock all creatures prone and daze them for 3d10 rounds. (Fortitude DC 67 negates prone and daze)

Crush (Ex): Area 60 ft. x 60 ft.; Huge or smaller opponents take 6d8+39 points of bludgeoning damage, and must succeed on a DC 67 reflex save or be pinned.

Frightful Presence (Ex): Frightful Presence (Ex): 700 ft. radius, 76 HD or less (19 HD or less panicked), 18d6 rounds, Will DC 65 negates.

Snatch (Ex): Against Gargantuan or smaller creatures, bite (6d8+26)/round or claw (6d6+13)/round

Spells: Bahamut casts spells as a sorcerer and a cleric with the Air, Cold, Dragon, Good, Law, Luck, Nobility, Protection and Storm domains.
Cleric spells per day 6/11/10/10/10/10/8/8/8/8 (Caster level 40th, DC 27+spell level)
Sorcerer spells per day 6/11/10/10/10/10/9/9/9/9 (Caster level 40th, DC 27+spell level)
Epic Spells: 8

Spell-like Abilities: Always active – detect chaos, detect magic, detect scrying; At will – hiss of sleep (DC 34), mesmerizing glare (DC 30); 7/day – animate breath, dispelling breath; 1/day – deafening breath, gate. Caster level 57th

Tail Sweep (Ex): Half circle 120 ft. in diameter; Large or smaller opponents take 4d8+39 points of bludgeoning damage and are knocked prone, Reflex DC 67 halves damage and negates being knocked prone.

Wingstorm (Ex): As a full round action, Bahamut can hover in place and use his wings to create a tornado in a 60 foot cylinder. The DC for the related effects is 67.

Alternate Form (Ex): Bahamut can take a new form as a move-equivalent action. Bahamut retains all his extraordinary, supernatural and spell-like abilities in his new form, and takes on only the appearance of the form. If Bahamut takes on a form of a different size, he takes a -4 penalty to Strength for every size he is under Colossal, otherwise his statistics remain the same.

Cosmic Entity: Bahamut has a +10 bonus on rank checks.

Draco Paladine (Ex): As the supreme representation of lawful good in draconic form, Bahamut possesses abilities similar to mortal paladins.
Fearless: Bahamut is immune to all forms of fear. Allied creatures with line of sight to Bahamut receive a +7 morale bonus on all saves.

Lay on hands: Bahamut may heal up to 130 hit points per round by touching another creature. He has no upper limit to the amount of healing he can use per day. Bahamut cannot use this power on himself.

Smite Evil: 7/day, Bahamut may unleash the fury of righteousness within his breath weapon. This attack raises the save DC by 10 points for evil creatures. Evil creatures that fail their saves take double damage from the attack and are rendered blind if they survive. The breath weapon deals good aligned creatures no damage. Removing the blindness requires a caster level check DC 87.

Dragon God: Bahamut may duplicate the effects of any his domain's spells as a swift supernatural action. (DC 75)

Regeneration (Ex): Epic evil weapons deal Bahamut lethal damage.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 6:29 pm

Tiamat
Image

Colossal+ Dragon (Cosmic, Evil, Lawful)
Hit Dice:
69d12 + 1104 (1,932 hp)
Initiative: +0
Speed: 90 ft., fly 400 ft. (good), swim 90 ft.
Armor Class: 102 (+17 deflection, +15 insight, +68 natural, -8 size), touch 34, flat-footed 87
Base Attack/Grapple: +69/+107
Attack: 5 bites +83 melee (6d8 + 22)
Full Attack: 5 bites +83 melee (6d8 + 22) and 2 wings +77 melee (4d8 + 11) and tail sting +77 melee (6d6 + 33 plus poison)
Space/Reach: 60 ft. /60 ft.
Special Attacks: Breath weapons, crush, frightful presence, improved snatch, poison, spells, spell-like abilities, tail sweep
Special Qualities: Alternate form, blindsense 1400 ft, damage reduction 35/greater epic, good and mithril, darkvision, immune to acid cold, electricity and fire, magical sleep, paralysis and poison, multiple heads, low-light vision, regeneration 20, resistance to sonic 30, see invisibility 1400 ft., spell resistance 60, water breathing
Saves: Fort +52, Ref +36, Will +57
Abilities: Str 55, Dex 10, Con 43, Int 42, Wis 40, Cha 45
Skills: Appraise +88, Bluff +89, Concentration +88, Diplomacy +79, Disguise +89 (+97 acting), Escape Artist +40, Gather Information +89, Handle Animal +62, Heal +63, Hide +64, Intimidate +97, Knowledge (arcana) +86, Knowledge (history) +81, Knowledge (nobility) +76, Knowledge (nature) +81, Knowledge (the planes) +81, Knowledge (religion) +86, Listen +88, Move Silently +72, Search +56, Sense Motive +87, Spellcraft +96, Spot +87, Survival +55 (+63 above ground, +63 planes, +59 tracking), Swim +92
Feats: Cleave, Clinging Breath, Corrupt Breath, Dark Speech, Empower Spell, Enlarge Breath, Expedious Metamagic, Extend Spell, Fly-by Attack, Great Cleave, Hover, Improved Snatch, Iron Will, Lingering Breath, Power Attack, Quicken Spell, Recover Breath, Shape Breath, Snatch, Snatch and Swallow, Violate Breath, Wingover
Epic Feats: Epic Spellcasting, Epic Will
Climate/Terrain: Avernus, First of the Nine Hells
Organization: Solitary (unique)
Challenge Rating: 50
Treasure: Quintuple Standard
Alignment: Lawful Evil

Breath Weapon (Ex): Tiamat possesses five different breath weapons, one for each head. Not including metabreath effects, Tiamat must wait 1d4-1 rounds between using the breath weapon of a particular head again.
Black: 35d4 points of acid damage. 200 ft. line. (Fortitude DC 60 half)
Blue: 35d8 points of electricity damage. 200 ft. line. (Reflex DC 60 half)
Green: 35d6 points of acid damage. 100 ft. cone. (Fortitude DC 60 half)
Red: 35d10 points of fire damage. 100 ft. cone. (Reflex DC 60 half)
White: 17d6 points of cold damage. 100 ft. cone. (Reflex DC 60 half)

Crush (Ex): Area 60 ft. x 60 ft.; Huge or smaller opponents take 6d8 + 33 points of bludgeoning damage, and must succeed on a DC 60 reflex save or be pinned.

Frightful Presence (Ex): 500 ft. radius, 68 HD or less (17 HD or less panicked), 18d6 rounds, Will DC 61 negates.

Poison (Ex): Injury, Fortitude DC 60 negates. 5d6 Con initial/5d6 Con secondary.

Snatch (Ex): Against Gargantuan or smaller creatures, bite (6d8 + 22)/round.

Spells: Tiamat casts spells as a sorcerer and cleric with the Destruction, Dragon, Evil, Greed, Hatred and Law domains.
Cleric spells per day 6/10/10/10/9/9/8/8/7/7; Caster level 40th, DC 25+spell level
Sorcerer spells per day 6/11/10/10/10/10/9/9/9/9; Caster level 40th, DC 27+spell level
Epic Spells: 7

Spell-like Abilities: Always active – detect chaos, detect good, detect magic, detect scrying; At will – charm monster (DC 32), command plants (DC 31), control weather, corrupt water, create water, darkness, destroy water (DC 61), discern location, dispelling breath, dominate monster (DC 36), find the path, fog cloud, greater teleport, gust of wind, insect plague, locate object, maddening whispers (DC 35), mesmerizing glare (DC 30), mirage arcana (DC 32), plant growth, suggestion (DC 30), veil (DC 33), ventriloquism (DC 28), wall of ice; 5/day – blinding breath (DC 31), stunning breath (DC 32); 1/day – breath admixture (DC 35), enervating breath (DC 36), gate. Caster level 55th

Tail Sweep (Ex): Half circle 120 ft. in diameter; Large or smaller opponents take 4d8+33 points of bludgeoning damage and are knocked prone, Reflex DC 60 halves damage and negates being knocked prone.

