Unique Entities of Alternate World

The houserules and entities of Kain Darkwind

Moderator: Moderators

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:23 pm

Belcheresk
Image

(13th level fighter)
Large Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
33d8 + 462 (623 hp)
Initiative: +13
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 45 (+8 deflection, +9 Dex, +19 natural, -1 size), touch 26, flat-footed 36
Base Attack/Grapple: +33/+52
Attack: Taker +53 melee (2d8 + 21 plus 3d6 fire and electricity /17-20/x2 plus 6d6 fire and electricity and vorpal)
Full Attack: Taker +53/+48/+43/+38 melee (2d8 + 21 plus 3d6 fire and electricity /17-20/x2 plus 6d6 fire and electricity and vorpal) and whip +47/+42/+37/+32 melee (5d4 force and 5d6 fire plus entangle) and 2 wings +45 melee (3d6 + 7) and gore +45 melee (3d8 + 7 and disease); or 2 slams +47 melee (2d8 + 15) and 2 wings and gore
Space/Reach: 10 ft. /10 ft. (20 ft. with whip)
Special Attacks: Death throes, disease, entangle, spell-like abilities, summon demon
Special Qualities: Damage reduction 20/epic, cold iron and good, darkvision, flaming body, immunity to fire, electricity and poison, resistance to acid 20 and cold 20, spell resistance 37, telepathy 300 ft.
Saves: Fort +30, Ref +27, Will +30
Abilities: Str 40, Dex 28, Con 34, Int 25, Wis 27, Cha 29
Skills: Bluff +45, Concentration +48, Diplomacy +53, Disguise +9 (+13 acting), Hide +41, Intimidate +49, Knowledge (the planes) +25, Knowledge (religion) +25, Listen +52, Martial Lore +43, Move Silently +44, Search +43, Sense Motive +44, Spellcraft +43 (+47 scrolls), Spot +52, Survival +8 (+12 tracking), Use Magic Device +45 (+49 scrolls)
Feats: Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Exotic Weapon Proficiency (bastard sword), Great Cleave, Greater Two Weapon Fighting, Improved Combat Expertise, Improved Critical (bastard sword), Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Multiattack, Power Attack, Quicken Spell-Like Ability, Two-Weapon Fighting
Epic Feats: Epic Toughness, Epic Will, Perfect Two Weapon Fighting
Climate/Terrain: The Gaping Maw (The Abyss)
Organization: Solitary (unique) or with minions (2-12 balors and 5-30 hezrou)
Challenge Rating: 27
Treasure: Triple Standard
Alignment: Chaotic Evil

Death Throes (Ex) When killed, Belcheresk explodes in a blinding flash of light that deals 200 points of damage to everything within 100 feet. (Reflex DC 38 half). This explosion automatically destroys any weapons Belcheresk was holding. The save DC is Constitution-based.

Disease (Su): Demon fever, Fortitude DC 38

Entangle (Ex) If Belcheresk hits with his whip, the target and he immediately make opposed Strength checks; if he wins, he drags the target against his flaming body (see below). The target remains anchored against Belcheresk’s body until it escapes the whip.

Spell-Like Abilities: Always active-- tongues, true seeing; at will— blasphemy (DC 25), deeper darkness, desecrate, detect good, detect law, dominate monster (DC 27), fear (DC 22), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, pyrotechnics, read magic, symbol (all, DC 26), suggestion (DC 20), telekinesis (DC 24), unhallow, unholy aura, unholy blight (DC 22), wall of fire; 3/day—fire storm (DC 25), implosion (DC 27). Caster level 25th

Summon Demon (Sp): Twice per day Belcheresk can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su) Belcheresk's body is wreathed in flame. Anyone grappling him takes 10d6 points of fire damage each round.

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

Possessions: Belcheresk wields Taker, a +6 vorpal bastard sword of flaming and shocking blast. The vorpal functions on any critical hit, not just a natural 20. Any creature slain by the blade is subjected to a trap the soul effect (DC 36), with the soul being trapped in the hilt of the blade. Every soul trapped adds 10 gp per HD to the value of the blade. (Currently valued at over 10 million gp)
Belcheresk also wields an indestructible whip composed of pure force and flame. Although it functions in combat as a whip, it deals 5d6 force damage and 5d6 fire damage on a successful hit and ignores natural armor. The wielder of the whip gains a +8 deflection bonus to Armor Class. Belcheresk can recall either of his weapons to his hand as a free action.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Ad from our Sponsor

by Sponsor » Today

Our sponsor
Sponsor
 
Posts: 1
Joined: Today
Location: Internet

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:25 pm

Severik
Image

(10th level fighter)
Large Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
28d8 + 364 (500 hp)
Initiative: +13
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 50 (+13 armor, +9 Dex, +19 natural, -1 size), touch 18, flat-footed 41
Base Attack/Grapple: +28/+47
Attack: Whipsword +48 melee (2d8 + 22 plus 1d6 electricity /19-20)
Full Attack: Whipsword +48/+43/+38/+33 melee (2d8 + 22 plus 1d6 electricity /19-20) and 2 wings +41 melee (3d6 + 7), and gore +41 melee (3d8 + 7 and disease) or 2 slams +43 melee (2d8 + 15) and 2 wings and gore
Space/Reach: 10 ft. /10 ft. (20 ft. with whipsword)
Special Attacks: Death throes, disease, entangle, spell-like abilities, summon demon
Special Qualities: Damage reduction 20/cold iron and good, darkvision, flaming body, immunity to electricity, fire and poison, resistance to acid 20 and cold 20, spell resistance 35, telepathy 200 ft.
Saves: Fort +29, Ref +25, Will +24
Abilities: Str 41, Dex 28, Con 36, Int 22, Wis 26, Cha 26
Skills: Appraise +21, Balance +44, Concentration +28, Craft (weapons) +21, Diplomacy +12, Hide +36, Intimidate +39, Knowledge (history) +37, Knowledge (the planes) +37, Knowledge (religion) +37, Listen +47, Martial Lore +37, Move Silently +40, Sense Motive +39, Spellcraft +23, Spot +47, Tumble +40
Feats: Bounding Assault, Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Fly-by Attack, Great Cleave, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (whipsword), Weapon Specialization (whipsword), Whirlwind Attack
Climate/Terrain: The Abyss
Organization: Solitary (unique) or with Ungorthiax (12 marilith blackguards)
Challenge Rating: 25
Treasure: Double Standard
Alignment: Chaotic Evil

Death Throes (Ex) When killed, Severik explodes in a blinding flash of light that deals 100 points of damage to everything within 100 feet. (Reflex DC 37 half). This explosion automatically destroys any weapons he was holding. The save DC is Constitution-based.

Disease (Su): Demon fever, Fortitude DC 37

Entangle (Ex) Severik's whipsword entangles foes much like an attack with a net. If it hits, the target and Severik immediately make opposed Strength checks; if he wins, he drags the target against his flaming body (see below). The target remains anchored against the Severik’s body until it escapes the whipsword. Each round a foe is entangled in the whipsword, it automatically takes damage as if Severik had successfully attacked.

Spell-Like Abilities: Always active-- tongues, true seeing; at will— blasphemy (DC 25), deeper darkness, desecrate, detect good, detect law, dominate monster (DC 27), fear (DC 22), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, pyrotechnics, read magic, symbol (all, DC 26), suggestion (DC 20), telekinesis (DC 24), unhallow, unholy aura, unholy blight (DC 22), wall of fire; 1/day—fire storm (DC 25), implosion (DC 27). Caster level 28th

Summon Demon (Sp): Once per day Severik can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su) Severik's body is wreathed in flame. Anyone grappling him takes 7d6 points of fire damage each round.

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

Possessions: Severik carries a +5 vorpal whipsword of shock. A whipsword can be used in all ways as a whip. And as one may have suspected, as a sword. Severik also wears +5 demon plate of moderate fortification.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:25 pm

Kongorgon
Image

Huge Magical Beast (Augmented Animal, Evil)
Hit Dice:
36d8 + 216 (450 hp)
Initiative: +9
Speed: 50 ft., climb 35 ft.
Armor Class: 31 (+5 Dex, +18 natural, -2 size), touch 13, flat-footed 26
Base Attack/Grapple: +28/+51
Attack: Slam +42 melee (2d8 + 15 /19-20/x2)
Full Attack: 2 slams +42 melee (2d8 + 15 /19-20/x2) and bite +36 melee (3d8 + 7)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Improved grab, rend, smite good
Special Qualities: Damage reduction 15/good, darkvision, low-light vision, powerful build, resistance to acid 10 and electricity 10, scent, spell resistance 25
Saves: Fort +26, Ref +25, Will +18
Abilities: Str 40, Dex 21, Con 22, Int 9, Wis 19, Cha 16
Skills: Climb +30, Jump +30, Listen +45, Spot +45, Survival +16, Tumble +20
Feats: Alertness, Awesome Blow, Combat Reflexes, Improved Critical (slam), Improved Initiative, Improved Natural Attack (bite), Improved Sunder, Improved Toughness, Iron Will, Power Attack, Run, Track, Weapon Focus (slam)
Climate/Terrain: Gaping Maw (The Abyss)
Organization: Solitary (unique) or with troop (4d10 abyssal apes)
Challenge Rating: 16
Treasure: None
Alignment: Chaotic Evil


Improved Grab (Ex): Kongorgon must hit with its slam attack to use this ability. If he gets a hold it can rend.

Rend: When Kongorgon is grappling with an opponent, he can attempt to pull the creature apart, dealing 4d8 + 30 points of damage and ending the grapple.

