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 » Mon Apr 21, 2008 11:50 pm

Ogremoch
Image

Large Elemental (Cosmic, Earth)
Hit Dice:
48d8 + 1,008 (1,392 hp)
Initiative: +2
Speed: 40 ft.; burrow 40 ft.
Armor Class: 59 (+8 deflection, +2 Dex, +5 insight, +35 natural, -1 size), touch 24, flat-footed 52
Base Attack/Grapple: +36/+65
Attack: Slam +56 melee (8d8 + 21 plus stun /19-20/x4)
Full Attack: 2 slams +56 melee (8d8 + 21plus stun /19-20/x4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call earth creatures, clobber, gravity, rebuke earth creatures, spell-like abilities, stun
Special Qualities: Damage reduction 30/-, greater earth mastery, regeneration 25, resistance to cold 30, electricity 30, and fire 30, spell resistance 45, tremorsense 100 ft.
Saves: Fort +49, Ref +18, Will +27
Abilities: Str 52, Dex 15, Con 48, Int 25, Wis 20, Cha 26
Skills: Balance +43, Bluff +33, Climb +56, Concentration +34, Diplomacy +27, Gather Information +23, Hide +38, Intimidate +63, Jump +45, Knowledge (the planes) +47, Listen +45, Move Silently +32, Sense Motive +27, Spot +45, Survival +15 (+19 planes)
Feats: Cleave, Earth's Embrace, Fling Enemy, Great Cleave, Improved Bull Rush, Improved Grapple, Improved Rock Hurling, Improved Sunder, Iron Will, Power Attack, Rock Hurling
Epic Feats: Epic Fortitude, Epic Toughness, Epic Will, Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (silver)
Climate/Terrain: Elemental Plane of Earth
Organization: Solitary (unique)
Challenge Rating: 33
Treasure: Triple Standard
Alignment: Neutral Evil

Call Earth Creatures (Sp): 4/day, Ogremoch may call 1d4 monolithic earth elementals, 2d6 elder xorns, stone giants or gargoyles or 3d10 lesser earth elementals. 1/month he may call a primal earth elemental.

Clobber: On a critical hit, Ogremoch may make an opposed strength check against the victim. If Ogremoch wins, the victim is flung back from Ogremoch 10 feet and lands prone. For every 5 points by which Ogremoch beats the opponent's check, the opponent is flung 10 additional feet. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage for every 10 feet the opponent had yet to move, and the opponent stops in the space adjacent to the obstacle. The opponent receives a +4 bonus on the check for every size category they are larger than Ogremoch, and a -4 penalty for every size category they are smaller than him.

Gravity (Su): Within a 30 foot range of Ogremoch, gravity is heightened considerably. Those who fail a Fortitude save (DC 53) are slowed as per the spell. Ranged attacks that pass through the area suffer a -10 penalty.

Rebuke Earth Creatures (Su): Ogremoch may rebuke or command creatures with the Earth subtype as a 48th level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for the purposes of this ability.

Spell-like Abilities: Always active – detect good, see invisibility; at will -blast of sand* (DC 32), earthquake (DC 36), greater dispel magic, greater stone shape**, move earth, slipsand* (DC 32), spike stones (DC 32), soften earth/stone, stony grasp**, suggestion (DC 21), telekinesis (DC 23), transmute mud to rock, transmute rock to mud, transmute sand to stone*, transmute stone to sand*, wall of stone; 4/day – comprehend languages, flesh to stone (DC 33), read magic. Caster level 36th

All spell-like abilities with the earth subtype are empowered and widened.
*Sandstorm
**Spell Compendium

Stun (Ex): Those struck by Ogremoch's fists must succeed on a Fortitude save (DC 53) or be stunned for 1d4 rounds.

Greater Earth Mastery (Ex): Ogremoch may move through earth, stone and unworked metal as though through air.
Ogremoch gains a +10 bonus on attack and damage rolls and the DC of his special attacks if both he and his opponent are touching the ground. If either the opponent or Ogremoch are not touching the ground, he takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Regeneration (Ex): Bludgeoning weapons, acid and sonics deal Ogremoch normal damage. When Ogremoch is in contact with the ground, his rate of regeneration is doubled.
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 » Sat Apr 26, 2008 1:33 pm

Olhydra

Huge Elemental (Cosmic, Water)
Hit Dice:
45d8 + 630 (990 hp)
Initiative: +17
Speed: 40 ft., swim 240 ft.
Armor Class: 59 (+12 deflection, +9 Dex, +11 insight, +19 natural, -2 size), touch 40, flat-footed 39
Base Attack/Grapple: +33/+57
Attack: Slam +48 melee (6d6 + 16 /19-20/x3)
Full Attack: 2 slams +48 melee (6d6 + 16 /19-20/x3)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Call aquatic creatures, engulf, rebuke water creatures, spell-like abilities, supernatural abilities
Special Qualities: Damage reduction 25/-, drench, fire and freeze vulnerability, greater water mastery, immunity to acid, cold, petrification and water, regeneration 25, spell resistance 41
Saves: Fort +38, Ref +24, Will +26
Abilities: Str 43, Dex 28, Con 38, Int 29, Wis 33, Cha 34
Skills: Bluff +60, Gather Information +60, Hide +49, Intimidate +66, Knowledge (the planes) +33, Knowledge (religion) +33, Listen +59, Move Silently +57, Sense Motive +59, Spot +59, Survival +59 (+61 planes), Swim +72
Feats: Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic Feats: Epic Reflexes, Epic Will, Overwhelming Critical (slam), Superior Initiative
Climate/Terrain: Elemental Plane of Water
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: Triple Standard
Alignment: Neutral Evil

Call Aquatic Creatures (Sp): 4/day, Olhydra may call 1d4 monolithic water elementals, 2d6 kraken, sea hags or tojanidas or 3d10 lesser water elementals.

Engulf (Ex): Olhydra may engulf opponents simply by moving over them. Opponents can make opportunity attacks against her, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 48 Reflex save or be engulfed; on a success, they are pushed back or aside (Olhydra’s choice) as the archomental moves forward. Engulfed creatures are subject to 10d10 points of bludgeoning damage per round, and are considered to be grappled and trapped within her body. Engulfed creatures that are one size category or smaller than Olhydra must hold their breath or drown. A successful grapple check against Olhydra on an engulfed creature's turn places the creature in the nearest open adjacent space to the archomental.

Rebuke Water Creatures (Su): Olhydra may rebuke or command creatures with the Water or Aquatic subtype as a 45th level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for the purposes of this ability.

Spell-like Abilities: Always active- detect good, see invisibility; at will- control currents*, control water, dark tide* (DC 39), depthsurge* (DC 40), drown** (DC 38), elemental swarm (water only), endure elements, freedom of movement, greater dispel magic, ice storm, maelstrom* (DC 40), pressure sphere* (DC 34), red tide* (DC 40), spell turning, suggestion (DC 24), summon nature's ally IX (aquatic creatures only), swim, telekinesis (DC 27), transmute rock to mud, wall of ice, wall of water**, water breathing, water stride* (as fire stride**), waterspout* (DC 39); 4/day- comprehend language, read magic. Caster level 36th

All spell-like abilities of the Water type are widened and empowered.
*Stormwrack
**Spell Compendium

Drench (Ex): Olhydra’s presence puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin regardless of size. Magical fire (including instantaneous spells cast or targeting within 20 feet of Olhydra) within a 20 foot radius is subject to being dispelled as per dispel magic. (1d20 + 45)

Freeze vulnerability (Ex): While Olhydra is immune to cold damage, any such attack forces her to make a Fortitude save (DC=10+damage the attack would have dealt) or be affected as if by a slow spell for 2d4 rounds.

Greater Water Mastery: All slashing, bludgeoning and piercing damage against Olhydra is halved. (Before damage reduction)
Those that successfully strike Olhydra with handheld weapons must make a Reflex save (DC 46) or have their weapon torn from their grasp and flung 1d6 x10 feet in a direction of Olhydra's choosing.
Olhydra gains a +10 bonus on attack and damage rolls and the DC of her special attacks if both she and her opponent are touching water. If the opponent or Olhydra is touching the ground, she takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Regeneration (Ex): Fire and electricity deal normal damage to Olhydra. Olhydra's rate of regeneration is doubled when she is in contact with a body of water at least twice her size.
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 » Sat Apr 26, 2008 2:00 pm

Cryonax

Huge Elemental (Cold, Cosmic)
Hit Dice:
40d8 + 600 (920 hp)
Initiative: +7
Speed: 40 ft., burrow (ice and snow only) 40 ft.
Armor Class: 54 (+7 deflection, +7 Dex, +7 insight, +25 natural, -2 size), touch 29, flat-footed 40
Base Attack/Grapple: +30/+55
Attack: Tentacle +45 melee (2d10 + 17 and 2d4 cold Dex plus freeze)
Full Attack: 2 tentacles +45 melee (2d10 + 17 and 2d4 cold Dex plus freeze)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Call cold creatures, chill aura, rebuke cold creatures, spell-like abilities
Special Qualities: Damage reduction 25/-, greater cold mastery, immunity to cold, regeneration 20, spell resistance 40, vulnerability to fire
Saves: Fort +37, Ref +26, Will +26
Abilities: Str 45, Dex 25, Con 40, Int 26, Wis 24, Cha 25
Skills: Bluff +32, Climb +37, Concentration +58, Diplomacy +33, Hide +42, Intimidate +54, Jump +41, Knowledge (the planes) +50, Listen +50, Move Silently +50, Sense Motive +32, Spot +50, Survival +27 (+33 planes)
Feats: Cleave, Cold Focus, Cold Spell Specialization, Combat Reflexes, Frozen Magic, Great Cleave, Greater Cold Focus, Icy Calling, Iron Will, Lightning Reflexes, Power Attack, Snowcasting
Epic Feats: Epic Reflexes, Epic Will
Climate/Terrain: Paramental Plane of Ice
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Neutral Evil


Call Cold Creatures (Sp): 3/day, Cryonax may call 1 monolithic ice paramental, 1d4 adult white dragons, 2d6 frost giants or abominable yeti, or 3d6 elder ice paramentals.

Chill Aura (Su): The air surrounding Cryonax is bitter cold, dealing 5d6 points of cold damage to everyone within 15 feet of him. Those who suffer damage from this ability must make succeed on a Fortitude save DC 45 or be slowed as per the spell. The slow effect lasts for 1d4 rounds after the character has stopped taking cold damage from Cryonax's aura.

Freeze (Ex): Creatures struck by Cryonax's tentacles take 2d4 points of Dexterity damage. Resistance to cold reduces this damage as it would normal cold damage. (This is an exception to Cryonax's piercing cold power.) Immunity to cold prevents this damage. Those who take damage from Cryonax's tentacles must also make a Fortitude save DC 45 or be frozen in place, as a flesh to ice spell. The effect wears off in 2d4 rounds. 10 points of fire damage applied to a frozen character reduces the duration of the effect by 1 round.

Rebuke Cold Creatures (Su): Cryonax may rebuke or command creatures with the Cold subtype as a 40th level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for the purposes of this ability.

Spell-like Abilities: Always active- detect good, see invisibility; at will -cone of cold (DC 34), conjure ice beast IX*, control temperature*, frostfell slide*, greater dispel magic, ice shape*, ice storm, move snow and ice*, polar ray, suggestion (DC 19), telekinesis (DC 22), wall of coldfire*, wall of ice; 4/day - blizzard* (DC 34), comprehend languages, freeze armor* (DC 33), mantle of the icy soul*, mass frostburn* (DC 35), read magic, suppress flame*, waves of cold* (DC 35); 1/day – frostfell* (DC 38), ice assassin*, ice rift* (DC 35), glacier*; [/i]1/week – dire winter* Caster level 40th

All spell-like abilities with the Cold subtype are widened and empowered.
*Frostburn
**Spell Compendium

Greater Cold Mastery: Cryonax is healed by cold damage. All cold damage dealt by Cryonax is considered piercing cold. Weapons that successfully strike Cryonax take 5d6 points of cold damage. This damage is not quartered like normal for cold and objects. Weapons that are enchanted with cold or fire (such as a flametongue) do not take this damage.