Alternate Form (Ex): Tiamat can take a new form as a move-equivalent action. Tiamat retains all her extraordinary, supernatural and spell-like abilities in her new form, and takes on only the appearance of the form. If Tiamat takes on a form of a different size, she takes a -4 penalty to Strength for every size she is under Colossal, otherwise her statistics remain the same.

Cosmic Entity: Tiamat has a +10 bonus on rank checks.

Dragon God: Tiamat may duplicate the effects of any her domain's spells as a swift supernatural action. (DC 71)

Multiple Heads (Ex): Tiamat may make a standard action with each of her heads every turn. This includes using a breath weapon or spell-like ability. Tiamat can cast one spell each round, which counts as a standard action for one of her heads.

Regeneration (Ex): Epic good aligned weapons deal Tiamat lethal damage.

Water Breathing (Ex): Tiamat can breath under water normally. Her breath weapons function normally underwater.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 6:33 pm

Baal Shiruat, the Chromatic Prince
Image

Gargantuan Dragon (Evil, Lawful)
Hit Dice:
49d12 + 686 (1,274 hp)
Initiative: +8
Speed: 50 ft., burrow 30 ft., fly 250 ft. (good)
Armor Class: 69 (+10 insight, +53 natural, -4 size), touch 16, flat-footed 59
Base Attack/Grapple: +54/+83
Attack: 2 bites +67 melee (6d8 + 17)
Full Attack: 2 bites +67 melee (4d8 + 17 and toxin) and 2 claws +67 (4d6 + 8 and toxin) and 2 wings +67 melee (2d8 + 8) and tail +67 melee (4d6 + 25)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Breath weapons, crush, frightful presence, snatch, spell-like abilities, tail sweep, toxin
Special Qualities: Alternate form, blindsight 330 ft., damage reduction 25/epic good and silver, immune to fire, paralysis, poison and sleep, low-light vision, regeneration 10, rejuvenation, resistance to acid 30 and cold 30, see in darkness, see invisibility 220 ft., spell resistance 40, telepathy 300 ft.
Saves: Fort +45, Ref +31, Will +45
Abilities: Str 45, Dex 10, Con 38, Int 30, Wis 31, Cha 30
Skills: Appraise +60, Balance +30, Bluff +61, Concentration +65, Diplomacy +60, Gather Information +35, Intimidate +68, Knowledge (arcana) +60, Knowledge (history) +35, Knowledge (nobility) +35, Knowledge (nature) +35, Knowledge (the planes) +60, Knowledge (religion) +45, Listen +60, Move Silently +50, Search +30, Sense Motive +60, Spellcraft +70, Spot +60, Survival +40 (+44 above ground, +46 planes, +42 tracking), Swim +75
Feats: Cleave, Clinging Breath, Dark Speech, Enlarge Breath, Fly-by Attack, Great Cleave, Hover, Improved Initiative, Improved Multiattaack, Lingering Breath, Multiattack, Power Attack, Quicken Breath, Snatch, Wingover
Epic Feats: Epic Will, Superior Initiative
Climate/Terrain: Avernus, First of the Nine Hells
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Quintuple Standard
Alignment: Lawful Evil

Breath Weapon (Ex): Baal Shiruat has access to several breath weapons. Regardless of which breath weapon he uses, each head can only breathe once every 1d4 rounds. One head can not use the same breath weapon the other discharged. (For example if one head breathes hellfire and must wait 2 rounds before breathing again, the other head can not use hellfire either for those 2 rounds although it may use a different breath weapon.)

All breath weapons have a DC of 48 (Reflex half unless otherwise noted). It is a standard action for a single head to breathe or as a full round action both can breathe.

Hellfire - 60 ft. cone, 22d10 corrupt fire
Fire – 60 ft. cone, 22d10 fire
Lightning – 120 ft. line, 22d8 electricity
Corrosive Gas – 60 ft. cone, 22d6 acid
Acid – 120 ft. line, 22d4 acid
Cold – 60 ft. cone, 22d10 cold
Disintegrate – 120 ft. line, 40d6 disintegration (Fortitude reduces to 5d6)
Roar – 30 ft. radius, 11d10 sonic and 1 hour deafness (Fortitude half and negates deafness)

Crush (Ex): 20 ft. x 20 ft., Large or smaller opponents take 4d8 + 25 bludgeoning damage. Reflex DC 48 or be pinned.

Frightful Presence (Ex): 330 ft. radius, 48 HD or less (12 HD or less panicked), 11d6 rounds, Will DC 44 negates

Snatch: Against Large or smaller creatures, bite for 4d8 + 17/round or claw for 4d6 + 8/round.

Spell-like Abilities: At will – blasphemy (DC 27), charm monster (DC 24), create undead, create/destroy water (DC 21), discern location, find the path, fireball (DC 23), greater dispel magic, greater teleport, hallucinatory terrain (DC 24), invisibility, locate object, magic circle against good, mass hold monster (DC 29), mirage arcana (DC 25), persistent image (DC 25), power word stun, suggestion (DC 22), unholy aura, veil (DC 26), ventriloquism (DC 21); 1/day – meteor swarm Caster level 36th

Tail Sweep (Ex): 2d8 + 25; 40 ft. half circle, Reflex DC 48 half damage

Toxin (Ex): A creature damaged by Baal Shiruat claws or bite suffers 25 points of additional damage per round. Magical healing stops this effect. Multiple hits do not stack, a creature is either affected by the toxin or not. Baal Shiruat's toxin ignores immunity to poison.

Alternate Form: Baal Shiruat can take the form of any Small, Medium or Large creature as a standard action. His statistics do not change, nor does he gain any non-natural abilities of the new form.

Regeneration (Ex): Good aligned silver weapons and good aligned spells deal Baal Shiruat lethal damage.

Rejuvenation (Ex): If reduced to -49 hit points, Baal Shiruat doesn't actually die. His life functions cease, however and he's functionally a corpse for the purpose of resolving all spells that affect dead bodies. A Heal check (DC 31) detects vital signs. He remains at -49 hit points no matter what damage or healing he receives, although death effects still affect him normally and dismembering or skinning his corpse will kill him. Once 10 minutes have passed since he last took damage, he gains fast healing 10. He still appears dead until he reaches his full normal hit points.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 7:55 pm