Smite Good: 8/day, Kongorgon can smite good, dealing 36 additional points of damage.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:25 pm

Demorex

Gargantuan Magical Beast (Augmented Animal, Evil)
Hit Dice:
54d8 + 702 (945 hp)
Initiative: +11
Speed: 50 ft.
Armor Class: 28 (+3 Dex, +19 natural, -4 size), touch 9, flat-footed 25
Base Attack/Grapple: +40/+67
Attack: 2 bites +54 melee (6d6 + 22 and wounding /19-20/x2)
Full Attack: 2 bites +54 melee (6d6 + 22 and wounding /19-20/x2)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Improved grab, swallow whole, tail sweep, wounding bite
Special Qualities: Damage reduction 6/-, damage reduction 20/good and cold iron, darkvision, fast healing 25, immune to acid, low-light vision, resistance to electricity 20 and fire 20, scent, spell resistance 35
Saves: Fort +45, Ref +38, Will +28
Abilities: Str 40, Dex 17, Con 31, Int 7, Wis 18, Cha 15
Skills: Hide -4, Listen +30, Spot +30
Feats: Awesome Blow, Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Improved Toughness, Iron Will, Lightning Reflexes, Power Attack, Run, Track, Weapon Focus (bite)
Epic Feats: Damage Reduction (x2), Epic Fortitude, Epic Reflexes, Epic Toughness, Epic Weapon Focus (bite), Epic Will, Superior Initiative
Climate/Terrain: Gaping Maw (The Abyss)
Organization: Solitary (unique) or with 3-10 savagasaurians
Challenge Rating: 21
Treasure: None
Alignment: Chaotic Evil


Improved Grab (Ex): Demorex must hit with one of its bite attacks to use this ability. If it gets a hold it can swallow whole the following round.

Swallow Whole (Ex): Demorex can swallow a Huge or smaller creature by making a successful grapple check. A swallowed creature takes 4d8 + 16 points of bludgeoning damage and 8d4 acid damage per round inside the stomach.
A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the stomach (AC 25). Once the creature exits, muscular action closes the hole; another creature must cut its own way out. Demorex’s stomach can hold 2 Huge, 8 Large, 32 Medium or 128 Small creatures. Both heads deposit victims in the same stomach.

Tail Sweep (Ex): As a move action, Demorex can sweep his powerful tail, dealing 2d8 + 22 points of damage in a 30 foot semicircle. A Reflex save (DC 51) is allowed for half damage. This attack can only be used on creatures smaller than the savagasaurus.

Wounding Bite (Ex): Demorex’s terrible bite rends the flesh, creating a bleeding wound. Each round the injured creature loses 2d6 hit points. The continuing hit point loss can be stopped by a DC 51 Heal check, a cure spell or a heal spell. Curative magic must succeed on a caster level check (DC 25) or the spell is wasted to no effect.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:25 pm

Ilsidahur
Image

Huge Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice:
36d8 + 540 (828 hp)
Initiative: +9
Speed: 80 ft., climb 60 ft.
Armor Class: 46 (+5 Dex, +9 insight, +24 natural, -2 size), touch 22, flat-footed 32
Base Attack/Grapple: +36/+77
Attack: Claw +53 melee (3d8 + 19)
Full Attack: 2 claws +53 melee (3d8 + 19) and bite +48 melee (4d6 + 12)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Abduction, pounce, rend, spell-like abilities, summon demons
Special Qualities: Damage reduction 30/good and cold iron, darkvision, immune to electricity and poison, resistance to acid 20, cold 20 and fire 20, spell resistance 35, telepathy 500 ft.
Saves: Fort +31, Ref +25, Will +29
Abilities: Str 38, Dex 21, Con 32, Int 24, Wis 29, Cha 27
Skills: Balance +48, Bluff +27, Climb +61, Diplomacy +30, Escape Artist +30, Handle Animal +47, Hide +40, Intimidate +49, Jump +70, Knowledge (nature) +46, Knowledge (the planes) +26, Listen +48, Move Silently +44, Sense Motive +25, Spot +48, Survival +48 (+52 above ground, +52 on other planes), Swim +53, Tumble +48
Feats: Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Improved Grapple, Improved Initiative, Mobility, Power Attack, Run, Spring Attack
Epic Feats: Epic Toughness, Legendary Wrestler
Climate/Terrain: Gaping Maw (The Abyss)
Organization: Solitary (unique) or with court (5d% bar-lgura)
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Chaotic Evil

Abduction (Su): Ilsidahur can bring along other creatures when he teleports. He can bring up to one Huge, two Large or four Medium or smaller creatures at a time. Unwilling creatures are allowed a Will save (DC 36) to resist.

Pounce (Ex): If Ilsidahur charges a foe, he can make a full attack.

Rend (Ex): When Ilsidahur is grappling with an opponent, he can attempt to pull the creature apart, dealing 6d8 + 28 points of damage and ending the grapple.

Spell-like Abilities: Always active – detect good, greater magic fang, see invisibility, speak with animals; at will – darkness, disguise self (DC 19), entangle (DC 19), fear (DC 22), greater dispel magic, greater teleport, invisibility, major image (DC 21), telekinesis (DC 23), unholy blight (DC 22); 3/day – blasphemy (DC 25), call lightning storm (DC 25), summon nature’s ally IX, unhallow. Caster level 28th.

Summon Demons (Sp): 3/day, Ilsidahur can summon 4d10 bar-lgura or 3d6 advanced bar-lgura (21 HD). Summoned bar-lgura have maximum hit points.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:25 pm

Dagon-Rahab
Image

Colossal Outsider (Aquatic, Chaotic, Cosmic, Evil, Qlippoth)
Hit Dice: 60d8 + 1,200 (1,680 hp)
Initiative: +10
Speed: 50 ft., swim 250 ft.
Armor Class: 70 (+13 deflection, +2 Dex, +15 insight, +38 natural, -8 size), touch 32, flat-footed 53
Base Attack/Grapple: +60/+98
Attack: Tentacle +74 melee (3d8 + 22 and poison)
Full Attack: 8 tentacles +74 melee (3d8 + 22 and poison) and 2 claws +74 melee (4d6 + 11) and bite +74 melee (4d8 + 11)
Space/Reach: 50 ft. /50 ft. (100 ft. w/ tentacles)
Special Attacks: Constrict, doomsong, form of madness, improved grab, poison, sea lord, spell-like abilities, summon aquatic creatures, swallow whole
Special Qualities: Amphibious, damage reduction 40/epic, lawful, good and cold iron, darkvision, fast healing 30, immunity to cold, mind affecting and poison, resistance to acid 40, electricity 40 and fire 40, spell resistance 55, telepathy 1000 ft.
Saves: Fort +52, Ref +34, Will +46
Abilities: Str 55, Dex 15, Con 51, Int 30, Wis 41, Cha 36
Skills: Bluff +76, Concentration +83, Diplomacy +48, Gather Information +76, Hide +49, Intimidate +82, Knowledge (arcana) +73, Knowledge (history) +83, Knowledge (nature) +45, Knowledge (religion) +73, Knowledge (the planes) +73, Listen +78, Move Silently +65, Perform (sing) +76, Search +41, Sense Motive +78, Spellcraft +79, Spot +78, Survival +55 (+59 above ground, +61 on other planes), Swim +93
Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Great Cleave, Improved Initiative, Improved Multiattack, Improved Sunder, Improved Trip, Multiattack, Power Attack, Quicken Spell-like Ability (x3), Swim-by Attack, Violate Spell-like Ability (x3)
Epic Feats: Epic Skill Focus (Knowledge-history), Superior Initiative
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique)
Challenge Rating: 45
Treasure: Quintuple Standard
Alignment: Chaotic Evil

Constrict (Ex): Dagon deals 3d8 + 22 additional points of damage with a successful grapple check.

Doomsong (Su): As a full round action, Dagon can create a hypnotic rumbling song that draws victims to him. All creatures within 6 miles must make a Will save (DC 53) or become hypnotized and attempt to reach the source of the song by the fastest means possible. Hazardous environments are completely ignored, although taking damage allows a creature another saving throw with a circumstance bonus equal to the damage dealt. Once a creature reaches Dagon, it stands motionless before the demon, listening quietly to the song.
Dagon must maintain concentration in order to sustain the song and can do so for up to a total of 1 hour per day. (600 rounds) He can break up this duration as he sees fit. Dagon is considered flat footed while maintaining the doomsong. The doomsong is both sonic and mind-affecting and creatures must possess immunity to both kinds of effects to ignore the song. Possessing immunity to only one effect allows a +4 circumstance bonus to the save.

Form of Madness (Su): Any creature within 600 feet that observes Dagon must make a Will save (DC 53) or develop an unnatural fear of the sea and its creatures. As long as the sea (or any body of water too large to see the opposite shore of) is within sight, the creature is ill at ease and suffers a -8 penalty to all rolls. Forced immersion in such a body of water requires a Will save (DC 26) or the creature dies of shock.
Against creatures with the Aquatic or Water subtypes, the creature 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 26) 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 60)

Improved Grab (Ex): Dagon must hit with his tentacle or bite attack to use this ability. If he gets a hold with a tentacle he can constrict. If he gets a hold with his bite attack, he can attempt to swallow whole the next round.

Poison (Ex): Injury, Fort DC 60, 3d6 Str/3d6 Con.

Sea Lord (Su): 6/day Dagon can create a greater maelstrom that lasts for 3 days. The vortex of such a creation opens directly into the Shadowsea, his layer of The Abyss (if off his layer) or the Reality of Water (if on his layer).
6/day Dagon can also lay powerful curses on creatures. These function as bestow greater curse, with a save DC of 53. The creatures can remove the curse by spending a week at least 6 miles from a large body of water. 3/day Dagon can lay the curse on an entire ship of creatures.
If on his layer, Dagon can create the maelstrom or lay the curses anywhere within the layer, if off his layer he can create it anywhere within sight. (Roughly 6 miles)

Spell-like Abilities: Always active – comprehend languages, detect law, freedom of movement, true seeing; at will – astral projection, blackwater taint*, chaos hammer, dark tide*, deeper darkness, desecrate, detect good, flowsight*, greater dispel magic, greater teleport, horrid wilting, nightmare, symbol of insanity, telekinesis, transformation of the deeps*, unhallow, wall of tentacles (as wall of limbs), waves of fatigue, word of chaos; 6/day – abyssal rift, control weather, disintegrate, gate, imprisonment, insanity, storm of vengeance Caster level 45th

*Stormwrack

Summon Aquatic Creatures: 3/day, Dagon can summon 3d8 wastriliths, 3d10 fiendish kraken or 4d10 uchuulons.

Swallow Whole (Ex): Dagon can swallow a Huge or smaller creature by making a successful grapple check. A swallowed creature takes 4d10 + 33 points of bludgeoning damage and 4d10 acid damage per round inside Dagon’s stomach. They also suffer 1d20 Wisdom damage per round. A Fortitude save (DC 60) is required to avoid being nauseated from the foul digestive juices. A creature dying or being reduced to 0 Wisdom within Dagon’s stomach heals Dagon 10 hit points per hit die of the victim. Creatures dying in this manner cannot be restored to life except by miracle or wish.
A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 100 points of damage to the stomach (AC 35). Once the creature exits, muscular action closes the hole; another creature must cut its own way out. Dagon’s stomach can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny or an unlimited amount of smaller creatures.