Regeneration (Ex): Fire deals normal damage to Cryonax. When in an area of extreme cold (-50 degrees F.), Cryonax's rate of regeneration is doubled.
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 » Sat Apr 26, 2008 2:14 pm

Imix
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Huge Elemental (Cosmic, Fire)
Hit Dice:
43d8 + 516 (860 hp)
Initiative: +22
Speed: 60 ft.
Armor Class: 57 (+9 deflection, +14 Dex, +8 insight, +18 natural, -2 size), touch 39, flat-footed 35
Base Attack/Grapple: +32/+56
Attack: Slam +46 melee (6d6 + 16 and 5d6 fire plus burn)
Full Attack: 2 slams +46 melee (6d6 + 16 and 5d6 fire plus burn)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Burn, call fire creatures, heat wave, rebuke fire creatures, spell-like abilities
Special Qualities: Damage reduction 25/-, greater fire mastery, immunity to fire, regeneration 25, spell resistance 43, vulnerability to cold
Saves: Fort +30, Ref +41, Will +28
Abilities: Str 42, Dex 39, Con 35, Int 28, Wis 27, Cha 29
Skills: Balance +34, Bluff +55, Climb +62, Concentration +32, Diplomacy +37, Gather Information +55, Intimidate +61, Jump +74, Knowledge (the planes) +55, Listen +54, Move Silently +60, Sense Motive +20, Spellcraft +29, Spot +54, Survival +8 (+14 planes)
Feats: Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary (unique)
Challenge Rating: 31
Treasure: Triple Standard
Alignment: Neutral Evil

Burn (Ex): Those who suffer fire damage from Imix's slam attack or Heat Wave must succeed on a Reflex save (DC 43) or catch fire themselves. This deals one-half of the original fire damage every round until extinguished. Every round there is a 25% chance that a random item carried on the victim suffers the fire damage as well. The flames can be doused with immersion in any nonflammable liquid or any effect that deals at least 10 points of cold damage to the victim. Spells that create water or use water to cause damage also can extinguish the flame. Spells that magically control fire are effective against the flames. Rolling on the ground or similar mundane methods are useless against Imix's burn.

Call Fire Creatures (Sp): 4/day, Imix may call 1d4 monolithic fire elementals, 2d6 noble salamanders or efreeti or 3d10 lesser fire elementals.

Heat Wave (Su): Imix burns hotter than any mortal made flame. Those within 30 feet of Imix take 3d6 points of fire damage. (Fortitude DC 43 for half) Those who fail their saves have their metal items affected similar to heat metal. However, there is no slackening of damage; as long as the object remains within 30 feet of Imix, the damage continues to rise by 1d4 points per round. This damage is dealt to the object itself as well; objects reduced to 0 hit points are a ruined, molten mess.

Rebuke Fire Creatures (Su): Imix may rebuke or command creatures with the Fire subtype as a 43rd level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for the purposes of this ability.

Spell-like Abilities: Always active- detect good, see invisibility; at will -blast of flame* (DC 33), fire storm (DC 37), fire stride*, fireball (DC 32), flaming ray (as polar ray), greater dispel magic, incendiary cloud (DC 37), orb of fire* (DC 33), suggestion (DC 21), telekinesis (DD 24), transmute rock to lava*, wall of fire; 4/day – comprehend languages, meteor swarm (DC 38), read magic; 1/day – rain of fire**. Caster level 34th

All spell-like abilities of the Fire subtype are empowered and fiery.
*Spell Compendium
**Epic Level Handbook

Greater Fire Mastery: Imix is healed by fire damage. All fire damage dealt by Imix is considered searing flame. Weapons that successfully strike Imix take 5d6 points of fire damage. This damage is not halved like normal for fire and objects. Weapons that are enchanted with cold or fire (such as a frostbrand) do not take this damage.

Regeneration (Ex): Cold and water deal normal damage to Imix. When in an area with the Fire dominant trait, or when in contact with a blaze at least twice his size, Imix's rate of regeneration is doubled.

Vulnerability to Water: Imix suffers +50% damage from spells that use water to cause 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 » Sat Apr 26, 2008 2:32 pm

Yan-C-Bin

Large Elemental (Air, Cosmic, Quasicorporeal)
Hit Dice:
41d8 + 410 (738 hp)
Initiative: +25
Speed: Fly 100 ft. (perfect)
Armor Class: 58 (+9 deflection, +17 Dex, +8 insight, +15 natural, -1 size), touch 43, flat-footed 33
Base Attack/Grapple: +30/+45
Attack: Slam +40 melee (3d6 + 11 plus push)
Full Attack: 2 slams +40 melee (3d6 + 11 plus push)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call air creatures, push, rebuke air creatures, spell-like abilities, whirlwind
Special Qualities: Damage reduction 25/-, greater air mastery, immunity to electricity and petrification, regeneration 20, spell resistance 42
Saves: Fort +23, Ref +45, Will +27
Abilities: Str 33, Dex 45, Con 31, Int 25, Wis 27, Cha 28
Skills: Bluff +53, Diplomacy +49, Gather Information +53, Hide +35, Intimidate +57, Knowledge (geology) +27, Knowledge (nature) +27, Knowledge (the planes) +51, Listen +54, Move Silently +63, Search +27, Sense Motive +28, Spot +54, Survival +8 (+10 above ground, +12 planes)
Feats: Alertness, Combat Expertise, Combat Reflexes, Fly-by Attack, Improved Combat Expertise, Improved Fly-by Attack, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Stealthy
Epic Feats: Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: Elemental Plane of Air
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Neutral Evil

Call Air Creatures (Sp): 4/day, Yan-C-Bin may call 1d4 monolithic air elementals, 2d6 elder arrowhawks or breathdrinkers or 3d10 lesser air elementals.

Push (Ex): Those struck by Yan-C-Bin's slam must succeed on an opposed Strength check or be moved backwards 10 feet.

Rebuke Air Creatures (Su): Yan-C-Bin may rebuke or command creatures with the Air subtype as a 41st level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for the purposes of this ability.

Spell-like Abilities: Always active -detect good, see invisibility; at will -air stride (as fire stride*) binding winds* (DC 31), control winds (DC 34), greater dispel magic, gust of wind (DC 31), suggestion (DC 21), telekinesis (DC 24), wind wall; 4/day – cloudkill (DC 24), comprehend languages, greater whirlwind* (DC 38), read magic, whirlwind of teeth** (DC 36). Caster level 33rd ; DC 19+ spell level

Yan-C-Bin's spell-like abilities with the Air subtype affect creatures as if they were two size categories smaller than they actually were. They are also widened and empowered.
*Spell Compendium
**Book of Vile Darkness

Whirlwind (Ex): Yan-C-Bin can transform himself into a whirlwind at will and remain in the form indefinitely.
The whirlwind is 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall Yan-C-Bin can adjust the exact height, but it must be at least 10 feet.
His movement while in whirlwind form does not provoke attacks of opportunity, even if he enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if Yan-C-Bin moves into or through the creature’s space.
Creatures take 10d6 damage (Reflex 41 negates) when caught in the whirlwind and may be lifted into the air. Creatures Huge size or smaller must succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where Yan-C-Bin carries them or to try and escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 35 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. Yan-C-Bin can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
Yan-C-Bin can eject carried creatures whenever he wishes, depositing them immediately outside of the whirlwind radius, 1d6x20 feet off the ground.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on Yan-C-Bin and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 35 + spell level) to cast a spell.
In whirlwind form, Yan-C-Bin cannot make slam attacks and does not threaten the area around him.

Greater Air Mastery: Yan-C-Bin is naturally invisibile. Ranged attacks, including magical effects requiring a ranged touch attack, suffer a -20 penalty against Yan-C-Bin. If this causes them to miss, they are redirected at a target of Yan-C-Bin's choosing. Yan-C-Bin gains a +10 bonus on attack and damage rolls and the DC of his special attacks if both he and his opponent are airborne. (These modifiers are not included in the statistics block.)

Regeneration (Ex): Fire and earth subtype attacks deal Yan-C-Bin normal damage. When Yan-C-Bin is airborne, his rate of regeneration is doubled.
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 » Sat Apr 26, 2008 2:36 pm

Crystalle

Huge Elemental (Earth)
Hit Dice:
30d8 + 360 (600 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 45 (+5 deflection, +1 Dex, +7 insight, +24 natural, -2 size), touch 21, flat-footed 37
Base Attack/Grapple: +22/+43
Attack: Slam +43 melee (4d8 + 21 /19-20)
Full Attack: 2 slams +43 melee (4d8 + 21 /19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Ioun stone cloud (3d8), merge, rebuke earth elementals, sharp edges, spell-like abilities
Special Qualities: Alter form, damage reduction 20/-, darkvision, earth glide, elemental traits, fast healing 20, reflection, spell resistance 33, stunned by sonic, vulnerability to acid
Saves: Fort +38, Ref +16, Will +28
Abilities: Str 42, Dex 13, Con 35, Int 20, Wis 25, Cha 23
Skills: Appraise +26 (+30 with crystal), Craft (crystal working) +43, Diplomacy +26, Gather Information +26, Intimidate +44, Knowledge (the planes) +26, Listen +42, Sense Motive +27, Spot +42, Survival +41 (+45 on other planes)
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Sunder, Iron Will, Power Attack
Epic Feats: Epic Fortitude, Epic Will
Environment: Quasimental Plane of Mineral
Organization: Solitary (unique)
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Neutral

Merge (Ex): Crystalle can merge with another adjacent mineral quasimental of any size as a full round action. This gives Crystalle a bonus to Strength, Constitution, and base attack equal to the merged quasimental's hit dice. If the merged quasi was the same size or larger than Crystalle, it is treated as one size category larger in any cases where it would be beneficial, such as grapple checks or bull rush attempts.

Rebuke Earth Elementals (Su): Crystalle may rebuke or command elementals with the Earth subtype as a 30th level evil cleric rebukes undead. He gains a +4 bonus on any checks to rebuke or command a mineral quasimental.

Sharp Edges (Ex): Those striking Crystalle with unarmed strikes or natural weapons take damage equal to what they would have dealt to Crystalle before damage reduction. (Reflex DC 37 half) Those striking Crystalle with weapons must succeed at a Reflex save (DC 37) or deal that damage to the weapon.

Spell-like Abilities: Always active – see invisibility; at will -animate objects, earth stride (as fire stride*), greater dispel magic, shatter (DC 33), telekinesis (DC 26), wall of stone; 4/day – comprehend languages, tongues. Caster level 25th
*Spell Compendium

Alter Form (Ex): Crystalle can take on the shape of any non-outsider of Huge size. While in a different shape, Crystalle gains the natural attack forms of the shape. It gains no other qualities of the shape it takes.

Earth Glide: Crystalle can glide through stone, dirt, or almost any other sort of earth except worked metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing Crystalle flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Fast Healing (Ex): Crystalle's fast healing only works while it is in contact with natural inorganic solid matter.

Reflection: Spells and spell-like abilities that target Crystalle have a 30% of being reflected back upon their caster.

Stunned by Sonic (Ex): When damaged by sonic energy, Crystalle must succeed on a Fortitude save (DC=damage dealt) or be stunned for one round.

Possessions Crystalle is surrounded by a cloud of ioun stones, which are enhanced by its own mineral nature. While the cloud is active, Crystalle receives the following benefits*. +5 DC and caster level to its spell-like abilities, +5 deflection bonus to AC, +5 resistance bonus to saves, +5 competence bonus to attacks, melee damage, skill checks and ability checks, and it is immune to all magic spells of 8th level or lower. The magic immunity can be overloaded for 1 minute by casting over 50 spell levels into the cloud within 1 minute. A successful dispel check against caster level 30th will suppress the cloud for 1d4 rounds (if the magic immunity is overloaded), and a successful disjunction against the stones will suppress the cloud for 1d4+9 rounds. While the cloud is active, any creature within 10 feet of Crystalle takes 3d8 points of slashing damage.
*The benefits Crystalle receives from the cloud are included already in its statistics.