Falazure
Image

Colossal+ Undead Dragon (Cosmic, Evil)
Hit Dice:
52d12 + 780 (1,404 hp)
Initiative: +7
Speed: 90 ft., fly 400 ft. (good), swim 90 ft.
Armor Class: 88 (+15 deflection, +3 Dexterity, +13 insight, +55 natural, -8 size), touch 33, flat-footed 72
Base Attack/Grapple: +52/+88
Attack: Bite +64 melee (6d8 + 20 and 3d6 cold and paralyzation)
Full Attack: Bite +64 melee (6d8 + 20 + 3d6 cold and paralyzation) and 2 claws +59 melee (6d6 + 10 + 3d6 cold plus energy drain and paralyzation) and 2 wings +59 melee (4d8 + 10 + 3d6 cold and paralyzation) and tail slap +59 melee (6d6 + 30 + 3d6 cold and paralyzation)
Space/Reach: 50 ft. /50 ft.
Special Attacks: Blood drain, breath weapon, charm, create spawn, dominate, frightful presence, paralyzing gaze, paralyzing touch, rebuke undead, spell-like abilities, spells, tail sweep
Special Qualities: Alternate form, blindsense 1000 ft., damage reduction 30/greater epic, good and bludgeoning, darkvision, fast healing 20, immune to acid, cold, electricity and polymorphing, low-light vision, see invisibility 1000 ft., spell resistance 55, turn resistance +12, water breathing
Saves: Fort +42, Ref +33, Will +41
Abilities: Str 51, Dex 16, Con -, Int 41, Wis 37, Cha 40
Skills: Appraise +70, Bluff +78, Concentration +70, Diplomacy +60, Disguise +42 (+48 acting), Escape Artist +30, Gather Information +70, Hide +50, Intimidate +76, Jump +99, Knowledge (arcana) +70, Knowledge (history) +70, Knowledge (nobility) +70, Knowledge (nature) +42, Knowledge (the planes) +70, Knowledge (religion) +70, Listen +78, Move Silently +66, Search +78, Sense Motive +76, Spellcraft +76, Spot +78, Survival +40 (+44 above ground, +46 on other planes, +46 tracking), Swim +47
Feats: Alertness, Combat Reflexes, Dark Speech, Dodge, Empower Spell, Fell Drain, Fly-by Attack, Greater Spell Penetration, Improved Energy Drain, Improved Initiative, Lightning Reflexes, Power Attack, Quicken Spell, Recover Breath, Shape Breath, Spell Penetration, Violate Breath, Wingover
Epic Feats: Automatic Quicken Spell (x3), Epic Spellcasting, Improved Metamagic (x2)
Climate/Terrain: Plane of Oblivion
Organization: Solitary (unique) or with 2-20 various undead dragons
Challenge Rating: 45
Treasure: Quintuple Standard
Alignment: Neutral Evil

Combat Falazure usually begins combat by killing his foes. So far this strategy seems to work for him.

Blood Drain (Ex): Falazure can drain blood from a living victim of Large size or larger. If he pins a foe with whom he is grappling, he deals 3d4+3 points of Constitution drain each round the pin is maintained. Falzure heals 5 hit points per point of Constitution drain he deals.

Breath Weapon (Ex): Falazure possesses two different breath weapons, a line of acid and an enervating cone. Not including metabreath effects, Falzure must wait 1d4-1 rounds between using his breath weapon again.
Acid: 34d4 points of acid damage. 160 ft. line. (Reflex DC 51 half)
Enervation: 8d4 negative levels. 80 ft. cone. (Fortitude DC 51 to remove)

Charm (Su): Falazure's voice can bewitch listeners. As a full round action, Falzure can cause all creatures within 510 feet of him to make a Will save (DC 51) or become charmed. The charm is immediately broken if Falazure uses his frightful presence within range of the charmed individual or makes any attack against them.

Create Spawn (Su): Humanoids, giants, and monstrous humanoids slain by Falazure's energy drain rise as vampire spawn. Such creatures slain by his blood drain attack rise as newborn vampires if they had 5 or more hit dice, and as vampire spawn if they had 4 or less hit dice.
Adult or older dragons slain by Falazure's blood drain attack rise as vampire dragons. Younger dragons, or dragons slain by Falazure’s energy drain attack, rise as mindless zombie dragons.
All spawn created by Falazure are under his absolute control. Falzure has no limit on how many undead he may hold under his control in this manner.

Domination: Falazure crushes the will of those who look into his eyes. With a standard action, Falzure can cause an opponent within 200 feet that meets his gaze to make a Will save (DC 51) or fall under his control. (As dominate monster.)

Energy Drain (Su): Living creatures struck by Falazure's claw attacks suffer 2d4 negative levels. For each negative energy Falazure bestows, he gains a +1 bonus to skill checks, ability checks, attack rolls and saving throws for an hour.

Frightful Presence (Ex): 500 ft. radius, 51 HD or less (13 HD or less panicked), 17d6 rounds, Will DC 51 negates.
Non-mindless undead are affected by Falazure’s frightful presence despite their immunity to mind affecting effects. Undead under 26 HD affected by the frightful presence are under his command as if he had successfully rebuked them.

Paralyzing Gaze (Su): All creatures within 120 feet of Falazure's gaze must make a Fortitude save (DC 51) or be paralyzed for 2d6 minutes. A creature that successfully saves is immune to Falazure's gaze for 24 hours.

Paralyzing Touch (Su): Any creature struck by Falazure's natural attacks must make a Fortitude save (DC 51) or be paralyzed for 2d6 rounds. A successful save against this paralysis does not confer any special immunity to subsequent attacks.

Rebuke Undead: Falazure rebukes undead as a 52nd level cleric. He can do so 18/day, and gains a +6 synergy bonus on rebuke checks.

Spells: Falazure casts spells as a dread necromancer and a cleric with the Darkness, Death, Dragon, Evil, Undeath domains.
Cleric spells per day (0-13th): 6/10/9/9/9/9/7/7/7/7/2/2/2/2 (Caster level 36th, DC 23+spell level)
Dread necromancer spells per day (1-15th): 10/10/10/9/9/9/9/8/7/3/3/2/2/2/2 (Caster level 36th, DC 25+spell level)

Spell-like Abilities: Always active – death watch, detect magic, detect scrying; At will – dispelling breath, greater planeshift, greater teleport, rebuking breath; 5/day – awaken undead, discern location, dragon knight (black or shadow dragon), greater stunning breath (DC 33); 1/day – dragon strike (black or shadow dragons), maddening whispers (DC 33), plague of undead. Caster level 52nd

Tail Sweep (Ex): Half circle 100 ft. in diameter; Large or smaller opponents take 4d8 + 30 points of bludgeoning damage, Reflex DC 51 half.

Alternate Form (Ex): Falazure can take a new form as a move-equivalent action. Falazure retains all his extraordinary, supernatural and spell-like abilities in his new form, and takes on only the appearance of the form. If he takes on a form of a different size, he takes a -4 penalty to Strength for every size he is under Colossal, otherwise his statistics remain the same.

Cosmic Entity: Falazure has a +8 bonus on rank checks.

Dragon God: Falazure may duplicate the effects of any his domain's spells as a swift supernatural action. (DC 59)

Phylactery: If Falazure perishes (see below) his spirit is immediately returned to his phylactery. If no dragon type corpse is within 9 miles for him to possess, he is trapped there until such a corpse becomes available. (Don't hold your breath for this, chump) For Falazure to be completely slain, his phylactery must be destroyed and he must be slain before he can craft a new one. (Which just might cause him to become a ghostly dragon. ;) )

Falazure typically stores his phylactery inside one of the many undead dragons that guard his horde. A corpse creature radiant dragon currently holds the phylactery inside its gullet. The phylactery is crafted from star metal tempered in the heart of Oblivion. It has a hardness of 40, 500 hit points and causes the surrounding 9 mile area to gain the negative dominant trait. Touching or holding it causes a harm effect on the violator every round. (Caster level 52nd, DC 38 half)

Vulnerabilities: Direct sunlight limits Falazure to a single standard or move action per round. He may withstand direct sunlight for 17 minutes, after which he perishes. A wooden stake through his heart slays him immediately. Falazure cannot enter a home uninvited.

Reducing Falazure to 0 hit points does not slay him. He immediately assumes gaseous form and attempts to return to his lair. Unlike typical vampiric dragons, Falazure’s gaseous form deals 34d4 points of acid damage (no save) to any creature within its space. If Falazure does not reach his horde within 2 hours of being reduced to 0 hit points, he perishes. Falazure's fast healing does not function once he has been reduced to 0 hit points.