Cosmic Entity: Dagon has a +8 bonus to rank checks. He has a further +5 bonus to rank checks dealing with scrying, remote sensing and similar effects.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:26 pm

Puluppustysh
Image

Colossal Magical Beast (Aquatic)
Hit Dice: 60d10 + 780 (1,380 hp)
Initiative: +4
Speed: Swim 60 ft.
Armor Class: 66 (+18 armor, +10 deflection, +10 insight, +26 natural, -8 size), touch 22, flat-footed 56
Base Attack/Grapple: +60/+96
Attack: Tentacle +75 melee (3d8 + 20 /19-20/x3 and death (DC 60))
Full Attack: 2 tentacles +75/+70/+65/+60 melee (3d8 + 20 /19-20/x3 and death (DC 60)) and 6 arms +72 melee (1d8 + 10) and bite +72 melee (6d6 + 10)
Space/Reach: 30 ft. /15 ft. (60 ft. with tentacles, 30 ft. with arms)
Special Attacks: Constrict, improved grab, psionics, spell-like abilities
Special Qualities: Blindsight 200 ft., darkvision, immune to acid, cold and mind affecting, ink cloud, jet, low-light vision, power resistance 35, resistance to electricity 20, fire 20 and sonic 20
Saves: Fort +45, Ref +32, Will +42
Abilities: Str 50, Dex 10, Con 37, Int 31, Wis 30, Cha 30
Skills: Bluff +41, Concentration +76, Diplomacy +41, Gather Information +41, Hide +19, Intimidate +77, Knowledge (arcana) +41, Knowledge (geography) +41, Knowledge (history) +41, Knowledge (nature) +43, Knowledge (psionics) +73, Listen +53, Move Silently +31, Psicraft +89, Sense Motive +56, Spellcraft +45, Spot +53, Survival +20 (+24 underwater), Swim +91
Feats: Awesome Blow, Combat Expertise, Enlarge Power, Improved Critical (tentacle), Improved Initiative, Improved Multiattack, Improved Natural Weapon (arm), Improved Natural Weapon (bite), Improved Natural Weapon (tentacle), Improved Rapid Strike (tentacle), Improved Trip, Maximize Power, Multiattack, Overchannel, Power Attack, Psionic Meditation, Quicken Power, Rapid Strike (tentacle), Talented, Weapon Focus (tentacle), Widen Power
Epic Feats: Devastating Critical (tentacle), Epic Psionic Focus, Epic Weapon Focus (tentacle), Improved Metapsionics, Overwhelming Critical (tentacle)
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique) or with Dagon-Rahab
Challenge Rating: 28
Treasure: Triple Standard
Alignment: Chaotic Evil

Constrict (Ex): Puluppustysh deals 3d8 + 20 additional points of damage with a successful grapple check with a tentacle. It deals 1d8 + 20 additional damage with a successful grapple check with an arm.

Improved Grab (Ex): Puluppustysh must hit with its tentacle or arm attack to use this ability. If it gets a hold it can constrict.

Psionics: Puluppustysh manifests powers as a 30th level psion. DC 20 + power level

PP: 539* Powers known – 1st – daze, deceleration, detect psionics, inertial armor; 2nd – brain lock, ego whip, id insinuation, identify, read thoughts; 3rd – dispel psionics, hostile empathic transfer, telekinetic force, touchsight, ubiquitous vision; 4th – correspond, empathic feedback, freedom of movement, mindwipe, modify memory; 5th – catapsi, leech field, plane shift; 6th – mass cloud mind, disintegrate, remote view trap; 7th – crisis of life, energy wave, insanity; 8th – greater teleport, mind seed, recall death, true metabolism; 9th - true mind switch, psychic chirurgery, reality revision

*The above stats and power point total incorporate an augmented inertial armor, which lasts for 30 hours.

Spell-like Abilities: At will – control weather, control winds, depth surge, dominate animal (DC 23), hypnotism; 3/day – maelstrom, water spout. Caster level 60th

Jet (Ex): Puluppustysh can jet backwards once per round as a full round action, at a speed of 840 feet. It must move in a straight line, but does not provoke attacks of opportunity.

Ink (Ex): Puluppustysh can emit a cloud of jet-black ink in a 240 foot spread once every 1d4 rounds as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that has gone badly. Creatures within the cloud are considered to be in darkness.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:33 pm

Juiblex
Image

Large Outsider (Chaotic, Cosmic, Evil)
Hit Dice: 40d8 + 840 (1,160 hp)
Initiative: +3
Speed: 40 ft., climb 40 ft.
Armor Class: 58 (+7 deflection, +3 Dex, +9 insight, +30 natural, -1 size), touch 28, flat-footed 46
Base Attack/Grapple: +40/+77
Attack: Slam +61 melee (3d8 + 28 plus 6d6 acid and slimy infestation /19-20/x3 and death {DC 49})
Full Attack: 4 slams +61 melee (3d8 + 28 plus 6d6 acid and slimy infestation /19-20/x3 and death {DC 49})
Space/Reach: 10 ft. /10 ft.
Special Attacks: Chilling darkness, constrict, create slime, dissolve, engulf, improved grab, slimy infestation, sludge form, spell-like abilities, summon demons, summon ooze
Special Qualities: Blindsight 600 ft., cosmic entity, damage reduction 30/high magic, cold iron and good, immune to acid, bludgeoning, cold, electricity and poison, ooze traits, resistance to fire 40, spell resistance 40, telepathy 500 ft.
Saves: Fort +47, Ref +29, Will +35
Abilities: Str 49, Dex 17, Con 53, Int 28, Wis 28, Cha 25
Skills: Balance +46, Bluff +28, Climb +62, Concentration +64, Diplomacy +33, Escape Artist +46, Hide +42, Intimidate +52, Knowledge (arcana) +30, Knowledge (dungeoneering) +52, Knowledge (religion) +41, Knowledge (the planes) +52, Listen +52, Move Silently +46, Search +30, Sense Motive +31, Spellcraft +44, Spot +52, Swim +62
Feats: Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Bullrush, Improved Critical (slam), Improved Grapple, Power Attack, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Epic Weapon Focus (slam), Legendary Wrestler, Overwhelming Critical (slam)
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: None
Alignment: Chaotic Evil

Chilling Darkness (Su): Juiblex can create an area of frigid darkness within a 20 ft. radius around him. This blocks all sight and deals 10d6 points of cold damage per round to all creatures in the area. (Fortitude DC 51 half) While the effect can be dispelled (caster level 40th), no light spell can negate nor counter the effect. Juiblex can reactivate the aura on its turn as a swift action.

Constrict (Ex): Juiblex deals 6d8 + 56 points of damage and 6d6 acid damage with a successful grapple check in addition to its slam damage.

Create Slime (Ex): As a free action every round, Juiblex can spew forth a patch of green slime anywhere within 60 feet of itself. (Including at a target, ranged touch +42)

Dissolve (Ex): Juiblex’s acidic touch deals 50 points of damage per round to wood or metal objects. Armor and clothing worn by a creature Juiblex strikes or a metal or wooden weapon that strikes Juiblex dissolves immediately unless the owner makes a DC 51 Reflex save.

Engulf (Ex): Juiblex can engulf any Medium or smaller creature it is grappling by making a successful grapple check. An engulfed creature takes constriction damage each round and is considered to be grappled and trapped within its body. Additionally, breathing creatures must hold their breath or begin to drown. Juiblex can engulf four Medium or Small creatures, 16 Tiny, 64 Diminutive or an unlimited amount of Fine creatures.

Improved Grab (Ex): Juiblex must hit an enemy of any size with one of its slam attacks. If it establishes a hold it can constrict.

Slimy Infestation: Any creature struck by Juiblex is covered in a disgusting coat of slime. As a swift action, Juiblex can animate this slime in a 1000 ft. radius, causing a tentacle of slime to attack any creatures within 10 feet (including the victim if no other creatures are in range, but never Juiblex). This is a melee attack with a +61 modifier and deals 2d8 + 19 damage.

A victim can remove the slime with a full round action or by applying 10 points of fire or cold damage to it.

Sludge Form: Juiblex never provokes attacks of opportunity for its movement and ignores terrain based penalties. It can pass through other creature's spaces, although it cannot end its movement in another creature's space without making a successful Engulf attack. If Juiblex passes through a living creature's space, the creature takes 8d10 damage and 4 Con damage, is sickened and knocked prone. A Fortitude save (DC 51) halves the hit point damage, negates the Con damage and sickened effect. A Reflex save (DC 51) negates being knocked prone.

Bludgeoning weapons and impact damage deal no damage to Juiblex. It is able to slip through spaces that would accommodate a creature no larger than Tiny because of its jellylike substance.

Spell-like Abilities: Always active – unholy aura (DC 26); at will-astral projection, blasphemy (DC 25), desecrate, greater dispel magic, greater teleport, hold monster (DC 23), invisibility, telekinesis (DC 23), touch of Juiblex (DC 31), unhallow, unholy blight (DC 22), utterdark; 6/day- befoul (DC 24), despoil (DC 25), phase door, symbol of insanity (DC 26). Caster level 30th

Summon Demons (Sp): 3/day, Juiblex can summon 8d10 dretch, or 2d6 hezrou or akiliths.

Summon Ooze (Sp): 3/day, Juiblex can summon 10d10 grey oozes, 4d6 ochre jellies or 2d6 black puddings with maximum hit points.