Should Crystalle be slain, the ioun stones drop, leaving roughly 4d10 functional ioun stones behind.
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 » Sat Apr 26, 2008 2:46 pm

Bwimb II

Large Elemental (Earth, Water)
Hit Dice:
35d8 + 420 (700 hp)
Initiative: +4
Speed: 40 ft., swim 40 ft.
Armor Class: 39 (+4 Dex, +4 insight, +22 natural, -1 size), touch 17, flat-footed 31
Base Attack/Grapple: +26/+58
Attack: Slam +42 melee (3d8 + 14 plus 4d6 acid)
Full Attack: 4 slams +42 melee (3d8 + 14 plus 4d6 acid)
Space/Reach: 10 ft./15 ft.
Special Attacks: Acidic burn, constrict, improved grab, rebuke ooze, spell-like abilities, summon slime creatures
Special Qualities: Amorphous, blindsight 100 ft., damage reduction 20/-, damage reduction 50/bludgeoning, darkvision, elemental traits, immunity to acid, ooze mastery, resistance to cold 30 and fire 30, spell resistance 38
Saves: Fort +37, Ref +15, Will +21
Abilities: Str 39, Dex 19, Con 35, Int 27, Wis 19, Cha 26
Skills: Bluff +27, Climb +33, Diplomacy +29, Escape Artist +42, Intimidate +48, Knowledge (dungeoneering) +46, Knowledge (the planes) +46, Listen +37, Move Silently +23, Search +27, Sense Motive +23, Spot +37, Survival +14 (+18 underground, +18 on other planes), Swim +60
Feats: Cleave, Combat Reflexes, Great Cleave, Great Fortitude*, Improved Grapple, Iron Will, Power Attack, Weapon Focus (slam)
Epic Feats: Epic Fortitude, Epic Weapon Focus (slam), Epic Will, Legendary Wrestler
Environment: Paramental Plane of Ooze
Organization: Solitary (unique)
Challenge Rating: 26
Treasure: None
Alignment: Neutral Evil

Acid (Ex): Any melee hit or constrict attack from Bwimb deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 39 Reflex saves. A metal or wooden weapon that strikes Bwimb also dissolves immediately unless it succeeds on a DC 39 Reflex save. Those that successfully save simply take 3d6 acid damage.

Constrict (Ex): Bwimb deals 3d8 + 28 damage plus 8d6 acid damage with a successful grapple check.

Improved Grab (Ex): Bwimb must hit a creature of Large size or smaller with a slam attack to use this ability. Bwimb is not considered grappled when using this ability, and she can make slam attacks (and possibly more grapples) as normal. Bwimb can grapple with 4 creatures of Large, 10 Medium creatures or 20 creatures Small or smaller.

Rebuke Ooze (Su): Bwimb may rebuke or command oozes or ooze paramentals as a 35th level evil cleric rebukes undead.

Spell-like Abilities: Always active- detect good, see invisibility; at will -acid storm* (DC 34), amorphous form*, grease (DC 19), greater dispel magic, suggestion (DC 20), telekinesis (DC 23), viscid glob* (DC 33), vitriolic sphere* (DC 33); 4/day - black tentacles, comprehend languages, read magic, wall of limbs (DC 33). Caster level 28th

Summon Slime Creatures (Sp): 3/day, Bwimb may call 1 monolithic ooze paramental, 1d4 elder black puddings or elder ooze paramentals, or 3d10 gelatinous cubes, grey oozes, or ochre jellies.

Amorphous (Ex): Bwimb is amorphous and can squeeze through small openings that would not normally admit a creature of her size. She can pass her body through any opening more than 1 inch in diameter.

Ooze Mastery: Bwimb II is healed by acid damage. All acid damage dealt by Bwimb ignores resistance and deals half damage against those with immunity. Those taking acid damage from Bwimb’s attacks suffer half of the original damage the following 5 rounds.
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Revised Greek Monsters

Postby Kain Darkwind » Wed Apr 30, 2008 11:20 pm

Chimera
Image

Huge Magical Beast (Chaotic, Cosmic, Evil)
Hit Dice:
37d10 + 370 (740 hp)
Initiative: +12
Speed: 80 ft., fly 100 ft. (average)
Armor Class: 40 (+5 deflection, +4 Dex, +4 insight, +19 natural, -2 size), touch 21, flat-footed 32
Base Attack/Grapple: +37/+58
Attack: Bite +48 melee (4d6 + 13)
Full Attack: Bite +48 melee (4d6 + 13) and bite +48 melee (3d6 + 6) and gore +48 melee (3d6 + 6) and 2 claws +48 melee (2d6 + 6)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Breath weapon, improved grab, pounce, rake 2d6+8
Special Qualities: Darkvision, lowlight vision, scent
Saves: Fort +36, Ref +28, Will +28
Abilities: Str 37, Dex 19, Con 31, Int 10, Wis 19, Cha 20
Skills: Listen +46, Spot +46
Feats: Combat Reflexes, Flyby Attack, Great Fortitude, Hover, Improved Flyby Attack, Improved Initiative, Improved Multiattack, Multiattack*, Power Attack, Wingover
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: Ancient Greece
Organization: Solitary (unique)
Challenge Rating: 21
Treasure: None
Alignment: Chaotic Evil

Breath Weapon (Ex): 50 ft. cone, 24d10 fire, Reflex DC 38 half. Every 1d4 rounds.
Improved Grab (Ex): To use this ability, Chimera must hit with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can rake.

Pounce (Ex): If Chimera charges, she can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +48 melee, damage 2d6 + 6.


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

.Chimera

Huge Magical Beast (Chaotic, Evil)
Hit Dice:
75d10 + 750 (1,500 hp)
Initiative: +15
Speed: 70 ft., fly 90 ft. (average)
Armor Class: 54 (+7 Dex, +39 natural, -2 size), touch 15, flat-footed 47
Base Attack/Grapple: +75/+100
Attack: Bite +90 melee (4d6 + 17 /17-20)
Full Attack: Bite +90 melee (4d6 + 17 /17-20) and bite +88 melee (4d6 + 8 /19-20/x3) and gore +88 melee (3d6 + 8 /19-20/ x4) and 2 claws +88 melee (2d6 + 8 /19-20)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Breath weapon, improved grab, pounce, rake 2d6+8
Special Qualities: Damage reduction 15/-, darkvision, lowlight vision, scent
Saves: Fort +49, Ref +46, Will +36
Abilities: Str 45, Dex 25, Con 31, Int 4, Wis 16, Cha 10
Skills: Listen +41, Spot +40
Feats: Flyby Attack, Improved Critical (bite), Improved Critical (claw), Improved Critical (gore), Improved Flyby Attack, Improved Initiative, Improved Multiattack, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Natural Attack (gore), Multiattack*, Run
Epic Feats: Damage Reduction (x5), Superior Initiative
Climate/Terrain: Ancient Greece
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: None
Alignment: Chaotic Evil

Breath Weapon (Su): Every 1d4 rounds the Chimera can release a 50 ft cone that deals 50d10 points of fire damage. (Reflex DC 57 half)
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed Apr 30, 2008 11:20 pm

Nemean Lion
Image


Huge Magical Beast
Hit Dice:
51d10 + 765 (1,045 hp)
Initiative: +15
Speed: 90 ft.
Armor Class: 38 (+7 Dex, +23 natural, -2 size), touch 15, flat-footed 31
Base Attack/Grapple: +51/+80
Attack: Claw +70 melee (3d6 + 21 /18-20)
Full Attack: 2 claws +70 melee (3d6 + 21 /18-20) and bite +70 melee (4d6 + 31 /19-20/x4)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Damage reduction 30/-, immune to ability damage, ability drain, death effects and energy drain, lowlight vision, scent
Saves: Fort +48, Ref +40, Will +37
Abilities: Str 53, Dex 25, Con 41, Int 10, Wis 18, Cha 20
Skills: Hide +27, Listen +36, Move Silently +45, Spot +36, Survival +26
Feats: Alertness, Combat Reflexes, Great Fortitude, Improved Initiative, Improved Multiattack, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run, Track
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Skill Focus (Listen), Epic Skill Focus (Move Silently), Epic Skill Focus (Spot), Epic Will, Superior Initiative
Climate/Terrain: Ancient Greece
Organization: Solitary (unique)
Challenge Rating: 24
Treasure: None
Alignment: Chaotic Evil

Improved Grab (Ex): To use this ability, the Nemean lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If the Nemean lion charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +70 melee, damage 3d6 + 10.

Skills: The Nemean lion has a +8 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed Apr 30, 2008 11:20 pm

The Lernaean Hydra
Image

Huge Magical Beast (Cosmic)
Hit Dice:
49d10 + 735 (1,225 hp)
Initiative: +18
Speed: 40 ft., swim 80 ft.
Armor Class: 53 (+4 deflection, +10 Dex, +3 insight, +28 natural, -2 size), touch 25, flat-footed 40
Base Attack/Grapple: +49/+71
Attack: 7 bites +61 melee (3d8 + 28 and poison) or 7 spits +57 ranged touch (10d6 acid and poison)
Full Attack: 7 bites +61/+56/+51/+46 melee (3d8 + 28 and poison)
Space/Reach: 15 ft. /20 ft.
Special Attacks: Poison
Special Qualities: Darkvision, fast healing 20, immortal head, scent
Saves: Fort +47, Ref +42, Will +35
Abilities: Str 39, Dex 31, Con 40, Int 8, Wis 16, Cha 19
Skills: Listen +29, Spot +29, Swim +74
Feats: Ability Focus (poison), Blind Fight, Cleave, Combat Reflexes*, Great Cleave, Great Fortitude, Improved Initiative, Improved Rapid Strike, Iron Will, Lightning Reflexes, Power Attack, Rapid Strike
Epic Feats: Epic Ability Focus (poison), Epic Fortitude, Epic Rapid Strike, Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: Ancient Greece
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: None
Alignment: Chaotic Evil

Combat: The hydra's heads have 175 hp. 10 points of fire or acid damage must be dealt to the stump to prevent 2 more heads from growing back. The Lernaean hydra can support any number of additional heads. For every additional twenty one heads it gains, its size category is increased one step.

The hydra's poison spit has a range of 500 feet.

Poison (Ex): Injury/contact; Fortitude DC 55, 3d6 Con/3d6 Con

Immortal Head: The Hydra's immortal head has regeneration 50 if separated from its body. No known form of attack can deal regular damage to it, although it can be severed normally.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:01 pm

Marrake al-Sidan al-Hariq ben Lazan, Sultan of the Efreet
The Lord of Flame, the Potentate Incandescent, the Tempering and Eternal Flame of Truth, the Most Puissant of Hunters, Marshall of the Order of the Fiery Heart, the Smoldering Dictator, and the Crimson Firebrand


Image

Large Outsider (Fire)
Hit Dice:
39d8 + 410 (722 hp)
Initiative: +13
Speed: 40 ft., fly 80 ft. (perfect)
Armor Class: 52 (+10 armor, +6 deflection, +9 Dex, +18 natural, -1 size), touch 24, flat-footed 43
Base Attack/Grapple: +39/+56
Attack: Great falchion +58 melee (3d6 + 39 plus 3d8 fire /15-20/x2) or claw +51 melee (2d6 + 16 plus 3d8 fire)
Full Attack: Great falchion +58/+53/+48/+43 melee (3d6 + 39 plus 3d8 fire /15-20/x2) or 2 claws +51 melee (2d6 + 16 plus 3d8 fire)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Spell-like abilities, sultan's fire
Special Qualities: Change shape, darkvision, immunity to fire, spell resistance 41, telepathy 500 ft., vulnerability to cold
Saves: Fort +37, Ref +36, Will +33
Abilities: Str 43, Dex 29, Con 30, Int 25, Wis 23, Cha 30
Skills: Appraise +40 (+42 metal), Bluff +52, Craft (metal working) +30, Concentration +35, Diplomacy +45, Disguise +20 (+24 acting), Handle Animal +30, Intimidate +56, Knowledge (arcana) +40, Knowledge (nature) +40, Knowledge (nobility) +40, Knowledge (the planes) +48, Knowledge (religion) +40, Listen +25, Move Silently +34, Profession (gambler) +16, Ride +30, Sense Motive +48, Spellcraft +53, Spot +25, Survival +48
Feats: Bounding Assault, Cleave, Combat Expertise, Combat Reflexes, Dodge, Fly-by Attack, Great Cleave, Improved Critical (scimitars), Improved Initiative*, Mobility, Power Attack, Rapid Blitz, Searing Spell-like Ability (x2), Spring Attack, Track, Weapon Focus (scimitars), Weapon Specialization (scimitars), Whirlwind Attack
Epic Feats: Greater Whirlwind Attack, Improved Whirlwind Attack
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Quadruple Standard
Alignment: Lawful evil


Spell-Like Abilities: At will – limited wish (DC 37); 3/day – control weather, desert binding* (DC 28), wish (DC 39); 1/day – dire drought*, mantle of the fiery spirit*. Caster level 31st.
*Sandstorm

Sultan's Fire (Ex): The Sultan deals 3d8 additional fire damage with natural and melee attacks with metal weapons. This damage is also dealt each round to any creature grappling him or striking him with a melee attack.