Water Breathing (Ex): Falazure has no need to breathe, but his breath weapons function normally underwater.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 8:59 pm

Tamara

Colossal+ Dragon (Cosmic, Good)
Hit Dice:
55d12 + 715 (1,375 hp)
Initiative: +0
Speed: 90 ft., fly 450 ft. (good)
Armor Class: 85 (+14 deflection, +15 insight, +54 natural, -8 size), touch 31, flat-footed 70
Base Attack/Grapple: +55/+89
Attack: Bite +65 melee (6d8 + 18)
Full Attack: Bite +65 melee (6d8 + 18) and 2 claws +60 melee (6d6 + 9) and 2 wings +60 melee (4d8 + 9) and tail slap +60 melee (6d6 + 27)
Space/Reach: 50 ft. / 50 ft.
Special Attacks: Breath weapon, crush, holy aura, lay on hands, presence of peace, spell-like abilities, spells, tail sweep
Special Qualities: Alternate form, blindsense 1000 ft., damage reduction 30/greater epic and evil, darkvision, fast healing 50, low-light vision, regeneration 20, see invisibility 1000 ft., spell resistance 50
Saves: Fort +46, Ref +33, Will +48
Abilities: Str 47, Dex 10, Con 36, Int 38, Wis 41, Cha 38
Skills: Appraise +72, Climb +47, Concentration +71, Diplomacy +82, Escape Artist +29, Gather Information +72, Heal +73, Hide +42, Intimidate +43, Jump +71, Knowledge (arcana) +72, Knowledge (history) +72, Knowledge (nobility) +43, Knowledge (nature) +72, Knowledge (the planes) +72, Knowledge (religion) +72, Listen +73, Move Silently +58, Search +43, Sense Motive +73, Spellcraft +78, Spot +73, Survival +44 (+50 above ground, +50 on other planes, +48 tracking), Swim +47
Feats: Clinging Breath, Fly-by Attack, Heighten Breath, Holy Tongue, Improved Fly-by Attack, Lingering Breath, Power Attack, Purify Spell, Quicken Breath, Quicken Spell, Recover Breath (x2), Shape Breath, Split Breath, Versatile Spellcaster
Epic Feats: Epic Spellcasting, Improved Metamagic (x3)
Climate/Terrain: Elysium
Organization: Solitary (unique)
Challenge Rating: 40
Treasure: Quintuple Standard
Alignment: Neutral Good

Breath Weapon (Ex): Tamara possesses three different breath weapons. Not including metabreath effects, Tamara must wait 1d4-2 rounds between using her breath weapon again.
Cone of positive energy: heals 34d8 hit points (damages undead); 80 foot cone. (Reflex DC 50 half)
Cone paralysis gas: paralyzed 1d6+17 minutes; 80 foot cone. (Fortitude DC 50 negates)
Line of restoration: Removes negative effects as greater restoration and heal, 160 ft. line. (Fortitude DC 50 negates) This attack deals undead 3d6 points of damage to Strength and Dexterity and gives them 5d4 negative levels on a failed save.

Crush (Ex): Area 50 ft. x 50 ft.; Huge or smaller opponents take 6d8+27 points of bludgeoning damage, and must succeed on a DC 50 reflex save or be pinned.

Holy Aura: All good aligned creatures within 100 feet of Tamara gain the effects of holy aura. Tamara sheds bright sunlight that extends to this distance (and provides shadowy illumination out to 300 feet.) as well. All undead within 100 feet of Tamara take 15d6 points of holy damage. (No save)

Lay on Hands (Su): Tamara can heal up to 770 hit points a day in this manner.

Presence of Peace (Ex): 500 ft. radius; Will DC 51 negates. All creatures within 500 feet of Tamara are unable to make attacks, against her or otherwise. Creatures who leave the area of effect and reenter must make a new save.
Tamara can choose whether or not she affects other dragons and neutral good creatures with her presence of peace. (She will only release such characters when a being that is resisting her presence is attacking them)

Spells: Tamara casts spells as a sorcerer and a favored soul. In addition to her normal spells known, she also has the spells from the Dragon, Family, Good, Healing, Strength and Sun domains on both of her spells known lists, and all healer class spells on her favored soul spells known list.
Favored soul spells per day (0-15th): 6/10/10/9/9/9/9/8/8/8/3/3/2/2/2/2 (Caster level 37th; DC 25 + spell level)
Sorcerer spells per day (0-14th): 6/10/10/9/9/9/9/8/8/8/3/2/2/2/2 (Caster level 37th, DC 24 + spell level)

Spell-like Abilities: Always active – zone of revelation; At will – bolt of glory, greater planeshift, greater teleport, revivify, sunburst; 5/day – brilliant aura, dragon knight (old silver dragon), resurrection, revive outsider, vigorous circle; 1/day – dragon strike (old silver dragons), true resurrection, undeath's eternal foe. Caster level 44th

Tail Sweep (Ex): Half circle 100 ft. in diameter; Huge or smaller opponents take 6d8 + 27 points of bludgeoning damage, Reflex DC 50 half.

Alternate Form (Ex): Tamara can take a new form as a move-equivalent action. Tamara retains all her extraordinary, supernatural and spell-like abilities in her new form, and takes on only the appearance of the form. If she takes on a form of a different size, she takes a -4 penalty to Strength for every size she is under Colossal, otherwise her statistics remain the same.

Cosmic Entity: Tamara has a +6 bonus on rank checks.

Dragon God: Tamara may duplicate the effects of any her domain's spells as a swift supernatural action. (DC 57)

Regeneration: Negative energy or the natural attacks of the undead deal normal damage to Tamara
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 9:15 pm

Aasterinian

Huge Dragon (Chaotic, Cosmic, Fire)
Hit Dice:
43d12 + 430 (946 hp)
Initiative: +0
Speed: 80 ft., fly 400 ft. (good)
Armor Class: 70 (+12 deflection, +8 insight, +42 natural, -2 size), touch 28, flat-footed 62
Base Attack/Grapple: +43/+64
Attack: Bite +54 melee (2d8 + 13)
Full Attack: Bite +54 melee (2d8 + 13) and 2 claws +52 melee (2d6 + 6) and 2 wings +52 melee (1d8 + 6) and tail slap +52 melee (2d6 + 19)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: Breath weapon, crush, frightful presence, spell-like abilities, spells
Special Qualities: Alternate form, blindsense 500 ft., damage reduction 25/greater epic and lawful, darkvision, fast healing 20, low-light vision, see invisibility 500 ft., spell resistance 44
Saves: Fort +23, Ref +23, Will +29
Abilities: Str 37, Dex 10, Con 31, Int 30, Wis 27, Cha 35
Skills: Appraise +30, Bluff +58, Climb +33, Concentration +30, Diplomacy +68, Escape Artist +20, Gather Information +58, Hide +38, Intimidate +52, Jump +53, Knowledge (arcana) +50, Knowledge (history) +30, Knowledge (nobility) +33, Knowledge (nature) +45, Knowledge (the planes) +50, Knowledge (religion) +30, Listen +48, Move Silently +46, Perform (oratory) +58, Sense Motive +33, Spellcraft +54, Spot +54, Swim +33
Feats: Combat Expertise, Fly-by Attack, Heighten Breath, Improved Fly-by Attack, Improved Trip, Multiattack, Power Attack, Power Dive, Quicken Breath, Quicken Spell, Recover Breath (x2)
Epic Feats: Auto Quicken Spell (x3)
Climate/Terrain: Outlands
Organization: Solitary (unique)
Challenge Rating: 34
Treasure: Quadruple Standard
Alignment: Chaotic Neutral

Breath Weapon (Ex): Aasterinian possesses two different breath weapons. Not including metabreath effects, Aasterinian must wait 1d4-2 rounds between using her breath weapon again.
Line of fire: 28d6 fire; 100 foot line. (Reflex DC 41 half)
Cone of sleeping gas: sleep 1d6+14 minutes; 50 foot cone (Will DC 41 negates)

Crush (Ex): Area 15 ft. x 15 ft.; Medium or smaller opponents take 2d8+19 points of bludgeoning damage, and must succeed on a DC 41 Reflex save or be pinned.