Ooze Traits: Juiblex has all ooze traits except mindless. This includes immunity to gaze attacks, visual effects, illusions, attack forms relying on sight, sleep, paralysis, polymorph, stunning, critical hits, and flanking. Those immunities that overlap with his cosmic immunities must be overcome as a cosmic entity and as an ooze or the attack is ineffective.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:38 pm

Pazuzu
Image

Medium Outsider (Chaotic, Cosmic, Evil, Qlippoth)
Hit Dice:
58d8 + 754 (1,218 hp)
Initiative: +25
Speed: 40 ft., fly 300 ft. (perfect)
Armor Class: 79 (+14 deflection, +17 Dex, +14 insight, +24 natural), touch 55, flat-footed 79
Base Attack/Grapple: +58/+68
Attack: Chaoswing +74 melee (2d6 + 21 /17-20/x2 and skirmish)
Full Attack: Chaoswing +74/+74/+69/+64/+59 melee (2d6 + 21 /17-20/x2 and skirmish) and 2 talons +68 melee (1d10 + 5 /x2 and skirmish) and bite +68 melee (2d8 + 5 /x2 and skirmish) and 4 wings +68 melee (1d8 + 5 /x2 and skirmish)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Breath weapons, call avians, call demons, command avians, skirmish +14d6/+14 AC, spell-like abilities
Special Qualities: Damage reduction 40/epic, lawful and cold iron, darkvision, fast healing 20, immune to electricity, mind affecting and poison, name attunement, resistance to acid 30, cold 30 and fire 30, telepathy 1000 ft., uncanny dodge
Saves: Fort +48, Ref +56, Will +53
Abilities: Str 30, Dex 45, Con 37, Int 39, Wis 38, Cha 39
Skills: Appraise +75, Balance +84, Bluff +75, Concentration +74, Diplomacy +87, Disguise +75 (+81 acting), Forgery +75, Gather Information +75, Hide +78, Intimidate +81, Jump +20, Knowledge (arcana) +75, Knowledge (geography) +75, Knowledge (history) +45, Knowledge (the planes) +75, Knowledge (religion) +75, Listen +75, Move Silently +78, Search +75, Sense Motive +75, Spellcraft +81 (+87 scrolls), Spot +75, Survival +44 (+50 on other planes, +50 tracking), Tumble +78, Use Magic Device +75 (+81 scrolls)
Feats: Bounding Assault, Combat Expertise, Combat Reflexes, Dark Speech, Dive Attack, Fly-by Attack, Improved Disarm, Improved Feint, Improved Fly-by Attack, Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Quick Draw, Rapid Blitz, Telling Blow
Epic Feats: Dire Charge, Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 39
Treasure: Quadruple Standard
Alignment: Chaotic Evil

Breath Weapons (Su): Once every 1d4 rounds, Pazuzu can use one of his breath weapons as a standard action.
Swarm: Pazuzu can create twenty adjacent locust or fire ant swarms (use centipede swarm stats).
Poison: Pazuzu can create a 90 foot cone of noxious vapor that deals 29d8 points of acid damage (Reflex 52 half). Creatures taking damage also suffer the effects of a deadly poison. Fortitude DC 52 negates 3d6 Str/3d6 Con.

Call Avians (Sp): 6/day Pazuzu can call a chicamec, 2d6 fiendish rocs, 4d6 elder airhawks or 4d6 harpies of 15th level or less.

Call Demons (Sp): 3/day Pazuzu can call 1d6 Wings, 2d6 ansu, 4d6 vrocks or 4d8 succubi.

Command Avians (Su): At will, Pazuzu can command any creature that has a natural fly speed. This otherwise works identical to a 58th level evil cleric’s ability to rebuke undead, save that any flying creatures that would be rebuked are instead commanded.

Spell-like Abilities: Always active – cloak of chaos (DC 32), detect good, detect law, detect thoughts, see invisibility, tongues, true seeing; At will – astral projection, blasphemy (DC 31), call lightning storm (DC 29), contagion (DC 28), control weather, deeper darkness, flesh to stone (DC 29), greater dispel magic, greater planeshift, greater teleport, insect plague, remove disease, statue, stinking cloud (DC 29), telekinesis (DC 29), unhallow, unholy blight (DC 28); 6/day – acid fog, greater restoration, symbol of death (DC 32), symbol of persuasion (DC 31), symbol of stunning (DC 32), wish (DC 33) Caster level 44th

Cosmic Entity: Pazuzu has a +6 bonus on rank checks. He has an additional +6 bonus when dealing with disease and ability damage.

Name Attunement (Ex): Whenever someone utters Pazuzu’s name three times in succession, he is instantly aware of it. If he chooses, he can establish a connection with the creature who called him and investigate the matter through his spell-like abilities as if he were there alongside that person. If Pazuzu determines that the creature is calling him out of an honest need (as opposed to trying to trap him), he will often appear to aid them…and damn their soul in the process.

Possessions: Pazuzu wields a +6 keen adamantine greatsword of speed and anarchic power known as Chaoswing.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:39 pm

Emperor Anzu

Colossal Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
50d8 + 800 (1,200 hp)
Initiative: +17
Speed: 50 ft., fly 240 ft. (good)
Armor Class: 42 (+9 Dex, +31 natural, -8 size), touch 11, flat-footed 33
Base Attack/Grapple: +50/+87
Attack: Bite +63 melee (6d6 + 21 plus poison /15-20/x3)
Full Attack: Bite +63 melee (6d6 + 21 plus poison /15-20/x3) and 4 wings +63 melee (3d6 + 10 /19-20/x2) and 4 claws +63 melee (3d6 + 10 /19-20/x2)
Space/Reach: 60 ft. /40 ft.
Special Attacks: Augmented critical, breath, poison, spell-like abilities, summon demons
Special Qualities: Damage reduction 30/epic good and cold iron, darkvision, immune to electricity and poison, resistance to acid 30, cold 30 and fire 30, slick, spell resistance 38, telekinetic mastery, telepathy 500 ft.
Saves: Fort +43, Ref +40, Will +36
Abilities: Str 52, Dex 29, Con 42, Int 23, Wis 28, Cha 31
Skills: Balance +68, Bluff +63, Concentration +69, Diplomacy +24, Escape Artist +62, Hide +46, Intimidate +69, Knowledge (arcana) +32, Knowledge (the planes) +32, Listen +62, Move Silently +62, Search +32, Sense Motive +62, Spot +62, Survival +35 (+39 tracking, +39 on other planes), Tumble +68, Use Magic Device +63
Feats: Awesome Blow, Combat Reflexes, Fly-by Attack, Hover, Improved Critical (bite), Improved Critical (claw), Improved Critical (wing), Improved Initiative, Improved Multiattack, Large and in Charge, Multiattack, Power Attack, Snatch, Wingstorm
Epic Feats: Epic Reflexes, Improved Combat Reflexes, Superior Initiative
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 29
Treasure: Standard
Alignment: Chaotic Evil

Breath (Ex): The area within 10 feet around the Emperor Anzu is tainted with its noxious breath. All creatures in the area must save against its poison (with a +4 bonus) Once the Emperor Anzu moves, the area remains poisoned for 1 round.

Poison (Ex): Injury, DC 51, 2d4 Wis initial and secondary.

Spell-like Abilities: Always active – detect good, see invisibility; at will- analyze dweomer, displacement, greater invisibility, greater teleport, telekinesis, unholy aura, unholy blight; 3/day – greater magic fang, project image, true seeing Caster level 50th, DC 20 + spell level

Summon Demons (Su): 2/day, the Emperor Anzu can summon 2d6 anzus or 4d6 vrocks.

Slick (Su): The Emperor Anzu’s feathers are coated in a slippery black oil, granting it a freedom of movement effect. The oil can be burned away; anytime the Emperor Anzu takes fire damage, the ability is suppressed for 1d6 rounds.

Telekinetic Mastery: It is a free action for the Emperor Anzu to maintain concentration when using the sustained force effect of telekinesis. It can maintain sustained force on ten separate objects at any given time and can use other spell-like abilities (including other uses of telekinesis while doing so). The Emperor Anzu gains a +10 racial bonus on attack rolls while using the violent thrust or combat maneuver ability of its telekinesis.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:49 pm

Wing of Pazuzu
Image

(13th level rogue)
Large Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
20d8 + 180 (270 hp)
Initiative: +10
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 45 (+4 armor, +3 deflection, +10 Dex, +19 natural, -1 size), touch 22, flat-footed 45
Base Attack/Grapple: +20/+37
Attack: Spear +37 melee (2d6 + 24 and 1d6 electricity plus impale /x3 plus sneak attack and 2d10 electricity)
Full Attack: Spear +37 melee (2d6 + 24 and 1d6 electricity plus impale /x3 plus sneak attack and 2d10 electricity) and 2 wings +39 melee (4d6 + 8 /x2 plus 7d6) and gore +39 melee (4d8 + 8 and disease /x2 plus 7d6)
Space/Reach: 10 ft. /10 ft. (20 ft. with spear)
Special Attacks: Death throes, disease, impale, sneak attack +7d6, spell-like abilities, summon demon
Special Qualities: Damage reduction 15/good and cold iron, darkvision, immune to fire, electricity and poison, improved evasion, opportunist, resistance to acid 10 and cold 10, spell resistance 29, telepathy 100 ft., trapfinding, trap sense, true seeing
Saves: Fort +24, Ref +25, Will +24
Abilities: Str 37, Dex 30, Con 29, Int 24, Wis 28, Cha 29
Skills: Balance +35, Bluff +32, Diplomacy +13, Disguise +32 (+34 acting), Escape Artist +33, Gather Information +34, Hide +29, Intimidate +34, Jump +19, Knowledge (local) +30, Listen +40, Move Silently +33, Search +30, Sense Motive +32, Spot +40, Tumble +33, Use Magic Device +32
Feats: Cleave, Combat Expertise, Combat Reflexes, Fly-by Attack, Improved Feint, Power Attack, Telling Blow
Climate/Terrain: The Abyss
Organization: Solitary, pair or squad (3-6)
Challenge Rating: 21
Treasure: Spear, bracers of armor, ring of defense
Alignment: Chaotic Evil


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

Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 29 half). This explosion automatically destroys any weapons the balor is holding.

Disease (Su): Demon fever – gore, Fortitude DC 29, incubation period 1 day, 1d6 Con damage (1 point drain on second failed save)

Impale (Ex): Pazuzu’s Wings fight with spears rather than whips, but are no less adept at bringing foes into contact with their flaming bodies. If they hit with their spears, they impale their foes. The balor and its victim make immediate Strength checks, if the balor wins, it drags its target against its body. Unlike entangling, the target does not remain attached to the spear and can remove itself from the balor’s body on its turn.
However, being impaled creates a bleeding wound that causes the creature to lose an additional 5 hit points per round. The wound can be closed with a successful Heal check (DC 29) or a healing spell. Healing spells need a caster level check (DC 29) or they are wasted.