The Sultan's Fire also gives off choking smoke, suffocating any creature within 10 feet of him. Creatures with the fire subtype or that have a smoking ability themselves (such as nightmares) are immune to this effect. This smoke grants the Sultan concealment.

Change Shape (Su): The Sultan can assume the form of any creature Huge size or smaller.

Possessions: The Sultan wields a mithril +6 great falchion. The blade benefits from finesse as well as force, and adds both Str and Dexterity modifiers to damage. If the wielder is struck by electricity damage, the blade deals maximum damage for 10 rounds.

The Sultan wears adamantine +9 silk swathes of light fortification and a ring of defense +6. He also has a ring of elemental (fire) command.

The Sultan also has a resplendent suit of +6 cold iron full plate of heavy fortification that he wears during time of war. When super-heated (such as by heat metal or when worn by an efreet or similarly burning hot creature), the suit provides damage reduction 20/epic and adamantine, fast healing 20, maximizes all fire damage dealt by the wearer and provides resistance to cold 50. The Sultan's Armor Class in the armor is 48 (touch 16, flat footed 47)
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:01 pm

Kalbari al-Durrat al-Amwaj ibn Jari, Great Padisha of the Marid
Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharaja of the Oceans, Emir of All Currents, Mistress of Rivers, Grand Raj of the Monsoon, General of the Whales, Pasha of Corals, Savior of Fish, Marshall of Nets and Patron of Waterspouts


Image

Large Outsider (Water)
Hit Dice:
41d8 + 328 (656 hp)
Initiative: +17
Speed: 40 ft., swim 120 ft.
Armor Class: 57 (+12 armor, +7 deflection, +9 Dex, +20 natural, -1 size), touch 25, flat-footed 48
Base Attack/Grapple: +41/+57
Attack: Trident +57 melee (2d6 + 23) or trident +54 ranged (2d6 + 17) or slam +52 melee (2d8 + 12)
Full Attack: Trident +57/+52/+47/+42 melee (2d6 + 23) or dagger +58/+53/+48/+43 melee (1d6 + 18 /15-20/x2) or 2 slams +52 melee (2d8 + 12)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Drench, spell-like abilities, vortex, water mastery
Special Qualities: Change shape, darkvision, immune to energy (all), spell resistance 41, telepathy 500 ft.
Saves: Fort +37, Ref +38, Will +39
Abilities: Str 35, Dex 28, Con 26, Int 30, Wis 31, Cha 34
Skills: Appraise +54 (+56 art and gems), Bluff +56, Craft (art) +32, Craft (gem working) +32, Concentration +52, Diplomacy +68, Disguise +12 (+16 acting), Forgery +32, Gather Information +56, Handle Animal +32, Heal +32, Hide +27, Intimidate +38, Knowledge (arcana) +32, Knowledge (nature) +32, Knowledge (nobility) +54, Knowledge (the planes) +54, Knowledge (religion) +54, Listen +32, Move Silently +31, Perform (poetry) +34, Perform (story telling) +56, Sense Motive +64, Sleight of Hand +35, Spellcraft +56, Spot +32, Swim +74
Feats: Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-like Ability (x5), Swim-by Attack
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Skill Focus (Sense Motive), Epic Skill Focus (Swim), Epic Will, Superior Initiative
Climate/Terrain: Elemental Plane of Water
Organization: Solitary (unique) with retinue (1d10 noble marids, 3d10 common marids)
Challenge Rating: 28
Treasure: Quintuple Standard
Alignment: Chaotic neutral

Drench (Ex): The Most Favored of the Ocean's presence puts out all open flames of non-magical origin within 60 ft. that are Huge size or smaller.

Spell-Like Abilities: Always active – detect lies; at will – limited wish (DC 36); 3/day – control weather, depthsurge* (DC 27), maelstrom* (DC 27), wish (DC 38). Caster level 32nd .
*Stormwrack

Change Shape (Su): The Grand Marharaja of the Vortex, may She live forever, can assume the form of any creature Huge size or smaller.

Vortex (Su): Her Most Merciful Munificence can transform herself into a whirlpool once every 10 minutes and remain in that form for up to 10 rounds. In this form, Her Heavenly Holiness can move through the water or along the bottom at 120 ft per round.
The whirlpool is 10 feet wide at the base, up to 60 feet wide at the top and up to 100 feet tall. The Guiding Hand of the Sea controls the exact height, but it must be at least 10 feet.
Her (Most Graceful) movement while in whirlpool form does not provoke attacks of opportunity, even if She (in Her Infinite Wisdom) enters the space another creature occupies. Another (most lowly) creature might be caught in the whirlpool if it touches or enters the whirlpool, or if the whirlpool moves into or through the creature’s space.
Creatures Large size or smaller might take damage when caught in the whirlpool and may be swept up by it. An affected creature must succeed on a DC 48 Reflex save when it comes into contact with the whirlpool or take 6d10 points of damage. It must also succeed on a second DC 48 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking 2d10 points of damage each round. A creature with a swim speed is allowed a DC 48 Reflex save each round to escape the whirlpool. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +6 racial adjustment.
Creatures trapped in the whirlpool cannot move except to go where The Lady of Benevolent Waves carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 25 + spell level) to cast a spell. Creatures caught in the whirlpool take a -4 penalty to Dexterity and a -10 penalty on attack rolls. The Font of All True Knowledge can have only as many trapped inside a whirlpool at one time as will fit inside the whirlpool’s volume.
Her Blessed Ebb and Flow can eject any carried creatures whenever she wishes, depositing them wherever the whirlpool happens to be.
If the whirlpool’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the True Mistress of the Storm and has a diameter equal to half the whirlpool’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 25 + spell level) to cast a spell.
While in whirlpool form, The Beloved of Marine Creatures Great and Small cannot make melee attacks and does not threaten the area around Her Incredible Form.

Water Mastery (Ex): The Most Honored Sea Mother gains a +10 bonus on attack and damage rolls if both She and her foe (unworthy dog that he is) touch the water. If an opponent (may the sun curse his children to the fourth generation) or She is landbound, She suffers (with the grace and dignity that eternally spring forth from Her Honored being) a -4 penalty on attack and damage rolls. (These are not included in the stat block)

Possessions: Although Her Gracious Magnificence never has to resort to something so gross and mundane as physical combat, a ceremonial +5 coral trident of returning rests ever at hand for Her. This powerful weapon also functions as a combined staff of power and staff of the waves that regains 1 charge every hour it is fully immersed in water. Any marid can expend a use of limited wish to utilize the weapon's powers for 1 hour. Those unworthy that would touch the trident without this offering suffer bestow curse (DC 30) and 1d6 acid damage per round.
A curved +6 aquan keen dagger made of pearlsteel rests in a sheathe at Her belt. The pearl forming the pommel of the weapon is an orb of storms. As the riches of Her Holiness are as the waves of the ocean themselves and without number, no true listing can account for the potential magical wealth and defenses She may employ at any one time. Various robes, vestments and jewelery adorn the Master of Ten Thousand Pearls's person, typically providing a minimum of a +12 armor bonus, a +7 deflection bonus, a +7 resistance bonus to saves and universal energy immunity.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:01 pm

The Prisoner of Ice and Steel

Large Outsider (Abomination, Air, Evil)
Hit Dice:
27d8 + 243 (459 hp)
Initiative: +15
Speed: 30 ft., fly 250 ft. (perfect)
Armor Class: 52 (+11 deflection, +10 Dex, +22 natural, -1 size) touch 30, flat-footed 42
Base Attack/Grapple: +27/+46
Attack: Wing +41 melee (2d8 + 12)
Full Attack: 8 wings +41 melee (2d8 + 12) and tail +41 melee (2d6 + 6 plus Charisma drain)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Charisma drain, spell-like abilities, summon air elementals
Special Qualities: Blindsight 500 ft., damage reduction 20/good and epic, fast healing 10, immune to acid, nondetection, resistance to cold 20 and fire 20, spell resistance 38, telepathy 1000 ft.
Saves: Fort +28, Ref +25, Will +20
Abilities: Str 40, Dex 31, Con 28, Int 18, Wis 20, Cha 33
Skills: Bluff +41, Diplomacy +19, Hide +36, Intimidate +45, Knowledge (the planes) +34, Knowledge (religion) +34, Listen +35, Move Silently +40, Search +34, Sense Motive +35, Spellcraft +34, Spot +35, Tumble +40
Feats: Combat Reflexes, Fly-by Attack, Improved Bull Rush, Improved Fly-by Attack, Improved Initiative, Improved Multiattack, Multiattack, Power Attack
Epic Feats: Epic Fortitude, Superior Initiative
Climate/Terrain: The Elemental Plane of Air
Organization: Solitary (unique)
Challenge Rating: 24
Treasure: None
Alignment: Chaotic Evil

Air Mastery (Ex): Airborne creatures take a -10 penalty on attack and damage rolls against the Prisoner.

Charisma Drain (Ex): 2d6 Charisma drain, Fortitude DC 34 half. The Prisoner heals 5 hit points per point of Charisma it drains.

Spell-Like Abilities: Always active – true seeing, at will—chain lightning (DC 27), darkness, greater invisibility (self only), plane shift*, telekinesis (DC 27); 3/day— control weather, create food and water, gaseous form, haste, major creation, persistent image (DC 25), wail of the banshee (DC 29), wish (DC 29); 1/day – call lightning storm (DC 25), heroes' feast, whirlwind (DC 28). Caster level 27th.
*To the Inner, Astral and Material Planes.

Summon Air Elementals (Sp): Three times per day the Prisoner can summon a monolithic air elemental, a sylph, 1d4 noble djinn or 2d6 elder air elementals.