Frightful Presence (Ex): 400 ft. radius, 42 HD or less (10 HD or less panicked), 14d6 rounds, Will DC 43 negates.

Spells: Aasterinian casts spells as a sorcerer. She can cast spells from the cleric list as arcane spells. In addition to her normal spells, she also has the spells from the Chaos, Charm, Dragon, Illusion, Luck, Trade, Travel and Trickery domains on her spells known list.
Sorcerer spells per day (0-12th): 6/9/9/9/9/8/8/8/8/7/2/2/2 (Caster level 33rd, DC 22 + spell level)

Spell-like Abilities: Always active – freedom of movement, speak with animals, true seeing; At will – charm monster (DC 27), control weather, greater planeshift, greater teleport, prismatic spray (DC 29); 5/day – dragon knight (brass dragon), limited wish (DC 29), prismatic wall (DC 30), suggestion (DC 25); 1/day – dragon strike (brass dragons), prismatic sphere (DC 31), wish (DC 31). Caster level 34th

Alternate Form (Ex): Aasterinian can take a new form as a free action. Aasterinian retains all her extraordinary, supernatural and spell-like abilities in her new form, and takes on only the appearance of the form. If she takes on a form of a different size, she takes a -4 penalty to Strength for every size she is under Huge, otherwise her statistics remain the same.

Cosmic Entity: Aasterinian has a +3 bonus on rank checks.

Dragon God: Aasterinian may duplicate the effects of any her domain's spells as a swift supernatural action. (Caster level 43rd, DC 46)
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 9:42 pm

Garyx

Colossal+ Dragon (Chaotic, Cosmic, Evil, Fire)
Hit Dice:
58d12 + 1102 (1,798 hp)
Initiative: +0
Speed: 90 ft., fly 450 ft. (good)
Armor Class: 85 (+15 deflection, +11 insight, +57 natural, -8 size), touch 28, flat-footed 74
Base Attack/Grapple: +58/+98
Attack: Bite +74 melee (6d8 + 20)
Full Attack: Bite +74 melee (8d8 + 24) and 2 claws +74 melee (8d6 + 12) and 2 wings +74 melee (6d8 + 12) and tail slap +74 melee (8d6 + 36)
Space/Reach: 60 ft. / 60 ft.
Special Attacks: Breath weapon, crush, frightful presence, snatch, spell-like abilities, spells, swallow whole, tail sweep
Special Qualities: Alternate form, blindsense 1000 ft., damage reduction 30/greater epic, good and adamantine, darkvision, fire lord, low-light vision, regeneration 30, see invisibility 1000 ft., spell resistance 55, vulnerability to cold
Saves: Fort +42, Ref +33, Will +41
Abilities: Str 59, Dex 10, Con 48, Int 35, Wis 33, Cha 41
Skills: Appraise +73, Climb +85, Concentration +80, Diplomacy +25, Escape Artist +61, Gather Information +45, Hide +16, Intimidate +77, Jump +109, Knowledge (arcana) +42, Knowledge (history) +42, Knowledge (nobility) +42, Knowledge (nature) +73, Knowledge (the planes) +73, Knowledge (religion) +42, Listen +72, Move Silently +61, Search +73, Sense Motive +72, Spellcraft +77, Spot +72, Survival +72 (+78 above ground, +78 on other planes, +78 tracking)
Feats: Cleave, Clinging Breath, Fly-by Attack, Heighten Breath, Improved Multiattack, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Natural Attack (tail), Improved Natural Attack (wing), Improved Snatch, Power Attack, Large and In Charge, Lingering Breath, Maximize Breath, Multiattack, Multisnatch, Recover Breath (x3), Snatch, Snatch and Swallow
Climate/Terrain: Pandemonium
Organization: Solitary (unique)
Challenge Rating: 45
Treasure: Quintuple Standard
Alignment: Chaotic Evil

Breath Weapon (Ex): Garyx possesses two different breath weapons, a line of fire and a cone of fire. Not including metabreath effects, Garyx must wait 1d4-3 rounds between using his breath weapon again.
Fire: 36d10 + 72 fire; 80 ft. cone/160 ft. line. (Reflex DC 58 half)

Crush (Ex): Area 60 ft. x 60 ft.; Huge or smaller opponents take 8d8+36 points of bludgeoning damage, and must succeed on a DC 58 reflex save or be pinned.

Flaming Aura: All creatures within 60 feet of Garyx take 5d6 points of fire damage (no save)

Frightful Presence (Ex): 500 ft. radius, 57 HD or less (14 HD or less panicked), 18d6 rounds, Will DC 54 negates.

Snatch (Ex): Against Gargantuan or smaller creatures, bite (8d8 + 24)/round.

Spells: Garyx casts spells as a sorcerer. He can cast spells from the cleric list as arcane spells. In addition to his normal spells, he also has the spells from the Chaos, Destruction Evil and Fire domains on his spells known list.

Sorcerer spells per day (0-15th): 6/10/10/10/9/9/9/9/8/8/3/3/2/2/2/2; Caster level 40th, DC 25+spell level

Spell-like Abilities: Always active – true seeing; At will – dispelling breath, greater planeshift, greater teleport, mass harm (DC 34); 5/day – discern location, dragon knight (old red dragon), razorfangs, sharptooth, superior magic fang; 1/day – dragon strike (old red dragons). Caster level 46th

Swallow Whole: A creature swallowed by Garyx takes 4d8 bludgeoning damage and 20d6 fire damage per round. A creature trying to cut its way free with a light piercing or slashing weapon must deal 100 points of damage to Garyx's stomach. (AC 25, DR 10/epic) Muscular action closes the stomach afterwards. Garyx can swallow 2 Gargantuan creatures, 8 Huge creatures, or 32 Large or smaller creatures.

Tail Sweep (Ex): Half circle 120 ft. in diameter; Huge or smaller opponents take 6d8 + 30 points of bludgeoning damage, Reflex DC 51 half.

Alternate Form (Ex): Garyx can take a new form as a move-equivalent action. Garyx retains all his extraordinary, supernatural and spell-like abilities in his new form, and takes on only the appearance of the form. If he takes on a form of a different size, he takes a -4 penalty to Strength for every size he is under Colossal, otherwise his statistics remain the same.

Cosmic Entity: Garyx has a +7 bonus on rank checks.

Dragon God: Garyx may duplicate the effects of any his domain's spells as a swift supernatural action. (Caster level 58th, DC 61)

Firelord: All fire damage dealt by Garyx is considered to be searing. (Ignores resistance to fire, deals half damage to those with immunity to fire) Garyx is healed by fire, equal to the damage it would have normally dealt. Searing fire heals Garyx twice as much as normal.
As a special use of his breath weapon, Garyx may summon 48 HD worth of fire elementals. This adds 3 rounds to the normal recharge time of his breath weapon.