Spell-Like Abilities: Always active – detect good, detect law, tongues; at will— blasphemy (DC 26), deeper darkness, desecrate, dominate monster (DC 28), fear (DC 23), greater dispel magic, greater teleport, insanity (DC 26), power word stun, symbol of death (DC 27), symbol of pain (DC 25), symbol of stunning (DC 27), telekinesis (DC 24), unhallow, unholy aura (DC 27), unholy blight (DC 23), wall of fire; 3/day – fire storm (DC 27), implosion (DC 28). Caster level 20th

Summon Demon (Sp): Once per day a Wing of Pazuzu can automatically summon 4d10 dretches, 2d6 vrocks, or one nalfeshnee, glabrezu, marilith or another balor.

Flaming Body (Su): A balor’s body is wreathed in flame. Anyone grappling it takes 6d6 points of fire damage each round.

Possessions: Pazuzu’s Wings are equipped with +5 shocking burst longspears. 3/day as a swift action, these weapons can create a lightning bolt. (20th caster level, 10d6 damage, DC 22). They also wear bracers of armor +4 and rings of defense +3

Design notes: Having replaced their whips and vorpal swords, I added impale to counteract the loss of entangle. Because they are Pazuzu’s guards, I switched the normal balor’s 1d4 hezrous to 2d6 vrocks. Otherwise, these balors use my monster multiclass rules and were given an elite array of ability scores.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 10:00 pm

Zuggtmoy
Image

Large Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice:
50d8 + 650 (1,050 hp)
Initiative: +10
Speed: 50 ft., climb 50 ft.
Armor Class: 63 (+8 deflection, +2 Dex, +9 insight, +35 natural, -1 size), touch 28, flat-footed 52
Base Attack/Grapple: +50/+68
Attack: Pseudopod +63 melee (2d8 + 14)
Full Attack: 4 pseudopods +63 melee (2d8 + 14) and 2 claws +63 melee (1d10 + 7) and tail +63 melee (2d6 + 7 and 2 Con /x4 and 8 Con)
Space/Reach: 10 ft. /10 ft. (20 ft. with pseudopods)
Special Attacks: Call demons, call elementals, call fungi, constrict, engulf, improved grab, spell-like abilities, transformation
Special Qualities: Damage reduction 40/epic good, slashing and cold iron, darkvision, fast healing 20, immunity to acid, electricity and poison, low light vision, plant traits, resistance to cold 30 and fire 30, spell resistance 45, sporegate, telepathy 1000 ft., tremorsense 200 ft.
Saves: Fort +43, Ref +28, Will +39
Abilities: Str 39, Dex 14, Con 36, Int 31, Wis 29, Cha 26
Skills: Balance +28, Bluff +61, Climb +75, Concentration +66, Diplomacy +14, Hide +51, Intimidate +67, Knowledge (arcana) +53, Knowledge (dungeoneering) +63, Knowledge (nature) +63, Knowledge (the planes) +53, Knowledge (religion) +63, Listen +62, Move Silently +55, Search +63, Sense Motive +36, Spellcraft +69, Spot +62, Survival +35, Swim +60, Use Magic Device +61
Feats: Combat Expertise, Combat Reflexes, Dark Speech, Improved Combat Expertise, Improved Critical (pseudopod), Improved Disarm, Improved Initiative, Improved Multiattack, Improved Trip, Power Attack, Multiattack
Epic Feats: Epic Fortitude, Epic Will, Improved Combat Reflexes, Superior Initiative
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 35
Treasure: Quadruple Standard
Alignment: Chaotic Evil


Call Demons (Su): 3/day, Zuggtmoy can call 4d6 vrocks, 3d6 hezrou or 3d6 vathugu.

Call Elementals (Su): 1/day, Zuggtmoy can call 4 fiendish elemental monoliths, one of each prime element.

Call Fungi (Su): 3/day, Zuggtmoy can call 3d10 fungi creatures with the fiendish template.

Constrict (Ex): Zuggtmoy deals 2d8 + 21 additional damage with a successful grapple check.

Engulf (Ex): Zuggtmoy can absorb any grappled creature smaller than she is into her body by winning a grapple check. The engulfed foe is considered still grappled, while Zuggtmoy is not. Zuggtmoy can then begin to use her transformation attack. An engulfed creature can cut its way out by dealing 100 points of damage with a piercing or slashing weapon to Zuggtmoy’s womb. (AC 32, damage reduction 20/epic good and cold iron) The hole closes itself after the engulfed creature escapes.

Improved Grab: Zuggtmoy must hit a creature with her pseudopod attack. If she establishes a hold, she can constrict or attempt to engulf.

Spell-like Abilities: Always active – detect good, detect law, see invisibility, speak with plants, tongues; at will – astral projection, black tentacles, blasphemy (DC 25), contagion (DC 22), deeper darkness, diminish plants, entangle (DC 19), greater dispel magic, greater teleport, levitate, plant growth, snare, telekinesis (DC 23), unhallow, unholy aura (DC 26), unholy blight[/i] (DC 22), warp wood (DC 20); 6/day – elemental swarm, implosion (DC 27), limited wish (DC 25), polymorph any object (DC 26), shapechange, symbol of death (DC 26), symbol of insanity (DC 25), symbol of weakness (DC 24), wall of thorns. Caster level 38th

Transformation (Su): Creatures engulfed by Zuggtmoy take 1d8 points of ability drain to each of their ability scores and Zuggtmoy heals 6d8 hit points per round. Excess hit points persist as temporary hit points for 24 hours. Creatures reduced to 0 Constitution are slain and expelled from Zuggtmoy’s body. Creatures reduced to 0 Intelligence, Wisdom and Charisma become Zuggtmoy’s eternal thralls. They are expelled from her body and their ability drain is immediately undone. Breaking a creature of this thralldom requires a wish or miracle spell and the caster must win an opposed caster level check against Zuggtmoy. (50th caster level).

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

Plant Traits (Ex): Zuggtmoy is immune to critical hits, stunning, paralysis, sleep and polymorph effects. She is also immune to poison as a plant as well as a demon. Penetrating any of Zuggtmoy’s overlapping immunities requires the immunity to be penetrated in all forms or the attack is ineffective.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 10:06 pm

Yibyiru

Medium Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice:
34d8 + 340 (612 hp)
Initiative: +9
Speed: 50 ft., burrow 50 ft.
Armor Class: 52 (+9 Dex, +9 insight, +24 natural), touch 28, flat-footed 34
Base Attack/Grapple: +34/+42
Attack: Claw +45 melee (2d6 + 8 plus poison)
Full Attack: 4 claws +45 melee (2d6 + 8 plus poison) and bite +40 melee (1d8 + 4 plus poison) and tail +40 melee (1d6 + 4 plus 3d6 acid and poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Breath weapon, poison, spell-like abilities, stench, summon demons
Special Qualities: Damage reduction 20/good, slashing and cold iron, darkvision, immunity to acid and poison, plant traits, resistance to cold 20, electricity 20 and fire 20, spell resistance 38, telepathy 500 ft.
Saves: Fort +29, Ref +28, Will +28
Abilities: Str 27, Dex 29, Con 31, Int 24, Wis 29, Cha 26
Skills: Bluff +45, Climb +45, Craft (poison) +44, Diplomacy +30, Disguise +45 (+49 acting), Heal +46, Hide +46, Intimidate +49, Knowledge (dungeoneering) +25, Knowledge (nature) +44, Knowledge (the planes) +30, Listen +46, Move Silently +46, Search +44, Sense Motive +46, Spot +46, Swim +28, Use Magic Device +45
Feats: Ability Focus (poison), Dark Speech, Dodge, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (claw)
Epic Feats: Epic Ability Focus (poison), Epic Weapon Focus (claw)
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Double Standard
Alignment: Chaotic Evil

Breath Weapon (Su): Every 1d4 rounds, 60 ft. cone; 17d8 acid. Reflex DC 37 half.

Poison (Ex): Yibyiru’s toxins are so potent they affect creatures with immunity to poison or ability drain. Such creatures gain a +10 bonus on their Fortitude saves. Creatures that have no Constitution scores suffer permanent hit point damage instead of the ability drain. All of Yibyiru’s poisons inflict ability drain instead of ability damage.

Claws: Injury, Fortitude DC 43, 3d6 Str/3d6 Str
Bite: Injury, Fortitude DC 43, 3d6 Int/3d6 Cha
Tail: Injury, Fortitude DC 43, 3d6 Con/3d6 Con
Skin: Contact, Fortitude DC 43, paralysis/1d6 Dex. Any creature striking Yibyiru with a natural weapon or unarmed strike must save against this poison. Anyone grappling with Yibyiru takes a -10 penalty on their save against this poison.

Spell-like Abilities: At will – contagion (DC 32), detect good, greater teleport, malevolent miasma (DC 30), nauseating breath (DC 31), poison vines (DC 32), unhallow, unholy aura (DC 26); 3/day – befoul (DC 34), blasphemy (DC 25), despoil (DC 35), otyugh swarm, rapture of rupture (DC 25) Caster level 27th.

Stench (Ex): All living creatures within 60 feet of Yibyiru must make a Fortitude save (DC 37) or become nauseated for 1d10 minutes. Success allows the creature to ignore Yibyiru’s stench for 24 hours.

Summon Demons (Su): 3/day, Yibyiru can summon 4d6 babaus or 1d6 kelvezu.