Nondetection (Ex): The Prisoner is constantly under the effect of nondetection. (Caster level 27th)
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:07 pm

Great Mother
Image

Colossal Aberration (Cosmic)
Hit Dice:
60d8 + 840 (1,320 hp)
Initiative: +6
Speed: 5 ft., fly 100 ft. (good)
Armor Class: 63 (+11 deflection, +6 Dex, +11 insight, +33 natural, -8 size), touch 30, flat-footed 46
Base Attack/Grapple: +45/+80
Attack: Eye rays +46 ranged touch and bite +56 melee (4d6 + 28)
Full Attack: Eye rays +46/+41/+36/+31 ranged touch and bite +56 melee (4d6 + 28)
Space/Reach: 30 ft. /20 ft.
Special Attacks: Command beholders, eye rays, improved grab, swallow whole
Special Qualities: All-around vision, antimagic cone, damage reduction 20/epic and piercing, darkvision, flight, spell resistance 50
Saves:Fort +40, Ref +30, Will +43
Abilities:Str 48, Dex 22, Con 38, Int 32, Wis 32, Cha 33
Skills: Bluff +74, Diplomacy +54, Hide +53, Intimidate +80, Knowledge (arcana) +42, Knowledge (nature) +74, Knowledge (the planes) +74, Knowledge (religion) +42, Listen +74, Move Silently +69, Search +78, Sense Motive +74, Spellcraft +46, Spot +88, Use Magic Device +74
Feats: Ability Focus (command beholders), Ability Focus (eye rays), Agile Tyrant, Combat Reflexes, Disintegration Finesse, Disjunction Ray, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Critical (eye rays), Improved Flyby Attack, Power Attack, Skilled Telekinetic, Weapon Focus (eye rays)
Epic Feats: Epic Ability Focus (command beholders), Epic Ability Focus (eye rays), Epic Fortitude, Epic Reflexes, Epic Epic Skill Focus (Spot), Weapon Focus (eye rays), Improved Combat Reflexes
Climate/Terrain: Realm of a Million Eyes (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 38
Treasure: Triple standard
Alignment: Chaotic Evil

Command Beholder (Su): Any beholder or beholderkin within 1000 feet of the Great Mother is affected as by dominate monster (Will DC 57) at 60th caster level. Unlike lesser hive mothers, the Great Mother's control is not lost in an antimagic zone.

Eye Rays (Su): The Great Mother can direct up to seven of her ten eye rays into a 90 degree arc. Each eye ray resembles a spell (caster level 60th), has a range of 1000 feet and a save DC of 57. The Great Mother can fire her eyes once per round as a free action or iteratively as part of a full round attack. She can use eye rays to make attacks of opportunity.

Charm Monster: Will negates
Disintegrate: 120d6 damage, Fortitude reduces damage to 15d6
Fear: Will negates 5d6 rounds of panic
Finger of Death: Fortitude reduces damage to 3d6+60
Flesh to Stone: Fortitude negates
Harm: 200 negative energy damage, Will half
Hold: Will negates 6 minutes of paralysis
Sleep: Will negates sleep
Telekinesis: 60,000 lb maximum
Teleport: As greater teleport, but can move unwilling creatures. Will negates.

Improved Grab (Ex): The Great Mother must hit a Huge or smaller creature with her bite attack, if she gets a hold she can attempt to swallow whole the following round.

Swallow Whole (Ex): A swallowed creature takes 4d8 + 20 bludgeoning damage and 10d8 acid damage. A swallowed creature can cut its way out by dealing 100 points of damage to the Great Mother's stomach (AC 32). And then the muscular action happens.

Antimagic Cone: The Great Mother's central eye continually produces a 1000-foot cone of antimagic. This functions just like antimagic field (Caster level 60th). All magical and supernatural powers are suppressed – even the Great Mother's own eye rays. However, the Great Mother is capable of blinking quickly, and can shut the field off for her round of actions only to reactivate it when she is finished.

Cosmic Entity: The Great Mother has a +15 bonus on rank checks.

Realm of a Million Eyes: The Great Mother controls her layer as a demon prince. She can see through every eye in the realm and fire her eye rays using them as an origin point. Eyes not native to the realm (such as those of adventurers) gain a Will save (DC 51) to resist being the origin of eye rays. There is no save against her using one's eyes to see.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:13 pm

Atropus


Mega-Small Undead (Cosmic, Evil)
Hit Dice:
3696000d12 + 9107054880000 (9,107,099,232,000 hp)
Initiative: +0
Speed: Fly 40000 ft. (perfect)
Armor Class: 924 (+42 deflection, +16 insight, +263000 natural, -262144 size), touch -262076, flat-footed 924
Base Attack/Grapple: +1848000/+1848201
Attack: Slam + 1585981 melee (1280d10 + 187 plus Constitution and energy drain)
Space/Reach: 700 mi. /100 ft.
Special Attacks: Constitution drain, control undead, energy drain, zone of death
Special Qualities: Undead traits, unholy toughness
Saves: Fort +1232000, Ref +1232000, Will +1848018
Abilities: Str 260, Dex 10, Con -, Int 4, Wis 43, Cha 94
Skills: Hide -41, Listen +924000, Move Silently +924000, Search +924000, Spot +924000
Feats: Awesome Blow, Cleave, Fly-by Attack, Great Cleave, Improved Bullrush, Improved Sunder, Power Attack
Epic Feats: Epic Toughness (x1231994)
Climate/Terrain: Outer Space
Organization: Solitary (unique)
Challenge Rating: 7
Treasure: None
Alignment: Neutral Evil

Constitution Drain (Ex): Living creatures struck by Atropus must make a Fortitude save (DC 1848010) or suffer 50d10 Con drain. Atropus gains 100 hit points for every point of Constitution he drains.

Control Undead (Su): Any undead within 100 miles of Atropus must make a Will save (DC 1848010) or fall under his control.

Energy Drain (Ex): Living creatures struck by Atropus gain 100d4 negative levels. The Fort save to remove the negative levels is DC 1848010

Zone of Death (Su): Once it breaks atmosphere, Atropus can unleash its zone of death in a 1400 mile cone as a swift action each round. All ongoing spells, psionics and other supernatural effects must make a caster level check (DC 1000) or be suppressed within the zone. All creatures within the zone take 500d6 negative energy damage.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:17 pm

Aldinach

Medium Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice:
36d8 + 324 (612 hp)
Initiative: +9
Speed: 30 ft.
Armor Class: 47 (+11 deflection, +9 Dex, +7 insight, +10 natural), touch 28, flat-footed 34
Base Attack/Grapple: +36/+47
Attack: Claw +47 melee (2d8 + 11 and poison)
Full Attack: 2 claws +47 melee (2d8 + 11 and poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison, spell-like abilities, spells, summon demons, summon shapeshifters, transmutation
Special Qualities: Damage reduction 20/good and cold iron, darkvision, immunity to fire and poison, resistance to acid 20, cold 20 and electricity 20, spell resistance 38, telepathy 500 ft.
Saves: Fort +33, Ref +33, Will +31
Abilities: Str 32, Dex 29, Con 28, Int 27, Wis 25, Cha 33
Skills: Appraise +19, Bluff +39, Concentration +39, Craft (flesh) +39, Diplomacy +19, Disguise +20, Heal +39, Hide +19, Intimidate +39, Knowledge (arcana) +39, Knowledge (nature) +39, Knowledge (the planes) +20, Listen +39, Move Silently +39, Perform (drama) +19, Search +20, Sense Motive +39, Spellcraft +42, Spot +20, Use Magic Device +39
Feats: Combat Reflexes, Corrupt Spell, Dark Speech, Extend Spell, Graft Flesh, Greater Spell Focus (transmutation), Persistent Spell, Power Attack, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (transmutation), Toughening Transmutation, Violate Spell
Epic Feats: Epic Graft Flesh, Epic Spell Focus (transmutation), Improved Metamagic (x2), Improved Spell Capacity (x3)
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Double Standard
Alignment: Chaotic Evil


Poison (Ex): Injury, DC 37, 1d6 Con initial and secondary. (Max on a confirmed critical hit) Any creature suffering secondary damage from Aldinach’s poison must automatically save against one of her transmutation spell-like abilities. (Typically baleful polymorph)

Spell-like Abilities: Always active - unholy aura (DC 29), at will – alter self, baleful polymorph (DC 27), call lightning storm (DC 27), detect good, greater teleport, telekinesis (DC 26), unhallow, unholy blight (DC 25); 3/day – blasphemy (DC 28), control weather, polymorph any object (DC 29), shapechange Caster level 29th

Spells: Aldinach casts spells as a 27th level transmuter with the focused specialist class feature. Her prohibited schools are conjuration, enchantment and illusion. Aldinach can prepare any transmutation spell, including those from other classes.

Spells per day: 6/8/8/8/8/7/7/7/7/6/3/3/3 Caster level 27th, DC 18 + spell level. (Caster level 29th, DC 21 + spell level for transmutation)

Summon Demons (Sp): 2/day, Aldinach can summon 1d6 jariliths, 2d6 alkiliths or 3d6 palrethees.

Summon Shapechangers (Sp): 6/day, Aldinach can summon 2d10 chaos beasts or 1d10 fiendish phasms. 1/month she can summon a fiendish protean.

Transmutation: When one of her transmutation spells is dispelled, it remains in effect for one round before ending. Aldinach can reroll any failed save against a transmutation effect, taking the result of the second roll. A creature that successfully saves against Aldinach’s transmutation spells takes damage equal to the spell level. Aldinach can cast transmutation spells with a range of personal at a range of touch. Such spells have their durations halved. While under the effects of Aldinach’s transmutation spells, creatures treat any verbal or telepathic commands given by her as a suggestion. (Will DC 39 negates)

Cosmic Entity: Aldinach has a +3 bonus on rank checks dealing with transmutation.

Possessions: Aldinach wears an alabaster mask that grants her (or any demon that wears it) a deflection bonus to AC equal to her charisma modifier. This mask has runes traced in its surface. 3/day, Aldinach can bring forth a symbol spell of any type, affecting all creatures with line of sight to the mask. (Caster level 25th, DC 30) The symbol lasts for one minute and fades away. At will, Aldinach can use the mask to cast disguise self with an indefinite duration. Aldinach also wears a necklace of 30 pearls. Each pearl functions as a pearl of power. There are 3 pearls of each type in the necklace, including a dual spell pearl.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:22 pm

Baltazo

Large Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice:
35d8 + 490 (770 hp)
Initiative: +10
Speed: 40 ft.
Armor Class: 54 (+9 deflection, +2 Dex, +9 insight, +24 natural, -1 size), touch 30, flat-footed 43
Base Attack/Grapple: +35/+54
Attack: Sabre +47 melee (2d6 + 20 /17-20/x2)
Full Attack: Sabre +47 melee (2d6 + 20 /17-20/x2) and bite (2d8 + 7)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Caustic skin, grant move action, spell-like abilities, summon demons,
Special Qualities: Damage reduction 20/good and cold iron, darkvision, immunity to electricity and poison, martial auras, resistance to acid 20, cold 20 and fire 20, spell resistance 37, telepathy 500 ft.
Saves: Fort +33, Ref +33, Will +31
Abilities: Str 41, Dex 15, Con 38, Int 32, Wis 28, Cha 29
Skills: Bluff +51, Concentration +33, Diplomacy +66, Forgery +49, Gather Information +55, Hide +36, Intimidate +36, Knowledge (arcana) +30, Knowledge (history) +49, Knowledge (local) +49, Knowledge (nobility and royalty) +49, Knowledge (the planes) +49, Knowledge (religion) +49, Listen +47, Move Silently +40, Perform (weapon drill) +51, Ride, +40 Search +49, Sense Motive +47, Spot +47, Survival +28 (+32 on other planes, +32 tracking), Use Magic Device +47
Feats: Combat Expertise, Combat Reflexes, Dark Speech, Improved Critical (sabre), Improved Initiative, Mounted Combat, Natural Leader, Power Attack, Ride-by Attack, Skill Focus (Diplomacy), Spirited Charge
Epic Feats: Epic Reputation, Superior Initiative
Climate/Terrain: Pazunia (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 27
Treasure: Double Standard
Alignment: Chaotic Evil

Caustic Skin (Ex): Baltazo’s disgusting skin is constantly boiling and popping with sickening fizzles. Any creature striking Baltazo with a natural weapon or unarmed strike takes 3d6 points of acid damage and must make a Fortitude save (DC 41) or contract both filth fever and demon chills. Creatures grappling with Baltazo take 10d6 points of acid damage per round and suffer a -6 circumstance penalty on their Fortitude save.