Regeneration: Cold enchanted weapons and cold energy deals normal damage to Garyx.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 9:46 pm

Orcus
Image

Large Outsider (Chaotic, Cosmic, Evil, Mazza’im, Negative)
Hit Dice:
57d8 + 1,140 (1,596 hp)
Initiative: +7
Speed: 50 ft., fly 100 ft. (good)
Armor Class: 68 (+14 deflection, +7 Dex, +10 insight, +28 natural, -1 size) touch 40, flat-footed 44
Base Attack/Grapple: +57/+78
Attack: Wand of Orcus +79 melee (1d8 + 23 plus 2d4 negative levels /19-20/x2)
Full Attack: Wand of Orcus +79/+74/+69/+64 melee (1d8 + 23 plus 2d4 negative levels /19-20/x2) and claw +73 melee (3d8 + 8 and disease) and gore +73 melee (4d6 + 8 and disease) and sting +73 melee (2d8 + 8 plus poison and disease)
Space/Reach: 10 ft./10 ft.
Special Attacks: Abyssal necromancer, call demons, call undead, command undead, create spawn, disease, negative energy burst, poison
Special Qualities: Damage reduction 40/epic, major good and cold iron, darkvision, fast healing 50, immune to electricity and poison, resistance to acid 30, cold 30, and fire 30, spell resistance 51, telepathy 1000 ft., undead immunities
Saves: Fort +53, Ref +43, Will +45
Abilities: Str 45, Dex 25, Con 50, Int 36, Wis 31, Cha 38
Skills: Bluff +74, Climb +77, Concentration +80, Craft (alchemy) +73, Diplomacy +56, Disguise +74 (+80 acting), Escape Artist +67, Forgery +73, Heal +70, Hide +63, Intimidate +80, Knowledge (arcana) +73, Knowledge (religion) +73, Knowledge (the planes) +73, Listen +70, Move Silently +67, Search +73, Sense Motive +70, Spellcraft +79, Spot +70, Survival +40 (+46 other planes, +46 tracking)
Feats: Bolster Resistance, Cleave, Corpsecrafter, Craft Rod, Dark Speech, Deadly Chill, Destructive Retribution, Empower Turning, Fly-by Attack, Graft Flesh (undead), Great Cleave, Hardened Flesh, Improved Critical (light mace), Improved Multiattack, Multiattack, Nimble Bones, Power Attack, Violate Spell-like Ability
Epic Feats: Craft Epic Rod, Spectral Strike
Environment: Thanatos, The Abyss
Organization: Solitary (unique)
Challenge Rating: 41
Treasure: Quadruple Standard
Alignment: Chaotic Evil

Abyssal Necromancer (Su): As a full round action, Orcus may duplicate any necromancy spell in existence. He must wait 1 round per level of the spell duplicated before making use of this power again. Where applicable, the DC of spells duplicated by this power is 52, with a caster level of 57. Unlike most supernatural abilities, spell resistance applies to Abyssal Necromancer.

Call Demons (Sp): 6/day, Orcus may call 1d6 deathdrinkers, 1d6 molydei, 1d8 mariliths, or 4d10 zovuts. 3/day he may call a single demon of any type.

Call Undead (Sp): 6/day, Orcus may call undead of any type totaling no more than 50 hit dice. At will, Orcus may call undead of any type totaling no more than 18 hit dice.

Command Undead (Su): Orcus rebukes undead as a 57th level evil cleric. Any undead possessing less than 40HD are commanded instead of rebuked. Orcus can command 570 hit dice worth of undead in this manner.

Create Spawn (Ex): Those slain by Orcus arise in 1d4 rounds as undead. Orcus may choose what form the slain arise as, if he chooses. If he does not choose a particular form, the slain arise as wights if they died from hit point damage, and as wraiths if from some other method. Orcus' spawn are not automatically under his control, although he can command them normally.

Disease (Ex): Creatures struck by Orcus' natural attacks must make a Will save DC 58 or contract festering anger. Unlike the standard disease, the incubation is only 1 week.

Negative Energy Burst (Su): As a standard action, Orcus may release a wave of negative energy around him. This attack affects a 30 foot radius surrounding Orcus, dealing 10d8 points of negative energy damage or 5d4 negative levels on all within the area.

Poison: Injury, Fortitude save DC 58, initial damage 2d6 Strength and 2d6 Constitution, secondary damage 2d6 Strength and 2d6 Constitution.

Spell-like Abilities: Always active- deathwatch, detect good, detect law, see invisibility, unholy aura; At will- animate dead, awaken undead, blasphemy (DC 31), clutch of Orcus (DC 37), command undead, create undead, create greater undead, death knell (DC 36), desecrate, detect thoughts, greater dispel magic, greater teleport, finger of death (DC 41), lightning bolt (DC 27), power word kill, revive undead, symbol of fear (DC 31), symbol of weakness (DC 41), undeath to death (DC 40), unhallow, unholy blight (DC 28), unliving weapon; 3/day-circle of death (DC 40), crushing despair (DC 28), feeblemind (DC 29), harm (DC 40), symbol of death (DC 42), symbol of stunning (DC 31), plague of undead. Caster level 42nd

Possessions: The Wand of Orcus is a Large sized +6 souldrinker light mace. Any creature with 20 HD or less struck by the wand (or touching it in any fashion) must make a Fortitude save (DC 38) or die.

The Wand allows the wielder to cast necromancy spells or spell-like abilities in a 40 ft. cone, regardless of their original area or targets. Necromancy spells or spell-like abilities cast by the wielder are Extended, Empowered and have +10 DC.

3/day the wand can be used to cast summon undead IV and summon monster IV. 1/day it can be used to cast summon monster IX. The caster level for all of these effects is 45th.

A creature slain by the Wand is instantly transformed into a bodak of 20 hit dice.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 17, 2008 10:01 pm

Glyphimhor

12th level fighter
Large Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
27d8 + 363 (496 hp)
Initiative: +17
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 46 (+9 Dex, +19 natural, +9 profane, -1 size), touch 27, flat-footed 37
Base Attack/Grapple: +27/+46
Attack: Sword +47 melee (2d8 + 29 and 2d4 negative levels /19-20/x2)
Full Attack: Sword +46/+41/+36/+31 melee (2d8 + 29 plus 2d4 negative levels /19-20/x2) and whip +46/+41/+36/+31 melee (1d4 + 21 plus 3d6 fire and entangle) and 2 wings +39 melee (4d6 + 16 plus fear) and gore +39 melee (4d8 + 16 plus disease and fear)
Space/Reach: 10 ft. /10 ft. (20 ft. with whip)
Special Attacks: Aura of unlife, deathdrink, death throes, disease, entangle, fear, spell-like abilities, summon demon
Special Qualities: Damage reduction 15/good, lawful and cold iron, darkvision, immune to fire, electricity and poison, resistance to acid 10 and cold 10, spell resistance 33, telepathy 200 ft., true seeing, unholy power
Saves: Fort +26, Ref +24, Will +23
Abilities: Str 40, Dex 28, Con 33, Int 27, Wis 27, Cha 29
Skills: Bluff +39, Concentration +41, Diplomacy +32, Disguise +9 (+13 acting), Escape Artist +24, Gather Information +43, Hide +35, Intimidate +43, Knowledge (arcana) +23, Knowledge (local) +38, Knowledge (religion) +38, Listen +46, Move Silently +39, Search +38, Sense Motive +38, Spellcraft +25, Spot +46, Survival +38 (+42 tracking), Use Magic Device +39 (+41 scrolls)
Feats: Cleave, Combat Expertise, Combat Reflexes, Fly-by Attack, Great Cleave, Greater Two-Weapon Fighting, Improved Disarm, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Multiattack, Power Attack, Track, Two Weapon Fighting
Epic Feats: Epic Toughness, Perfect Two-Weapon Fighting, Superior Initiative
Climate/Terrain: Thanatos (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 25
Treasure: Triple standard plus weapons
Alignment: Chaotic Evil

Glyphimhor’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Aura of Unlife (Su): All creatures within 10 feet of Glyphimhor take 2d6 points of negative energy damage per round.

Deathdrink (Su): Whenever Glyphimhor kills a creature (through attacks, spell-likes or his aura), he heals 1d8 points of damage per HD of the slain creature. Anytime he kills a creature with 10 HD or more, he gains a morale bonus to attacks, damage, and saving throws equal to one-half the slain creature’s HD. This bonus persists for a number of rounds equal to the slain creature’s HD.