Plant Traits (Ex): Yibyiru is immune to critical hits, stunning, paralysis, sleep and polymorph effects. She is also immune to poison as a plant as well as a demon. Penetrating any of Yibyiru’s overlapping immunities requires the immunity to be penetrated in all forms or the attack is ineffective.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon May 12, 2008 4:55 am

Father Llymic
Image

Huge Aberration (Cosmic)
Hit Dice:
48d8 + 672 (1,056 hp)
Initiative: +16
Speed: 100 ft., fly 50 ft. (perfect)
Armor Class: 69 (+10 deflection, +8 Dexterity, +8 insight, +35 natural, -2 size), touch 34, flat-footed 53
Base Attack/Grapple: +36/+81
Attack: Claw +71 melee (4d6 + 22 plus 3d6 cold and energy drain /18-20/x2)
Full Attack: 2 claws +71 melee (4d6 + 22 plus 3d6 cold and energy drain /18-20/x3) and bite +71 melee (3d8 + 11 plus 3d6 cold) and 13 tentacles +71 melee (3d8 + 22 plus 3d6 cold)
Space/ Reach: 15 ft. /15 ft.
Special Attacks: Brood seed, deadly chill, discord and woe, energy drain, improved grab, rotting constriction, spell-like abilities, summon brood
Special Qualities: Alternate form, blindsight 500 ft., damage reduction 30/greater epic, fast healing 20, ice step, immune to cold, light torpor, resistance to acid 20, electricity 20 and fire 20, spell resistance 50, telepathy 1000 ft., vulnerability to sonic
Saves: Fort +42, Ref +24, Will +40
Abilities: Str 54, Dex 27, Con 35, Int 25, Wis 27, Cha 31
Skills: Bluff +35, Climb +52, Concentration +42, Diplomacy +43, Disguise +10 (+14 acting), Intimidate +65, Jump +75, Knowledge (arcana) +37, Knowledge (the planes) +42, Listen +59, Move Silently +59, Search +32, Sense Motive +38, Spot +59
Feats: Cleave, Combat Reflexes, Empower Spell-like Ability (x2), Improved Initiative, Improved Multiattack, Improved Sunder, Iron Will, Great Cleave, Multiattack, Power Attack, Quicken Spell-like Ability (x2)
Epic Feats: Epic Fortitude, Epic Toughness, Epic Will, Superior Initiative
Malefic Abilities: Anathematic Secrecy, Discord and Woe, Sign (dead sun)
Climate/Terrain: Far Realm
Organization: Solitary (unique)
Challenge Rating: 34
Treasure: None
Alignment: Chaotic Evil

Brood Seed (Ex): Father Llymic can implant a brood seed in a creature with a successful melee touch attack. The victim then gains 1d4 negative levels every round. (Fortitude DC 46 negates the level loss but does not end the effect) Remove disease ends the effect but must be cast while the victim is within natural sunlight or the radius of a light spell.

Deadly Chill (Su): Everyone within 60 feet of Llymic takes 4d6 damage and gains one negative level every round. (Fortitude DC 46 halves damage, negates energy drain)

Discord and Woe: 100 mile range, Will DC 44 negates. Victim enters a barbarian rage, attacking the closest creature and suffers 1 point of vile damage per round until the effect ends. A creature can make a Will save every round to try and break the effect.

Energy Drain (Ex): Negative levels bestowed by Father Llymic cannot be removed until the victim is in direct sunlight. Mere sunlight does not remove the levels however, magical restoration is still required. A creature slain by these negative levels is turned into a brood spawn creature.

Improved Grab (Ex): Father Llymic must hit a creature with his tentacle attack to use this ability. If he gets a hold, he can use his rotting constriction ability.

Rotting Constriction: A creature grappled by Llymic’s tentacles takes 3d6 + 22 plus 3d6 cold damage, and 2d4 points of Constitution drain. Llymic heals 10 points per creature drained in this manner.

Spell-like Abilities: Always active – blur, nondetection, true seeing; at will – cone of cold (DC 25), deeper darkness, detect magic, dimension door, greater dispel magic, nightmare (DC 25), polar ray, project image, sleet storm, wall of ice. Caster level 36th

Summon Brood (Sp): Three times per day, Father Llymic can summon 48 HD worth of brood spawn creatures.

Alternate Form (Ex): Father Llymic’s true form is a monstrosity too bizarre for the mind to comprehend. Those who view him within it must make a Will save (DC 44) or suffer insanity. Those that are successful merely take a -10 penalty on attack rolls and saves made against Llymic.

Light Torpor (Ex): Within the radius of a light spell, Father Llymic is slowed, with no save. Any light spell that deals increased damage to specific creatures also deals increased damage to Father Llymic. Within natural sunlight, he must make a Fortitude save (DC 50) or slip into suspended animation (as the temporal stasis spell) Father Llymic’s fast healing does not function within natural or artificial light.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon May 12, 2008 7:00 am

Eclavdra
Image

Medium Humanoid (Elf)
Hit Dice:
26d8 + 156 (325 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 36 (+7 armor, +6 deflection, +7 Dexterity, +6 natural), touch 23, flat-footed 29
Base Attack/Grapple: +19/+23
Attack: Dark Star +40 melee (1d8 + 11 and 3d6 unholy) or blast +33 ranged touch (5d8)
Full Attack: Dark Star +40/+35/+30 melee (1d8 + 11 and 3d6 unholy) or destructive smite +44 melee (1d8 + 24 and 3d6 unholy)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Channel, domain powers, rebuke vermin, spell-like abilities, spells
Special Qualities: Darkvision, resistance to cold 30 and fire 30, spell resistance 37, telepathy 100 ft.
Saves: Fort +27, Ref +22, Will +33
Abilities: Str 13 (19), Dex 18 (24), Con 17 (23), Int 19, Wis 28, Cha 25
Skills: Bluff +33, Concentration +32, Diplomacy +40, Disguise +7 (+11 acting), Intimidate +36, Knowledge (arcana) +14, Knowledge (the planes) +29, Knowledge (religion) +33, Listen +36, Move Silently +14, Search +6, Sense Motive +39, Spellcraft +35, Spot +36
Feats: Empower Spell, Extend Spell, Gift of the Spider Queen, Heighten Spell, Insightful Strike, Quicken Spell, Spiderfriend Magic
Epic Feats: Automatic Quicken Spell, Epic Ability Focus (Channel), Improved Metamagic, Planar Turning
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 22
Treasure: Double standard
Alignment: Chaotic Evil

Channel (Su): 10/day, Eclavdra can channel negative energy, dealing 13d6 damage in a 30 foot radius burst. (Will DC 34 half) This negative energy heals rather than harms drow and worshippers of Lolth, although Eclavdra can suppress this effect with a swift action.
Undead and evil outsiders in the area must make a Will save (DC 34) or fall under Eclavdra’s control. Good aligned outsiders must make the Will save or become panicked. She may control no more than 52 HD in undead and outsiders (tracked separately) at a time. Creatures with 26 HD or more are immune to Eclavdra’s control.

Domain Powers: Eclavdra is a cleric of Lolth with the Destruction and Trickery domains.
Aura of Destruction: Eclavdra can erect an aura of destruction for up to 26 rounds per day. Within this 30 foot aura, all attacks gain a +13 damage bonus and all critical hits are auto-confirmed.

Copy Cat (Su): Eclavdra can create an illusory double of herself as a move action. This is similar to mirror image save that only a single image exists at a time.

Master’s Illusion: Eclavdra can create an effect identical to veil for up to 26 rounds per day.

Spell-like Abilities: At will – disguise self, inflict light wounds (DC 18); 3/day – dancing lights, deeper darkness, faerie fire, levitation; 1/day – confusion (DC 20), disintegrate (DC 22), invisibility, implosion (DC 26), mass invisibility, shatter (DC 19), time stop. Caster level 26th

Spells: Eclavdra casts divine spells as a cleric.
Spells per day: 7/6/6/6/6/5/5/5/5/1/1/1/1 (Caster level 26th, DC 24 + spell level)

Possessions: Eclavdra’s +5 leather armor of light fortification provides her with a +6 enhancement bonus to her physical ability scores. Her earrings provide her with a +5 enhancement bonus on all Wisdom based abilities. She wears an epic piwafwi.
The Dark Star is a +7 unholy morningstar that also bears the properties of a demon rod. It can project a blast of darkness as a standard action.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon May 12, 2008 8:02 pm

Pegasus
Image

Large Magical Beast (Cosmic)
Hit Dice:
27d10 + 216 (486 hp)
Initiative: +9
Speed: 70 ft., fly 140 ft. (good)
Armor Class: 23 (+5 Dex, +9 natural, -1 size), touch 14, flat-footed 18
Base Attack/Grapple: +27/+40
Attack: Hoof +35 melee (1d8 + 9)
Full Attack: 2 hooves +35 melee (1d8 + 9) and bite +33 melee (1d4 + 4)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision, lowlight vision, scent
Saves: Fort +21, Ref +22, Will +19
Abilities: Str 28, Dex 21, Con 26, Int 16, Wis 19, Cha 23
Skills: Diplomacy +10, Hide +25, Listen +44, Move Silently +25, Sense Motive +34, Spot +44, Survival +20
Feats: Alertness, Combat Reflexes, Endurance, Flyby Attack, Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Run
Climate/Terrain: Ancient Greece
Organization: Solitary (unique)
Challenge Rating: 15
Treasure: None
Alignment: Chaotic Good

Spell-like Abilities (Ex): At will – detect evil, detect good. Caster level 27th

Skills: Pegasus has a +8 racial bonus on Listen and Spot checks.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon May 12, 2008 8:02 pm

Python

Huge Magical Beast (Cosmic, Earth)
Hit Dice:
42d10 + 588 (1,008 hp)
Initiative: +17
Speed: 60 ft., climb 60 ft., swim 60 ft.
Armor Class: 19 (+4 Dex, +7 natural, -2 size), touch 12, flat-footed 15
Base Attack/Grapple: +42/+78
Attack: Bite +60 melee (3d8 + 27 and poison) or poison spit +49 ranged touch (1d6 and contact poison)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Constrict 6d8 + 36, improved grab, poison
Special Qualities: Low-light vision, scent, tremorsense 500 ft.
Saves: Fort +41, Ref +32, Will +29
Abilities: Str 47, Dex 29, Con 35, Int 12, Wis 22, Cha 16
Skills: Balance +25, Climb +34, Escape Artist +30, Hide +30, Listen +40, Move Silently +32, Spot +40, Survival +36, Swim +31
Feats: Alertness, Endurance, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Hide), Stealthy, Track
Epic Feats: Epic Ability Focus (constrict), Epic Endurance, Epic Fortitude, Epic Skill Focus (Hide), Epic Toughness, Legendary Wrestler, Superior Initiative
Climate/Terrain: Ancient Greece
Organization: Solitary (unique)
Challenge Rating: 26
Treasure: None
Alignment: Neutral

Constrict (Ex): Python deals 6d8 + 36 damage with a successful grapple check. The creature must succeed on a Fortitude save (DC 53) or lose consciousness for as long as it remains in the coils and 2d4 rounds thereafter.