Spell-like Abilities: Always active – true seeing, unholy aura (DC 27); at will – alter self, animate dead, deeper darkness, desecrate, detect good, detect law, dominate monster (DC 28), fear (DC 23), 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 27), telekinesis (DC 24), unhallow, unholy blight (DC 23), wall of fire; 3/day – blasphemy (DC 26), destruction (DC 26), fire storm (DC 27), implosion (DC 28) Caster level 26th

Summon Demons (Sp): 2/day, Baltazo can summon 1d4 balors, 1d4 molydei or 3d6 hezrou.

Martial Auras: Baltazo can project a variety of auras around him. All auras affect allies within a range of 100 feet. Commander auras do not affect Baltazo himself, major and minor auras do. Baltazo can project two of each type of aura at any given time. He typically projects the bloodthirsty, reckless, motivate ardor, motivate attack, accurate strike and over the top auras.

Commander Auras: Baltazo has the following commander auras.
Bloodthirsty: Allies gain a +1 morale bonus on damage against wounded enemies.
Opportunistic: Allies deal 1d6 additional damage when making attacks of opportunity
Reckless: Allies deal 1d6 additional damage on charge attacks
Sneaky: Allies deal 1d6 additional damage while flanking.
Major Auras: Baltazo can manifest the following major auras.
Hardy Soldiers: Damage reduction 6/-
Motivate Ardor: +6 damage
Motivate Attack: +6 melee attack
Motivate Urgency: +30 foot movement rate
Resilient Troops: +6 bonus on saves
Minor Auras: Baltazo can manifest the following minor auras
Accurate Strike: +9 bonus to confirm critical hits
Art of War: +9 bonus on disarm, trip, bull rush and sunder attempts
Demand Fortitude: +9 bonus on Fortitude saves
Force of Will: +9 bonus on Will saves
Master of Tactics: +9 damage bonus while flanking
Over the Top: +9 damage bonus while charging
Watchful Eye: +9 bonus on Reflex saves

Possessions: Baltazo wields a +5 keen vorpal sabre.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:24 pm

Kostchtchie
Image

Huge Outsider (Chaotic, Cold, Cosmic, Evil, Mazza’im)
Hit Dice:
41d8 + 738 (1,066 hp)
Initiative: +2
Speed: 50 ft.
Armor Class: 61 (+9 armor, +8 deflection, +2 Dex, +4 insight, +30 natural, -2 size), touch 22, flat-footed 55
Base Attack/Grapple: +41/+73
Attack: Maul +68 melee (4d6 + 41 /19-20/x5) or rock +41 ranged (2d8 + 21)
Full Attack: Maul +68/+63/+55/+53 melee (4d6 + 41 /19-20/x5) or 2 slams +60 melee (2d8 + 21)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Breath weapon, rage, rock throwing, spell-like abilities, stunning blow, summon demons, supreme cleave, supreme power attack
Special Qualities: Damage reduction 30/epic, good and cold iron, immune to cold, electricity and poison, resistance to acid 30 and fire 30, spell resistance 40, telepathy 500 ft., vulnerability to fire
Saves: Fort +42, Ref +24, Will +28
Abilities: Str 53, Dex 14, Con 43, Int 18, Wis 23, Cha 26
Skills: Climb +65, Concentration +40, Handle Animal +40, Intimidate +52, Jump +72, Knowledge (nature) +25, Knowledge (the planes) +40, Knowledge (religion) +25, Listen +50, Ride +45, Search +48, Spot +50, Survival +50 (+52 above ground, +54 tracking, +54 on other planes), Swim +65
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bullrush, Improved Critical (maul), Improved Sunder, Intimidating Rage, Power Attack, Track, Weapon Focus (maul)
Epic Feats: Epic Fortitude, Epic Toughness, Epic Weapon Focus (maul), Overwhelming Critical (maul)
Climate/Terrain: The Iron Wastes (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Quadruple Standard
Alignment: Chaotic Evil


Breath Weapon (Su): 50 ft. cone every 1d4 rounds, 27d10 cold and 5d6 Dexterity damage. A creature reduced to 0 Dexterity by this ability is frozen solid. Kostchtchie can shatter and instantly kill such a creature with a successful strike from his maul. Any successful attack against the frozen creature is considered a coup de grace.

Rage (Ex): The following changes are in effect while Kostchtchie rages: Armor Class 55; Hit points 1,230; Melee Full Attack: maul +77/+77/+72/+67/+62 (4d6 + 55), slam +69 (2d8 + 30), rock +41 (2d8 + 30); saves Fort +42, Will +32; Stunning Blow DC 63; Str 71, Con 51. Climb +74, Concentration +44, Jump +81, Swim + 74 Kostchtchie can use his rage 20/day, and it lasts for 23 rounds at a time. He is not winded afterwards. While raging, Kostchtchie is not disabled at 0 hit points and cannot be killed, even if reduced to -41 hit points or lower. Kostchtchie is not limited to one rage per encounter.

Rock Throwing (Ex): Kostchtchie can throw rocks weighing up to 100 lbs up to five range increments of 140 feet.

Spell-like Abilities: Always active – true seeing; at will – astral projection, blasphemy, cone of cold (DC 23), desecrate, detect good, detect law, greater dispel magic, greater teleport, ice storm, poison (DC 22), telekinesis (DC 23), unhallow, unholy aura (DC 26), unholy blight (DC 22), wind walk; 6/day – harm (DC 24), polar ray, symbol of weakness (DC 25) Caster level 30th

Stunning Blow (Ex): When Kostchtchie scores a critical hit, the victim must make a Fortitude save (DC 54) or be stunned for a round.

Summon Demons (Sp): 3/day, Kostchtchie can summon 2d6 goristro or 3d10 rutterkin.

Supreme Cleave (Ex): Kostchtchie can take a 5 foot step between attacks while using Cleave or Great Cleave.

Supreme Power Attack (Ex): Kostchtchie gains a +2 damage bonus for every -1 penalty he takes while using Power Attack.

Cosmic Entity: Kostchtchie gains a +3 bonus to normal rank checks only while within his Abyssal realm.

Possessions: Kostchtchie wields a +5 icy burst truebane cold iron maul of collision and wears +3 mammoth hide of heavy fortification.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:26 pm

Pale Night
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Medium Outsider (Chaotic, Cosmic, Evil, Incorporeal, Qlippoth)
Hit Dice: 59d8 + 708 (1,180 hp)
Initiative: +22
Speed: Fly 100 ft. (perfect)
Armor Class: 71 (+15 deflection, +14 Dex, +17 insight, +15 natural), touch 58, flat-footed 40
Base Attack/Grapple: +59/+73
Attack: Dread touch +73 melee touch (9d6 plus 2d6 mental ability drain)
Full Attack: 2 dread touches +73 melee touch (9d6 plus 2d6 mental ability drain)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Embrace, form of madness, spell-like abilities
Special Qualities: Damage reduction 40/epic, lawful and cold iron, darkvision, evasion, fast healing 30, immunity to mind affecting and poison, material, resistance to acid 40, cold 40, electricity 40 and fire 40, shroud, spell resistance 54, unknowable, telepathy 1000 ft.
Saves: Fort +58, Ref +64, Will +67
Abilities: Str 28, Dex 39, Con 34, Int 35, Wis 44, Cha 40
Skills: Bluff +77, Concentration +74, Diplomacy +64, Disguise +77 (+83 acting), Forgery +46, Gather Information +77, Hide +76, Intimidate +83, Knowledge (arcana) +74, Knowledge (history) +74, Knowledge (nature) +55, Knowledge (nobility and royalty) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +79, Move Silently +76, Perform (sing) +55, Search +50, Sense Motive +79, Spellcraft +80, Spot +79, Truespeak +74, Use Magic Device +77
Feats: Ability Focus (unknowable), Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative, Mobility, Quicken Spell-like Ability (x3), Spring Attack, Whirlwind Attack
Epic Feats: Epic Ability Focus (unknowable), Epic Reflexes, Epic Will, Multispell-like (x2), Superior Initiative
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique)
Challenge Rating: 39
Treasure: Quintuple Standard
Alignment: Chaotic Evil

Dread Touch (Ex): Pale Night's touch deals 2d6 points of ability score drain to Intelligence, Wisdom and Charisma. It deals 9d6 normal damage. The normal damage is based on Charisma.

Embrace (Su): Pale Night can wrap her shroud around a creature as a standard action if she succeeds on a melee touch attack. If the creature fails a Will save (DC 54), it is placed in stasis as per temporal stasis. The creature is rendered utterly incorporeal, even to effects that typically affect such. Freedom, miracle or wish can restore the creature to life, if the caster succeeds on a caster level check (DC 58)

Form of Madness (Su): Those that attempt to see past Pale Night's shroud must make a Fortitude save (DC 54) or be struck dead. Success indicates the creature takes 1d4 points of drain to all of his ability scores and gains 1d4 negative levels. In either case, the knowledge of what they saw is wiped from their minds. As a full round action, Pale Night can suppress her shroud, causing all creatures within 100 feet to save against her true form. However, suppressing her shroud more than once per day inflicts 1d4 Constitution and Charisma damage to Pale Night, so she rarely uses this ability more often. Pale Night's true form is not a death effect and thus immunity to such does not protect one from its horror.

Spell-like Abilities: Always active – detect law, freedom of movement, nondetection, true seeing; at will – astral projection, chaos hammer (DC 29), confusion (DC 29), desecrate, detect good, greater dispel magic, feeblemind (DC 30), imprisonment (DC 34), insanity (DC 32), magic jar (DC 30), nightmare (DC 30), programmed amnesia (DC 34), symbol of insanity (DC 32), telekinesis (DC 30), greater teleport, unhallow, word of chaos (DC 32) Caster level 48th

Cosmic Entity: Pale Night has a +6 bonus to rank checks. She has a further +18 bonus to rank checks dealing with ability score drain, imprisonment, banishment and circumventing realm blocks. (Such as impeded spells, severed Astral links or forbiddance effects)

Material (Ex): Pale Night is capable of interacting with corporeal objects if she desires. She has a Strength score and natural armor but is still considered incorporeal for any attacks directed against her.

Shroud (Ex): Pale Night's shroud gives her concealment, which means weapons that cannot strike incorporeal creatures suffer a 70% miss chance and those that can suffer a 20% miss chance. While wrapped in her shroud, Pale Night gains a bonus on her saves equal to her Charisma modifier.

Unknowable (Ex): Beyond her nondetection, Pale Night maintains her secrecy more than any other demon prince. Any creature succeeding on a Gather Information or Research check regarding her with a DC higher than 40 must make a Will save (DC 60). Failure indicates that his mind refuses the insight and he suffers 1 point of Int, Wis and Cha drain. Pale Night is also alerted to any such occurrences and may take personal actions against the fool. Successful divinations also carry this consequence, including ones that do not directly target Pale Night, such as commune.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 3:27 pm

Sertrous
Image
Gargantuan Outsider (Chaotic, Cosmic, Evil, Qlippoth)
Hit Dice: 50d8 + 900 (1,300 hp)
Initiative: +12
Speed: 80 ft., swim 80 ft.
Armor Class: 65 (+11 deflection, +4 Dex, +9 insight, +35 natural, -4 size), touch 30, flat-footed 61
Base Attack/Grapple: +50/+82
Attack: Bite +66 melee (6d8 + 20)
Full Attack: Bite +66 melee (8d6 + 20 plus poison) and 2 claws +64 melee (4d8 + 10) and tail (6d8 + 30)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Form of madness, improved grab, poison, poisoned whisper, poisoner's breath, souldrink, spell-like abilities
Special Qualities: Blindsight 1000 ft., damage reduction 30/epic, lawful and cold iron, darkvision, fast healing 30, immunity to acid, divine magic, mind affecting and poison, resistance to cold 40, electricity 40 and fire 40, spell resistance 54, telepathy 1000 ft.
Saves: Fort +49, Ref +35, Will +40
Abilities: Str 50, Dex 19, Con 42, Int 30, Wis 28, Cha 33
Skills: Balance +57, Bluff +64, Climb +73, Concentration +69, Diplomacy +23, Hide +45, Intimidate +64, Knowledge (arcana) +36, Knowledge (geography) +37, Knowledge (history) +55, Knowledge (nature) +55, Knowledge (religion) +55, Knowledge (the planes) +55, Listen +62, Move Silently +57, Search +50, Sense Motive +62, Spellcraft +63, Spot +62, Survival +62, Swim +73
Feats: Ability Focus (poison), Awesome Blow, Cleave, Dark Speech, Great Fortitude, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Quicken Spell-like Ability, Violate Spell-like Ability
Epic Feats: Epic Ability Focus (poison), Epic Fortitude, Epic Reflexes, Epic Toughness, Epic Will, Superior Initiative
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique)
Challenge Rating: 35
Treasure: Quintuple Standard
Alignment: Chaotic Evil

Form of Madness (Su): Any creature within 600 feet that observes Sertrous must make a Will save (DC 46) or develop an unnatural fear of serpentine creatures (such as hydras, golothomsas, yuan-ti, snakes and Sertrous himself.). As long as a serpentine creature is within sight, the creature is ill at ease and suffers a -8 penalty to all rolls.
Against serpentine creatures, the victim takes a -4 penalty to attack rolls and saving throws (The penalties are cumulative). On the first round of combat against such a creature, the victim must make another Will save (DC 23) or be paralyzed with fear for 1d8 rounds.
This fear can only be removed by greater restoration, heal, miracle or wish if the caster succeeds on a caster level check (DC 50) Serpentine creatures are immune to Sertrous' form of madness.