Death Throes (Ex): When killed, Glyphimhor explodes in a blinding flash of light that deals 150 points of damage to anything within 150 feet (Reflex DC 34 half). This explosion automatically destroys any weapons Glyphimhor was holding.

Disease (Su): Demon fever - gore, Fortitude DC 34, incubation period 1 day, damage 1d6 Con.

Entangle (Ex): Glyphimhor’s whip entangles foes like a net. It has 50 hit points and needs no folding. If it hits, the target and Glyphimhor immediately make opposed Strength checks, if Glyphimhor wins, it drags the target against its flaming body. The target remains anchored against the balor’s body until it escapes the whip.

Fear (Su): Those struck by Glyphimhor’s natural attacks must make a Will save (DC 32) or become panicked for 1d6 rounds.

Spell-Like Abilities: Always active – detect good, detect law, read magic, tongues; at will— blasphemy (DC 26), deeper darkness, desecrate, dominate monster (DC 28), fear (DC 25), greater dispel magic, greater teleport, insanity (DC 26), power word stun, pyrotechnics, suggestion (DC 22), symbol of death (DC 27), symbol of pain (DC 26), symbol of stunning (DC 26), telekinesis (DC 25), unhallow, unholy aura (DC 27), unholy blight (DC 23), wall of fire; 3/day – fire storm (DC 27), implosion (DC 28). Caster level 27th

Summon Demon (Sp): Once per day Glyphimhor can automatically summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee, glabrezu, marilith or another balor.

Flaming Body (Su): Glyphimhor’s body is wreathed in black flame. Anyone grappling him takes 8d6 points of corrupt fire damage each round.

Possessions: Glyphimhor wields a +5 vorpal bastard sword of lifestealing and a +5 flaming blast whip. If these weapons are ever separated from his hand, he can recall them as an immediate action.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Fri Apr 18, 2008 5:10 pm

Mortuus Deathlock
Image

Medium Undead (Chaotic, Evil)
Hit Dice:
25d12 + 225 (525 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 34 (+4 armor, +4 Dex, +7 natural, +9 profane), touch 23, flat-footed 30
Base Attack/Grapple: +12/+15
Attack: Heavy mace +15 melee (1d8 + 3) or eldritch blast +19 ranged touch (11d6)
Full Attack: Heavy mace +15/+10/+5 melee (1d8 + 3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Eldritch blast 11d6, invocations, spell-like abilities, spells
Special Qualities: Darkvision, turn resistance +4, undead traits, unholy toughness
Saves: Fort +7, Ref +11, Will +19
Abilities: Str 16, Dex 19, Con -, Int 28, Wis 23, Cha 29
Skills: Diplomacy +13, Heal +34, Intimidate +37, Knowledge (arcana) +37, Knowledge (history) +37, Knowledge (nature) +37, Knowledge (the planes) +37, Listen +34, Move Silently +32, Sense Motive +37, Spellcraft +41, Spot +34
Feats: Corpsecrafter, Deadly Chill, Empower Spell, Extend Spell, Greater Spell Penetration, Maximize Spell, Quicken Spell, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (ray)
Epic Feats: Epic Spell Penetration, Epic Weapon Focus (ray)
Climate/Terrain: Thanatos (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 20
Treasure: Triple Standard
Alignment: Chaotic Evil

Invocations: Mortuus uses invocations as a 22nd level warlock.
Invocations known: Chilling tentacles, entropic warding, hungry darkness, miasmic cloud (DC 20), nightmares made real (DC 24), see the unseen, word of changing (DC 24), walk unseen, wall of gloom (DC 21)
Blast Shape: Eldritch doom (DC 28)
Eldritch Essence Utterdark blast (DC 28), vitriolic blast (DC 28)

Spell-like Abilities: At will – animate dead, cause fear (DC 20), greater arcane sight, death knell, greater dispel magic, inflict critical wounds (DC 23), mage armor, magic missile, read magic; 6/day – create greater undead, summon monster V, summon undead V. Caster level 25th

Spells: Mortuus casts spells as a 22nd level wizard.
Spells per day:4/7/6/6/6/6/5/5/5/5 DC 19 + spell level
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Fri Apr 18, 2008 5:11 pm

Hand of Death
Image

Large Undead (Chaotic)
Hit Dice:
47d12 + 282 (846 hp)
Initiative: +14
Speed: 40 ft.
Armor Class: 40 (+6 Dex, +19 natural, +6 profane, -1 size), touch 21, flat-footed 34
Base Attack/Grapple: +23/+44
Attack: Scythe +48 melee (3d6 + 37 /18-20/x7)
Full Attack: Scythe +48/+43/+38/+33 melee (3d6 + 37 /18-20/x7)
Space/Reach: 10 ft. /10 ft. (15 ft. with scythe)
Special Attacks: Entropic blade, spell-like abilities
Special Qualities: Damage reduction 20/cold iron and lawful, darkvision, fast healing 15, spell resistance 34, undead traits, unholy power, unholy toughness
Saves: Fort +21, Ref +21, Will +34
Abilities: Str 45, Dex 22, Con -, Int 19, Wis 28, Cha 23
Skills: Hide +56, Intimidate +56, Knowledge (the planes) +29, Listen +59, Move Silently +56, Spot +59, Survival +34
Feats: Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Great Fortitude, Improved Critical (scythe), Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Track, Weapon Focus (scythe)
Epic Feats: Epic Fortitude, Epic Weapon Focus (scythe), Overwhelming Critical (scythe), Superior Initiative
Climate/Terrain: Thanatos (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 24
Treasure: Huge +6 keen scythe
Alignment: Chaotic Evil

Entropic Blade: Any creature struck by the Hand of Death’s weapon must make a Fortitude save (DC 39) or succumb to a searing pain as its flesh flows and boils with chaotic energies. The victim cannot distinguish friend from foe and attacks blindly (-4 penalty on attacks and a 50% miss chance). Each round spent in this state deals 1 point of Wisdom drain to the creature. A creature reduced to 0 Wisdom in this state discorporates into nothingness. A creature may make a Charisma check (DC 39) to maintain control over its form for 1 minute.
This effect is not a disease or curse. A stoneskin or shapechange spell fixes the creature’s form, preventing the effects for its duration as a successful Charisma check would. A restoration or heal spell removes the affliction, although a separate casting is needed to restore any Wisdom drain.

Spell-like Abilities: 6/day – animate dead, find creature, greater invisibility, greater teleport, planeshift. Caster level 35th
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Fri Apr 18, 2008 5:11 pm

Grim, Visage Lord
Image

Large Undead (Chaotic, Evil)
Hit Dice:
36d12 + 252 (684 hp)
Initiative: +8
Speed: Fly 40 ft. (perfect)
Armor Class: 47 (+7 deflection, +8 Dex, +16 natural, +7 profane, -1 size), touch 31, flat-footed 39
Base Attack/Grapple: +36/+49
Attack: Claw +47 melee (1d8 + 9 and energy drain /18-20/x3)
Full Attack: 2 claws +47 melee (1d8 + 9 and energy drain /18-20/x3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Assume identity, create spawn, energy drain, sneak attack +9d6, spell-like abilities,
Special Qualities: Augmented criticals, damage reduction 20/good and epic, darkvision, immunity to positive energy, spell resistance 29, turn resistance +8, unholy grace, unholy power, unholy toughness
Saves: Fort +27, Ref +33, Will +34
Abilities: Str 29, Dex 26, Con -, Int 22, Wis 25, Cha 24
Skills: Bluff +46, Diplomacy +11, Disguise +46 (+50 acting), Escape Artist +18, Hide +43, Intimidate +50, Knowledge (religion) +45, Move Silently +57, Search +45, Spot +46
Feats: Cleave, Combat Expertise, Combat Reflexes, Fly-by Attack, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Epic Feats: Epic Reflexes, Epic Weapon Focus (claw), Superior Initiative
Climate/Terrain: Thanatos (The Abyss)
Organization: Solitary (unique) or with entourage (3-10 visages)
Challenge Rating: 23
Treasure: None
Alignment: Chaotic Evil

Assume Identity (Su): Grim can take on the form of a creature that it has killed within the last round as a free action. It gains access to all of the creature’s feats, skills (treat as an enhancement bonus equal to the ranks of the deceased creature) and special abilities such as spell-like abilities, spellcasting and such. It also retains its own special attacks and qualities. Grim possesses a +20 bonus on Bluff and Disguise checks to masquerade as the assumed identity.
This effect lasts up to 1 week, during which the creature cannot be returned to life except through true resurrection. Grim can dismiss the effect at any time. After the time passes, the creature’s soul is irreparably damaged. It can only be returned to life by casting miracle or wish followed by true resurrection, and even still the victim loses 1d4 levels.