Improved Grab: Python must hit with her bite attack to use this ability. If she gets a hold, she can constrict.

Poison (Ex): Injury, Fort DC 43, 1d10 Con/1d10 Con
Contact - Fort DC 38, dazzled/blindness

Skills: Python has a +12 racial bonus on Hide, Listen and Spot checks and a +16 racial bonus on Balance checks.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue May 13, 2008 5:18 pm

Calabar Kordson

Calabar Kordson resides in the city of Union and is a founding member of the Godkissed. He claims third generation descent from Kord. He is a hedonist, enjoying life's pleasures to the fullest, while focusing on maintaining and improving his near perfect body. As a young lad, he was rather scrawny nor did he display any of his family's supposed immortal blood. In depression, he turned his not inconsiderable intellect to the pursuit of arcane magic, intending to compensate for his physical lack. He quickly mastered the fundamentals of magic before his twelfth birthday and was considered an arcane prodigy. Once he hit puberty though, his divine heritage kicked in, turning him into a paragon of physical beauty. He promptly discarded his mystic studies and began training his body into the ideal it is today. Although he still retains enough wizardry to be respected in many circles, he considers it largely inferior to both his carnal capabilities and the powers of his divine blood. Calabar is arrogant and dismissive to those of mortal birth, considering himself above their petty concerns. His greatest hope is to become a demigod and the Godkissed are one method by which he intends to achieve that goal.

Image
Medium Outsider (Divine)
Hit Dice:
24d8 + 192 (384 hp)
Initiative: +8
Speed: 110 ft.
Armor Class: 45 (+5 armor, +4 defense, +6 deflection, +4 Dex, +6 insight, +10 natural) touch 30, flat-footed 41
Base Attack/Grapple: +24/+42
Attack: Unarmed strike +35 melee (2d10 + 10 /19-20)
Full Attack: Unarmed strike +35/+35/+35/+30/+25/+20 melee (2d10 + 10 /19-20)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Divine blast, divine shield, domain powers, quivering palm, spell-like abilities, spells, wholeness of body
Special Qualities: Damage reduction 15/epic, evasion, powerful build, resistance to cold 10 and electricity 10, spell resistance 34
Saves: Fort +22, Ref +18, Will +20
Abilities: Str 31, Dex 19, Con 26, Int 26, Wis 22, Cha 22
Skills: Balance +35, Bluff +33, Climb +30, Concentration +35, Diplomacy +41, Disguise +6 (+10 acting), Gather Information +25, Intimidate +37, Jump +52, Knowledge (arcana) +35, Knowledge (local) +23, Knowledge (the planes) +35, Knowledge (religion) +21, Listen +25, Move Silently +31, Sense Motive +27, Spellcraft +39, Spot +25, Survival +12, Swim +30, Tumble +33
Feats: Cleave, Combat Reflexes, Dodge, Improved Critical (unarmed), Improved Grapple, Improved Initiative, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Focus (unarmed), Whirlwind Attack
Climate/Terrain: Union
Organization: Solitary (unique)
Challenge Rating: 22
Treasure: Possessions
Alignment: Lawful Neutral

Calabar 's unarmed strikes count as epic, axiomatic and adamantine for the purposes of damage reduction and regeneration.

Divine Blast (Su): Once per hour, Calabar can release a blast of divine power as a 200 foot ray, dealing 6d12 points of damage.

Divine Shield (Su): Once per hour as an immediate action, Calabar can shape divine energy around him to ward him from harm. This absorbs 50 points of damage before collapsing.

Domain Powers: Once per hour, Calabar can increase his strength score to 51 for 1 round. Once per hour, he may reroll any roll he has just made.

Quivering Palm: DC 28

Spell-like Abilities: Always active- tongues, true seeing; at will- aid, bull's strength, chain lightning (DC 22), charm monster (DC 20), cure critical wounds (DC 20), enlarge person, entropic shield, fire storm (DC 23), freedom of movement, greater dispel magic, hold monster (DC 21), invisibility, levitate, magic vestment, persistent image (DC 21), polymorph, protection from energy, shield, spell immunity; 3/day – break enchantment, grasping hand, mislead, righteous might, spell turning, stoneskin, summon monster IX, summon nature’s ally IX; 1/day – clenched fist, crushing hand, dimension door, gate, levitate, maze, meteor swarm (DC 25), miracle (DC 25), moment of prescience, teleport. Caster level 24th

Spells: Calabar casts spells as a wizard.
Spells per day: (0-5th) 4/4/4/3/3/2 (Caster level 24th, DC 18 + spell level)

Wholeness of Body: Calabar can cure 192 hit points per day.

Possessions: Calabar always casts magic vestment on his underwear every morning. He typically chooses fireball, ice storm, inflict critical wounds, inflict serious wounds, lightning bolt and shocking grasp as his spells for spell immunity.

Although Calabar wears traditional (but tight) wizard's robes, he likes to fight in less confining garb, typically bursting out of them by flexing. He does not rely on permanent magical items at all; he can occasionally be encountered with various potions and oils that he enjoys experimenting with.

Sources: Calabar Kordson was mentioned in the Epic Level Handbook.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu May 15, 2008 2:13 pm

Eldest Spawn
Image

Gargantuan Elemental (Earth, Water)
Hit Dice:
24d8 + 336 (504 hp)
Initiative: +7
Speed: 40 ft., climb 30 ft., swim 80 ft.
Armor Class: 33 (+3 Dex, +6 insight, +18 natural, -4 size), touch 15, flat-footed 24
Base Attack/Grapple: +18/+48
Attack: Slam +32 melee (4d8 + 18 and slimy infestation) or sludge orb +18 ranged (3d8 + 18 and slimy infestation)
Full Attack: 2 slams +32 melee (4d8 + 18 and slimy infestation) or 4 sludge orbs +18 ranged (3d8 + 18 and slimy infestation)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Horrific presence, slimy infestation, sludge form, sludge orb, spell-like abilities
Special Qualities: Blindsense 120 ft., damage reduction 20/-, darkvision, elemental traits, immune to acid, resistance to electricity 20, spell resistance 25
Saves: Fort +27, Ref +17, Will +14
Abilities: Str 47, Dex 16, Con 37, Int 16, Wis 23, Cha 20
Skills: Climb +36, Jump +25, Knowledge (dungeoneering) +30, Listen +33, Move Silently +30, Spot +33, Swim +40
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Toughness, Power Attack, Weapon Focus (sludge orb)
Climate/Terrain: The Elemental Plane of Water
Organization: Solitary (unique)
Challenge Rating: 18
Treasure: None
Alignment: Chaotic Evil

Horrific Presence (Su): Any creature that begins its turn adjacent to the eldest spawn must succeed on a Fortitude save (DC 35) or be forced 10 feet away. A creature that cannot move is dazed for 1 round instead.

Slimy Infestation: Any creature struck by the eldest spawn is covered in a disgusting coat of slime. As a swift action, the eldest spawn can animate this slime in a 500 ft. radius, causing a tentacle of slime to attack any creatures within 10 feet (including the victim if no other creatures are in range, but never the eldest spawn). This is a melee attack with a +32 modifier and deals 1d8 + 18 damage.

A victim can remove the slime with a full round action or by applying 10 points of fire or cold damage to it.

Sludge Form: The eldest spawn never provokes attacks of opportunity for its movement and ignores terrain based penalties. It can pass through other creature's spaces, although it cannot end its movement in another creature's space. If the eldest spawn passes through a living creature's space, the creature takes 6d10 damage and 4 Con damage, is sickened and knocked prone. A Fortitude save (DC 35) halves the hit point damage, negates the Con damage and sickened effect. A Reflex save (DC 35) negates being knocked prone.

Sludge Orb: The range increment on a sludge orb is 60 ft.

Spell-like Abilities: At will - darkness, desecrate, unholy blight (DC 19); 1/day - blasphemy (DC 22), unhallow. Caster level 18th
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Sat May 17, 2008 9:39 pm

Kanos of Dark Heart
Image

Large Undead (Augmented Monstrous Humanoid)
Hit Dice:
15d12 + 45 (142 hp)
Initiative: +7
Speed: 60 ft.
Armor Class: 31 (+3 armor, +3 Dex, +13 natural, +3 profane, -1 size), touch 15, flat-footed n/a
Base Attack/Grapple: +13/+32
Attack: Slam +23 melee (2d6 + 11 and energy drain) or gore +23 melee (1d8 + 11 and energy drain)
Full Attack: 2 slams +23 melee (2d6 + 11 and energy drain) and gore +21 melee (1d8 + 5 and energy drain)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Powerful charge, rebuke undead, spells, vampire attacks
Special Qualities: Alternate form, damage reduction 15/good and silver, darkvision, fast healing 15, natural cunning, resistance to cold 20 and electricity 20, scent, spell resistance 28, turn resistance +12, vampire traits
Saves: Fort +14, Ref +13, Will +18
Abilities: Str 33, Dex 17, Con -, Int 13, Wis 22, Cha 18
Skills: Bluff +16, Concentration +21, Diplomacy +5, Hide +7, Intimidate +23, Jump +23, Knowledge (religion) +10, Listen +20, Move Silently +11, Search +13, Sense Motive +18, Spot +20
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Extra Turning, Great Cleave, Great Fortitude, Improved Grapple, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Track
Climate/Terrain: Dark Heart (Negative Energy Plane)
Organization: Solitary (unique)
Challenge Rating: 16
Treasure: Standard
Alignment: Neutral evil

Powerful Charge (Ex): In addition to the normal benefits and hazards of a charge, this allows Kanos to make a single gore attack with a +25 attack bonus that deals 4d6 + 6 points of damage plus energy drain.

Rebuke Undead (Su): Kanos can rebuke undead 11/day as a 15th level cleric.

Spells: Kanos casts spells as a cleric. He has access to the Deathbound and Undeath domains
Spells per day: 12/8/8/7/6/6/5/3/2 (Caster level 15th, DC 16 + spell level)
Domain Power: Deathbound - Kanos can control 3x his caster level (45 HD) via animate dead rather than double. Undead – Kanos has Extra Turning as a bonus feat.

Vampire Attacks: Kanos has all of the following
Blood Drain (Ex): If Kanos pins the foe, he drains blood, dealing 1d8 Constitution drain each round the pin is maintained. Kanos gains 5 temporary hit points per point of Constitution drained.