Improved Grab (Ex): Sertrous must hit a creature of Huge size or smaller with a tentacle attack to use this ability. If he gets a hold, he can souldrink. Sertrous can grapple creatures under the effect of freedom of movement although such creatures gain a +20 bonus to their grapple or Escape Artist checks.

Poison: Injury, Fortitude DC 57, 3d6 Str, Dex and Con/3d6 Str, Dex and Con

Poisoned Whisper (Su): As a standard action, Sertrous can attempt to whisper to any creature within 240 feet. Sertrous must be aware of the target and have line of effect. The target gains a Will save (DC 46) to negate a suggestion (Caster level 50th). One minute later, the poisoned whisper tears through the victim's mind, forcing a second Will save (DC 46). Failure on the secondary save allows a modify memory effect to erase the victim's memory of whatever suggested action he may have just done. If the victim was unable to complete the suggestion before the effect occurs, he must still carry out the suggestion – he just believes it was his own idea.

Poisoner's Breath (Su): Sertrous's breath fills a 240 foot radius spread around him. Any creature that breathes this foul air must succeed on a Fortitude save (DC 51) or be sickened for 1d6 rounds. This breath suppresses any immunity to poison a victim possesses for as long as it remains within the area plus an additional 2d6 hours after it leaves.

Souldrink (Su): Sertrous deals 3d6 points of Charisma drain with a successful grapple check. A creature that is reduced to 1 Charisma or less by this ability immediately becomes chaotic evil and is dominated by Sertrous.

Spell-like Abilities: Always active – cloak of chaos (DC 29), detect good, detect law, nondetection, see invisibility, true seeing, unholy aura (DC 29); at will – animate objects, astral projection, baleful polymorph (DC 27), blasphemy (DC 28), chaos hammer (DC 25), fly, greater dispel magic, greater teleport, horrid wilting (DC 29), scintillating pattern (DC 29), symbol of insanity (DC 29), telekinesis (DC 26), unhallow, unholy blight (DC 25), veil (DC 27), word of chaos (DC 28). Caster level 38th

Cosmic Entity: Sertrous has a +2 bonus to rank checks. He has an additional +8 to rank checks against divine creatures.
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 » Wed May 07, 2008 3:27 pm

Sinmaker the Apothecary
Image
Huge Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
21d8 + 210 (325 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 28 (+1 Dex, +19 natural, -2 size), touch 9, flat-footed 27
Base Attack/Grapple: +21/+38
Attack: Pincer +28 melee (2d8 + 9 and poison)
Full Attack: 2 pincers +28 melee (2d8 + 9 and poison) and 2 claws +26 melee (1d6 + 4 and poison) and bite +26 melee (1d8 + 4 and poison)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Improved grab, poison, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good and cold iron, darkvision, immunity to electricity and poison, resistance to acid 20, cold 20 and fire 20, spell resistance 26, telepathy 100 ft.
Saves: Fort +22, Ref +13, Will +16
Abilities: Str 29, Dex 12, Con 31, Int 24, Wis 18, Cha 24
Skills: Appraise +31, Bluff +31, Concentration +22, Craft (alchemy) +31, Craft (poison) +43, Diplomacy +33, Disguise +7 (+ acting), Gather Information +20, Heal +28, Intimidate +21, Knowledge (arcana) +15, Knowledge (local) +30, Knowledge (nature) +15, Knowledge (the planes) +30, Listen +24, Move Silently +13, Profession (apothecary) +28, Search +19, Sense Motive +28, Spellcraft +21, Spot +24, Survival +15 (+17 following tracks), Use Magic Device +31
Feats: Appraise Magic Value, Dark Speech, Multiattack, Open Minded, Poison Expert, Poison Master, Skill Focus (Craft - poison)
Epic Feats: Epic Skill Focus (Craft-poison)
Climate/Terrain: Carceri
Organization: Solitary (unique)
Challenge Rating: 18
Treasure: Standard
Alignment: Chaotic evil

Improved Grab (Ex): To use this ability, Sinmaker must hit a Medium or smaller opponent with a pincer attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Poison: Injury, DC 31, 2d6 Dex/2d6 Str

Spell-Like Abilities: Always active-- true seeing; at will— chaos hammer (DC 21), confusion (DC 21), dispel magic, mirror image, reverse gravity (DC 24), greater teleport, unholy blight (DC 21); 1/day—power word stun; 1/month – wish (fulfill a mortal's only). Caster level 21st

Summon Demon (Sp): Once per day Sinmaker can summon 4d10 dretches, 1d2 vrocks or another glabrezu.

Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.

Poisons: Sinmaker has an astounding array of different poisons and acids. Some of the more exotic ones are listed below. Note that no DC is given for the poisons, Sinmaker sells variations ranging from DC 19-30

Bloodrot: 3d12 hit points/3d12 hit points. This poison attacks hit points rather than ability scores. Fortitude negates.

Oblivion: 2d6 negative levels/2d6 negative levels. This poison drains a creature's life force. Fortitude negates.

Sinmaker's Surprise: 1d6 Con/2d6 Con plus 10 rounds of 1d10 acid damage.

Skillkill: 1d10 skill penalty/1d10 skill penalty. This poison inflicts a penalty on all skill checks made by the victim. Fortitude negates. The skill penalty fades at the same rate ability damage does and can be removed with any means that remove ability damage.

Poison Modifiers: Sinmaker can add any of the following modifiers to a poison.

Angeldeath - this poison targets resistance to poison. Any bonus against poison saves, natural or magic, is applied instead as a penalty to the Foritude save to resist the poison. This modifier cannot be combined with Demonslayer.

Continual: this poison has no limit to the number of successive damages, nor is it purged by a successful save. It continues dealing damage until removed or the victim dies. This modifier cannot be combined with Fast Acting or Spell Laced.

Crippling: this poison deals ability drain instead of ability damage.

Demonslayer - this poison reduces immunity to poison to a +4 bonus on saves against poison. It has no effect on creatures lacking a Constitution score or immune to ability damage. This modifier cannot be combined with Angeldeath.

Extended: this poison has additional successive damages beyond the secondary.

Fast Acting: successive saves against this poison are made a round later rather than a minute later. This modifier cannot be combined with Continual.

Irresistible: on a successful save, a victim takes minimum damage from this poison

Personal - this poison affects a single individual, who takes a -10 penalty to saves against it. It is ineffective against any other individual.

Resistant: this poison carries antimagic within it, rendering the victim immune to all (harmless) spells.

Slow Acting: successive saves against this poison are made a day later rather than a minute.

Spell Laced: a victim who fails the final save against this poison are automatically affected by an attached targeted spell, no save. This modifier cannot be combined with Continual.
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 » Wed May 07, 2008 3:31 pm

Dalmosh (True Abyssal Form)
Image

Titanic Outsider (Chaotic, Evil)
Hit Dice:
50d8 + 1,300 (1,825 hp)
Initiative: +5
Speed: 100 ft.
Armor Class: 41 (-3 Dex, +50 natural, -16 size), touch -9, flat-footed 41
Base Attack/Grapple: +50/+94
Attack: Bite +61 melee (20d6 + 48)
Full Attack: Bite +61 melee (20d6 + 48) and 2 slams +56 melee (5d8 + 24)
Space/Reach: 50 ft. /50 ft.
Special Attacks: Feeding frenzy, improved grab, spawn maw, swallow whole
Special Qualities: Immunity to acid, disease, mind-affecting, poison, suffocation, regeneration 50, resistance to cold 50, electricity 50 and fire 50
Saves:Fort +47, Ref +24, Will +32
Abilities:Str 58, Dex 5, Con 42, Int 4, Wis 13, Cha 15
Skills: Climb +77, Intimidate +31, Jump +105, Listen +45, Search +20, Spot +45, Survival +20
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (bite)
Epic Feats: Epic Fortitude, Epic Toughness (x5), Epic Weapon Focus (bite), Epic Will, Superior Initiative
Climate/Terrain: Flesh Mountains (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 33
Treasure: None
Alignment: Chaotic evil

Feeding Frenzy: Once per minute, Dalmosh can move up to his speed and make a bite attack at every creature within reach along the way.

Improved Grab: Dalmosh must hit a Gargantuan or smaller creature with a bite attack.

Spawn Maw (Ex): Dalmosh can spawn a new mouth as an immediate action whenever he takes more than 20 points of damage in a single attack. If the creature who dealt the damage is adjacent to Dalmosh, he can make an attack of opportunity on them immediately.

Swallow Whole: Dalmosh can swallow a grabbed opponent with a successful grapple check. A swallowed creature takes 10d10 points of bludgeoning damage and 5d10 points of acid damage per round from Dalmosh's gizzard. A creature can cut its way out by using a light slashing or piercing weapon to deal 150 points of damage to the gizzard (AC 30).
A creature in the gizzard can see a portal to the Gullet, and is aware of where the portal leads. Exiting the gizzard requires a successful Escape Artist check (DC 59) or dealing 75 points of damage to the gizzard.

Regeneration (Ex): Although no known weapons deal Dalmosh normal damage, he can be rendered comatose for 2d6 months by using a lawful holy weapon to perform a coup de grace on him while his nonlethal damage exceeds his maximum hit points. If Dalmosh fails his save against the coup de grace, the duration is extended to 2d6 years. While comatose, Dalmosh cannot be summoned into the Mortal Coil.
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 » Wed May 07, 2008 3:33 pm

Ma Yuan

Colossal Outsider (Chaotic, Cosmic, Evil)
Hit Dice:
67d8 + 1,407 (1,943 hp)
Initiative: +9
Speed: 200 ft.
Armor Class: 89 (+17 deflection, +9 Dex, +13 insight, +48 natural, -8 size), touch 41, flat-footed 67
Base Attack/Grapple: +67/+121
Attack: Bite +100 melee (10d10 + 38 /19-20/x3 and death (DC 81))
Full Attack: Bite +100 melee (10d10 + 38 /19-20/x3 and death (DC 81)) and 4 claws +97 melee (4d6 + 19) and tail +97 melee (6d8 + 19)
Space/Reach: 100 ft. /50 ft.
Special Attacks: Frightful presence, godslayer, spell-like abilities
Special Qualities: Damage reduction 40/high epic and good, darkvision, immunity to mind affecting and poison, regeneration 10, resistance to acid 50, cold 50, electricity 50, fire 50 and sonic 50, spell resistance 65, telepathy 100 ft.
Saves: Fort +60, Ref +48, Will +52
Abilities: Str 87, Dex 28, Con 52, Int 30, Wis 37, Cha 44
Skills: Balance +17, Bluff +52, Climb +108, Concentration +91, Diplomacy +25, Escape Artist +44, Gather Information +52, Hide +63, Intimidate +91, Jump +184, Knowledge (arcana) +45, Knowledge (dungeoneering) +45, Knowledge (history) +80, Knowledge (the planes) +45, Knowledge (religion) +45, Listen +83, Move Silently +79, Search +80, Sense Motive +48, Spellcraft +49, Spot +83, Survival +83 (+91 tracking, +87 on other planes), Swim +108, Tumble +79, Use Magic Device +52
Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Multiattack, Improved Multiweapon Fighting, Improved Sunder, Great Cleave, Multiattack, Multiweapon Fighting, Quicken Spell-like Ability, Power Attack, Track, Weapon Focus (bite)
Epic Feats: Devastating Critical (bite), Epic Fortitude, Epic Reflexes, Epic Weapon Focus (bite), Epic Will, Legendary Tracker, Overwhelming Critical (bite), Perfect Multiweapon Fighting
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 47
Treasure: Double Standard
Alignment: Chaotic Evil


Frightful Presence: 300 ft. radius, Will DC 60 negates panic. Creatures failing their saves by 20 or more are paralyzed with fear.