Create Spawn: An outsider with the evil subtype that is destroyed by Grim is reformed into a visage 24 hours later. If slain in the Negative Energy Plane, the transformation takes only 1d4 rounds.
The souls of mortal creatures slain by Grim are damned as wraiths. Their corpses animate as zombies.
Grim’s spawn are under its command until death.

Energy Drain (Su): Grim bestows 3 negative levels with a successful claw or touch attack or 6 on a successful critical hit.

Spell-like Abilities: At will – create greater undead, dominate person (DC 21), greater dispel magic, greater invisibility, major image (DC 20), persistent image (DC 22), unhallow. Caster level 27th
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Fri Apr 18, 2008 5:11 pm

Fleshreaper
Image

Huge Undead
Hit Dice:
30d12 + 240 (600 hp)
Initiative: +6
Speed: 60 ft.
Armor Class: 41 (+6 Dex, +19 natural, +8 profane, -2 size), touch 22, flat-footed 35
Base Attack/Grapple: +30/+44
Attack:Claw +48 melee (4d8 + 16 /13-20/x5 and death (Fort DC 41))
Full Attack: 2 claws +33 melee (4d8 + 16 /13-20/x5 and death (Fort DC 41))
Space/Reach: 15 ft. /30 ft.
Special Attacks: Reaching claws
Special Qualities: Augmented critical, damage reduction 20/good and bludgeoning, darkvision, immune to cold, spell resistance 27, undead traits, unholy power, unholy toughness
Saves: Fort +21, Ref +16, Will +19
Abilities: Str 42, Dex 24, Con -, Int 14, Wis 14, Cha 27
Skills: Intimidate +41, Listen +35, Move Silently +40, Search +35, Spot +35, Survival +35
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (claw), Power Attack, Track, Weapon Focus (claw)
Epic Feats: Devastating Critical (claw), Epic Fortitude, Epic Weapon Focus (claw), Overwhelming Critical (claw)
Climate/Terrain: Thanatos (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 21
Treasure: None
Alignment: Chaotic Evil

Reaching Claws (Ex): Fleshreaper’s claws deal slashing or piercing damage at a range of 15 feet. Fleshreaper can extend his claws suddenly, allowing him to strike foes up to 30 feet away, however this damage is solely piercing.

Augmented Critical: Fleshreaper’s claws have a critical threat range of 17-20 and deal triple damage on a critical hit. (Fleshreaper has further augmented this with Improved Critical and Overwhelming Critical)
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Fri Apr 18, 2008 5:14 pm

Omegan
Image

Small Undead (Cosmic, Evil)
Hit Dice:
50d12 + 600 (1,200 hp)
Initiative: +10
Speed: 5 ft., fly 240 ft. (perfect)
Armor Class: 77 (+12 deflection, +2 Dex, +40 natural, +12 profane, +1 size), touch 37, flat-footed 75
Base Attack/Grapple: +25/+37
Attack: Touch +42 melee touch (Constitution drain /19-20) or eye ray +31 ranged touch (energy drain /19-20)
Full Attack: 2 touches +42 melee touch (Constitution drain /19-20) and 2 eye rays +31 ranged touch (energy drain /19-20) and cord +42 melee (2d8 + 24)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Constitution drain, constrict, energy drain, improved grab, negative energy aura, rebuke undead, spell-like abilities, summon nightshade
Special Qualities: Blindsight 500 ft., damage reduction 40/epic and major good, darkvision, fast healing 20, resistance to cold 20 and fire 20, spell resistance 52, telepathy 1000 ft., undead traits, unholy grace, unholy power, unholy toughness
Saves: Fort +26, Ref +28, Will +45
Abilities: Str 43, Dex 15, Con -, Int 28, Wis 22, Cha 35
Skills: Concentration +65, Diplomacy +18, Hide +59, Intimidate +65, Knowledge (arcana) +62, Knowledge (the planes) +62, Knowledge (religion) +62, Listen +32, Move Silently +55, Search +35, Sense Motive +59, Spellcraft +68, Spot +32, Survival +32 (+38 on other planes), Use Magic Device +65 (+71 scrolls)
Feats: Ability Focus (Constitution drain), Combat Reflexes, Dark Speech, Empower Turning, Fly-by Attack, Heighten Turning, Improved Critical (eye ray), Improved Critical (touch), Improved Initiative, Improved Multiattack, Multiattack, Weapon Focus (eye ray)
Epic Feats: Epic Ability Focus (Constitution drain), Epic Weapon Focus (eye ray), Spectral Strike, Superior Initiative, Undead Mastery, Zone of Animation
Climate/Terrain: Thanatos (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 40
Treasure: None
Alignment: Chaotic Evil

A misshapen form crawls slowly toward you. Its skin is ashen gray mottled with black. As it draws nearer, you see that it is a dead baby girl, with her umbilical cord wrapped horribly around her neck. Her tongue lolls disgustingly from her mouth as she looks up at you. Her eyes glow red and she extends her hands toward you. “Mommy?”

Constitution Drain (Su): Fortitude DC 53 negates. The attack deals 5 points of Constitution drain (10 on critical hit) and heals Omegan 20 hit points (40 on a critical hit).

Constrict (Ex): Omegan deals 2d8 + 32 additional damage with a successful grapple check. In addition, creatures must make a Fortitude save (DC 51) or fall unconscious.

Energy Drain (Su): Omegan’s ranged touch attack has a range of 400 feet and bestows four negative levels or eight on a critical hit. She heals 10 hit points for each negative level bestowed. The Fortitude DC to remove the negative levels is 47.

Improved Grab: Omegan must hit a creature with her cord attack. If she establishes a hold, she can constrict.

Negative Energy Aura (Su): All undead within 30 feet of Omegan have fast healing 20 and turn resistance +20. All living creatures without protection against negative energy gain ten negative levels. Creatures slain by the aura rise as spectres one minute later, under Omegan’s control.

Rebuke Undead (Su): Omegan can rebuke dead as a 66th level cleric.

Spell-like Abilities: Always active – nondetection, true seeing; at will – animate undead, blasphemy (DC 31), create greater undead, create undead, cone of cold (DC 27), desecrate, finger of death[/i] (DC 29), greater dispel magic, greater teleport, improved invisibility, planeshift, speak with dead, spectral hand, unholy aura (DC 30); 5/day – harm (DC 28), haste, mage’s disjunction (DC 31), project image, weird (DC 31). Caster level 37th

Summon Nightshade (Sp): 5/day, Omegan can summon a nightwing, nightwalker or nightcrawler. Undead summoned by Omegan have unholy toughness.

Fast Healing (Ex): The damage dealt to Omegan by living or sentient weapons cannot be healed via her fast healing.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Kain Darkwind
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