Godslayer: Ma Yuan gains a +20 bonus on attacks, damage, armor class, saves and ability checks against creatures with the divine subtype. In addition, he ignores divine immunities. Remote sensing fails within a 10 mile radius of Ma Yuan. Supreme Initiative does not function against him. Divine blasts deal minimum damage to him. A deity protected by a divine shield must make a Fortitude save (DC 81) every time Ma Yuan deals damage to the shield or the shield collapses. (The damage is still prevented) Spells, spell-like abilities and supernatural abilities that use the Astral Plane (including teleport and planeshift) do not function within 10 miles of Ma Yuan. (Ma Yuan can use such spells normally)

Spell-like Abilities: Always active – see invisibility; at will – find the path, greater teleport, mage’s disjunction (DC 36), nondetection, true strike. Caster level 44th

Regeneration: Relics and artifacts deal normal damage to Ma Yuan.
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 » Wed May 07, 2008 3:49 pm

Anthraxas


Large Outsider (Cosmic, Evil, Yugoloth)
Hit Dice:
54d8 + 810 (1,242 hp)
Initiative: +16
Speed: 60 ft., fly 100 ft. (average)
Armor Class: 74 (+18 deflection, +8 Dex, +16 insight, +23 natural, -1 size), touch 51, flat-footed 66
Base Attack/Grapple: +54/+75
Attack: Slam +70 melee (2d8 + 25 and 1d6 Con damage)
Full Attack: 2 slams +70 melee (2d8 + 25 and 1d6 Con damage)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call yugoloths, dire rot, disease, spell-like abilities, withering blow
Special Qualities: Damage reduction 40/epic, major good and mithril, darkvision, immunity to acid and poison, regeneration 30, resistance to cold 30, electricity 30 and fire 30, spell resistance 54, telepathy 1000 ft., vile strike
Saves: Fort +52, Ref +41, Will +53
Abilities: Str 45, Dex 27, Con 41, Int 40, Wis 42, Cha 47
Skills: Balance +15, Bluff +75, Concentration +72, Craft (Alchemy) +72, Craft (Poison) +72, Diplomacy +87, Disguise +75 (+81 acting), Escape Artist +65, Gather Information +75, Heal +73, Hide +61, Intimidate +81, Jump +27, Knowledge (arcana) +72, Knowledge (history) +72, Knowledge (religion) +72, Knowledge (the planes) +72, Listen +73, Move Silently +65, Search +72, Sense Motive +73, Spellcraft +78, Spot +73, Survival +73 (+79 tracking, on other planes), Tumble +65
Feats: Ability Focus (disease), Bounding Assault, Combat Expertise, Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Dodge, Great Fortitude, Improved Combat Expertise, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Violate Spell-like Ability
Epic Feats: Epic Ability Focus (disease), Epic Fortitude, Epic Will, Superior Initiative
Climate/Terrain: The Lower Planes
Organization: Solitary (unique)
Challenge Rating: 42
Treasure: Quadruple Standard
Alignment: Neutral Evil

Call Yugoloth (Sp): At will, Anthraxas may call 3 ultroloths, 6 arcanaloths or nycaloths, or 9 lesser daemons as a swift action. These daemons always appear with maximum hp.

Dire Rot (Su): Creatures struck by Anthraxas must make a Fortitude save DC 52 or lose any form of fast healing, regeneration, or immunity to ability point damage that they may possess for 24 hours. In addition, they become resistant to magical healing, gaining only one tenth the normal benefit of such. (Minimum 1 hp healed)

Disease (Ex): Creatures who come within 30 feet of Anthraxas must make a Fortitude save DC 58 or contract both deathsong and soul rot as described in the BoVD. Incubation time is 1 minute, otherwise this follows the standard rules.

Spell-like Abilities: Always active – see invisibility, true seeing, unholy aura (DC 36); at will- blasphemy (DC 35), contagion (DC 42), curse of the putrid husk* (DC 31), desecrate, dread word* (DC 31), eyebite (DC 33), greater dispel magic, greater teleport, improved invisibility, shriveling* (DC 31), suggestion (DC 31), symbol of pain (DC 35), symbol of stunning (DC 36), unhallow, unholy blight (DC 32), wither limb* (DC 32); 4/day – disintegrate (DC 34), feeblemind (DC 33), power word kill, symbol of death (DC 36), wall of force, wish (DC 37). Caster level 40th
*BoVD

Withering Blow (Ex): Creatures struck by Anthraxas that fail a Fortitude save DC 52 suffer half damage from the attack the following ten rounds. This includes the ability point damage from his slam attack.

Cosmic Entity: Anthraxas has a +12 bonus on rank checks. Anthraxas has a +4 bonus on rank checks dealing with ability damage.

Regeneration (Ex): Anthraxas takes normal damage from epic good aligned mithril weapons, and from good aligned spells or effects.

Vile Strike: All damage dealt by Anthraxas' natural weapons is considered vile.

Possessions: Anthraxas has the Staff of the Lower Planes. This mighty artifact allows the following powers, each usable 4/day; caster level 45th.
gate
mass suggestion
(DC 42)
planeshift (Lower Planes only)
summon monster IX
widened zone of respite

In addition, it allows its wielder to rebuke evil outsiders as a 45th level evil cleric rebukes undead. There is no limit to the amount of times a day that the staff can be used in this manner, but it can only command 900 HD worth of evil outsiders at a time. The staff commands any outsider of 30HD or less who would be rebuked, all others are rebuked.
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 » Wed May 07, 2008 3:51 pm

Mydianchlarus

Large Outsider (Cosmic, Evil, Yugoloth)
Hit Dice:
47d8 + 517 (893 hp)
Initiative: +19
Speed: 60 ft.
Armor Class: 70 (+17 deflection, +11 Dex, +17 insight, +16 natural, -1 size), touch 54, flat-footed 42
Base Attack/Grapple: +47/+63
Attack: Slam +58 melee (2d8 + 11 and 1d6 Cha damage)
Full Attack: 2 slams +58 melee (2d8 + 11 and 1d6 Cha damage)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call yugoloths, lord of disease, spell-like abilities
Special Qualities: Damage reduction 40/epic, good and mithril, darkvision, immunity to acid and poison, regeneration 20, resistance to cold 30, electricity 30 and fire 30, spell resistance 52, telepathy 1000 ft.
Saves: Fort +46, Ref +40, Will +52
Abilities: Str 35, Dex 32, Con 33, Int 49, Wis 45, Cha 44
Skills: Bluff +71, Concentration +61, Craft (Alchemy) +69, Craft (Poison) +69, Diplomacy +83, Disguise +67 (+73 acting), Escape Artist +61, Gather Information +71, Heal +67, Hide +57, Intimidate +87, Jump +16, Knowledge (arcana) +69, Knowledge (history) +69, Knowledge (religion) +69, Knowledge (the planes) +69, Listen +67, Move Silently +61, Search +69, Sense Motive +75, Spellcraft +75, Spot +67, Survival +67 (+73 on other planes), Use Magic Device +67
Feats: Ability Focus (Lord of Disease), Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Violate Spell-like Ability
Epic Feats: Epic Ability Focus (Lord of Disease), Epic Fortitude, Epic Reputation, Epic Skill Focus (Intimidate), Epic Skill Focus (Sense Motive), Epic Will, Superior Initiative
Climate/Terrain: The Lower Planes
Organization: Solitary (unique)
Challenge Rating: 40
Treasure: Quadruple Standard
Alignment: Neutral Evil

Call Yugoloth (Sp): At will, Mydianchlarus may call 2 ultroloths, 4 arcanaloths or nycaloths, or 8 of any lesser daemons as a swift action. These daemons always appear with maximum hp.

Lord of Disease (Su): The Oinoloth is the master of all disease. There are several illnesses that the dread master of Khin-oin may transmit to his foes. Remove disease and similar magics must succeed on an opposed caster level check against the Oinoloth (Caster level 47th) in order to succeed. Those who attempt to heal someone suffering from Mydianchlarus' afflictions and fail contract the malady themselves.

-Black Despair: All within 30 feet of Mydianchlarus must succeed at a Fortitude save (DC 50) or contract Black Despair, an affliction that slowly strips a person of their natural senses. Upon contraction, a being's tongue is affected. Their sense of taste is lost, as well as the ability of speech. Every day that a save is failed against Black Despair, another sense is taken. Touch, scent, hearing and sight, in that order. Once a being has gone blind from Black Despair, they become increasingly despondent and suffer 2d6 points of Charisma drain a day.
-Forsaken: As a standard action, Mydianchlarus may inflict a spellcaster within 90 feet of him with an affliction which interferes with his ability to cast spells. Those who fail a Will save (DC 50) immediately suffer a -10 penalty to their caster level. Every minute the victim must save again or suffer a cumulative -10 penalty to their caster levels. Should a being's effective caster level drop to 0 or below, they may no longer contain the magical energy within their bodies. They suffer 1d6 points of damage for every uncast spell level they have left for the day.
-Integral Corruption: As a standard action every 1d4 rounds, Mydianchlarus may unleash Integral Corruption, in the form of a 30 foot cone breath weapon. All creatures and objects within the noxious gas must succeed on a Fortitude save (DC 50). Creatures who fail suffer 3d6 points of Constitution damage. Object that fail suffer 1d6 points of damage to their hardness. Objects whose hardness is reduced to less than 0 are immediately destroyed. The save must be made daily.
-Unsheathed Malice: Those who meet Mydianchlarus' gaze are exposed to Unsheathed Malice. Those that fail a Will save (DC 50) become magically compelled to attack any living creature who passes within 5 feet of their person.

Spell-like Abilities: Always active – detect chaos, detect good, detect law, pass without trace, read magic, see invisibility, true seeing, unholy aura (DC 35); at will- alter self, animate dead, blasphemy (DC 34), contagion (DC 41), curse of the putrid husk (DC 44), deeper darkness, desecrate, detect thoughts (DC 29), greater dispel magic, dread word (DC 30), enervation, eyebite (DC 32), greater invisibility, mass hold monster (DC 36), pox (DC 43), ray of enfeeblement, ray of exhaustion, red fester (DC 40), rotting curse of urfestra (DC 40), scrying, seething eyebane (DC 38), shriveling (DC 42), mass suggestion (DC 33), telekinesis (DC 32), greater teleport, unhallow, unholy blight (DC 31), wither limb (DC 39); 4/day – bestow greater curse (DC 35), harm (DC 33), nondetection, symbol of death (DC 35), wish (DC 36). Caster level 37th

Cosmic Entity: Mydianchlarus has a +8 bonus on rank checks. Mydianchlarus has an additional +10 bonus on rank checks dealing with ability damage, ability drain or disease.

Regeneration (Ex): Mydianchlarus takes normal damage from epic good aligned mithril weapons, and from good aligned spells or effects.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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