Children of the Night (Su): 3/day, Kanos can call forth 60 HD of bison, wolves or bats. These creatures arrive in 2d6 rounds and serve Kanos for up to 3 hours. On the negative energy plane, he calls forth skeletal undead versions of these creatures.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s blood drain (or any salient vampire special attack) rises as a vampire spawn 1d4 days after burial.
Kanos may create another vampire by feeding his blood to a dying (between -1 and -9 hit points) victim. The victim makes a Will save and a Fortitude save (DC 21). If the Fortitude save is successful, the blood has no effect, if the Will save is successful, the creature dies but does not rise as one of the undead. If the victim fails both saves, they die, only to rise as a vampire with the next sunset.
Kanos has control over all spawn and vampires that he creates. At any given time he may have enslaved spawn totaling no more than 90 HD; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. He may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Domination (Su): Kanos can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that he must use a standard action, and those merely looking at it are not affected. Anyone he targets within 150 ft. must succeed on a Will save (DC 21) or fall instantly under his influence as per dominate monster (caster level 15th).

Energy Drain (Ex): Kanos bestows 3 negative levels when he strikes with his natural weapons. He gains 15 temporary hit points from this.

Alternate Form (Su): Kanos can assume the shape of a bison, wolf or bat (or dire version of such) as a standard action. While in his alternate form, Kanos gains the natural weapons and extraordinary special attacks of his new form. He can remain in that form until he assumes another or until the next sunrise.

Natural Cunning (Ex): Kanos has immunity to maze spells, cannot become lost and is never caught flat-footed.

Vampire Traits: Kanos possesses all of the following
Damned (Ex): Kanos is one of the living dead and an inherently unholy thing. He may not approach within 5 feet of anyone holding a holy symbol of a deity opposed to the undead. He take 2d6 points of damage from holy water. He casts no reflection in mirrors. He must make a Will save (DC 30) to cross running water. Finally, he is nauseated when within 20 feet of garlic or wolfsbane.

Gaseous Form (Su): As a standard action, Kanos can assume gaseous form at will (caster level 15th), but can remain gaseous indefinitely and has a fly speed of 60 feet with perfect maneuverability.

Sleep of the Dead (Ex): As the sun rises, Kanos falls into unconsciousness and cannot be awakened until the sun sets. Noises, lights, and even attacks do not stir him. Once the sun sets, he instantly springs to full alertness.

Kanos may make a Will save (DC 20) to stay awake for an hour. At the end of the hour, he must make another Will save, this time against a DC of 25 to remain awake another hour. At the end of the second hour, he must make a DC 30 Will save and so on. When he does finally sleep, he sleeps an additional two hours past sunset for every one he was awake for after sunrise.

Spider Climb (Su): A vampire can climb sheer surfaces as though affected by a spider climb spell.

Sunlight Vulnerability (Ex): In daylight, Kanos loses all supernatural abilities and his fast healing. He takes a -4 penalty to attack rolls, skill checks, ability checks and Armor Class. He suffers 10 points of damage per round, or 5 per round if he is in cloudy conditions or at twilight. If destroyed by sunlight (or spells like sunburst), he does not assume gaseous form.

The Hunger (Ex): Kanos must feed on blood daily, typically via his blood drain attack. Kanos must ingest no less than 15 points of Constitution in blood per day. For each day this requirement is not met, he suffers one negative level (to a minimum of 1 HD).

For each day he ingests the minimum requirement of blood, one lost level is restored. If he ingests bloods from non humanoid sources, such as animals or fresh corpses, he gains only 1/2 the normal amount of Constitution points.

In addition, every 3 days he goes without feeding, he must make a Will save (DC 15) or take 2d4 points of Wisdom damage. If reduced to 0 Wisdom, Kanos becomes insane for lack of hunger and will mindlessly attack anything to feed himself. Drinking a day's worth of blood will immediately restore all lost wisdom.

Undying (Ex): If reduced to 0 hit points in combat, Kanos automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed (he can travel up to twenty seven miles in 2 hours). Any additional damage dealt to him in gaseous form has no effect. Once at rest in his coffin, he is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes his fast healing. While helpless, he may be paralyzed by driving a wooden stake through his heart. This is a full round action and provokes an attack of opportunity. Kanos remains in stasis until the stake is removed (allowing him to resume healing) or until he is slain (usually by decapitation).

Skills: Kanos has a +8 racial bonus on Bluff, Hide, Move Silently and Sense Motive checks, and a +12 racial bonus on Listen, Search and Spot checks.

Possessions: Kanos wears bracers of armor +3 carved of bone and a cloak of resistance +3 carved of flesh.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Sat May 17, 2008 9:41 pm

Wind, Storm King

Medium Humanoid (Cosmic)
Hit Dice:
26d6 + 208 (364 hp)
Initiative: +12
Speed: 100 ft.
Armor Class: (+12 Dex, +7 insight, +8 natural), touch , flat-footed
Base Attack/Grapple: +26/+32
Attack: Unarmed strike +38 melee (1d6 + 6)
Full Attack: Unarmed strike +38/+33/+28/+23 melee (1d6 + 6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Skirmish +4d6/+4 AC, spells
Special Qualities: Damage reduction 15/chaotic, evasion, hide in plain sight, trackless step, uncanny dodge
Saves:Fort +23, Ref +27, Will +22
Abilities: Str 23, Dex 34, Con 26, Int 24, Wis 25, Cha 27
Skills: Balance +45, Climb +35, Concentration +37, Disguise +37, Gather Information +37, Hide +41, Jump +47, Knowledge (arcana) +21, Knowledge (nature) +40, Knowledge (the planes) +22, Listen +36, Move Silently +41, Spellcraft +38, Spot +36, Survival +36 (+40 above ground, +38 on other planes), Swim +35, Tumble +45
Feats: Bounding Assault, Combat Reflexes, Dodge, Improved Critical (unarmed), Mobility, Practiced Spellcaster, Rapid Blitz, Spring Attack, Telling Blow, Weapon Finesse, Whirlwind Attack
Epic Feats: Greater Whirlwind Attack, Improved Whirlwind Attack
Climate/Terrain: Arcadia
Organization: Solitary (unique)
Challenge Rating: 21
Alignment: Lawful Good

Spells: Wind casts spells as a sorcerer
Spells per day: 8/8/8/8/7/7/7/7/6 (Caster level 24th, DC 18 + spell level)
Spells known: 0 – detect magic, electric jolt*, launch bolt*, prestidigitation, read magic, resistance, silent portal*, sonic snap*, touch of fatigue; 1st – blood wind*, greater mage hand*, scatterspray*, true strike, updraft*; 2nd – binding winds*, baleful transposition*, dark way*, stolen breath*, wraithstrike*; 3rd – capricious zephyr*, downdraft*, fly, ray of dizziness*; 4th – eye of the hurricane*, forcewave*, ray deflection*, wind at back*; 5th – cyclonic blast*, shard storm*, wind tunnel*, zone of respite*; 6th – blood sirocco*, miasma*, repulsion; 7th – control weather, storm of elemental fury*, storm tower*; 8th – field of icy razors*, maddening whispers*, stormrage*; 9th – greater whirlwind*, reaving dispel*, summon elemental monolith*.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Sat May 17, 2008 9:42 pm

Cloud, Storm King

Medium Humanoid (Cosmic, Lawful)
Hit Dice:
25d4 + 200 (300 hp)
Initiative: +7
Speed: 60 ft.
Armor Class: 38 (+4 armor, +1 defense, +7 Dex, +8 insight, +8 natural), touch 26, flat-footed 30
Base Attack/Grapple: +18/+24
Attack: Unarmed strike +24 melee (1d10 + 6)
Full Attack: Unarmed strike +24/+24/+19/+14 melee (1d10 + 6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spells, wholeness of body
Special Qualities: Damage reduction 15/chaotic, improved evasion, slow fall 40 ft.
Saves:Fort +11, Ref +11, Will +14
Abilities: Str 23, Dex 25, Con 27, Int 23, Wis 27, Cha 33
Skills: Balance +39, Concentration +22, Jump +23, Knowledge (arcana) +34, Knowledge (nature) +34, Knowledge (the planes) +20, Move Silently +35, Sense Motive +31, Spellcraft +34, Spot +36, Tumble +39
Feats: Combat Expertise, Combat Reflexes, Extend Spell, Improved Combat Expertise, Improved Trip, Persistent Spell, Quicken Spell, Still Spell, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed)
Epic Feats: Automatic Still Spell (x2), Epic Spellcasting
Climate/Terrain: Arcadia
Organization: Solitary (unique)
Challenge Rating: 21
Alignment: Lawful Good

Spells: Cloud casts spells as a sorcerer
Spells per day: 9/9/9/8/8/8/8/7/7 (Caster level 25th, DC 21 + spell level)
Spells known: 0 – acid splash, dancing lights, detect magic, ghost sound, prestidigitation, read magic, resistance, silent portal, touch of fatigue; 1st – mage armor, obscuring mist, ray of enfeeblement, shocking grasp, true strike; 2nd – alter self, blur, darkness, glitterdust, whispering wind; 3rd – displacement, fireball, fly, gaseous form; 4th – bestow curse, greater invisibility, rainbow pattern, solid fog; 5th – mind fog, mirage arcana, transmute mud to rock, transmute rock to mud; 6th – acid fog, control water, repulsion; 7th – control weather, ethereal jaunt, greater teleport; 8th – incendiary cloud, prismatic wall, screen; 9th – gate, mage's disjunction, mass hold monster.

Wholeness of Body (Su): Cloud can heal himself up to 200 hit points daily.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon May 19, 2008 4:28 am

Thoon

Huge Aberration (Psionic, Void)
Hit Dice:
50d8 + 800 (1,200 hp)
Initiative: +19
Speed: 30 ft., fly 60 ft.(perfect), swim 90 ft.
Armor Class: 61 (+14 deflection, +6 Dex, +11 insight, +22 natural, -2 size), touch 39, flat-footed 44
Base Attack/Grapple: +37/+57
Attack: 4 tentacles +50 melee (1d10 + 12 plus 2d10 acid)
Full Attack: 12 tentacles +50 melee (1d10 + 12 plus 2d10 acid)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Acid burn, confusion sphere, overmind blast, psionics, spell-like abilities
Special Qualities: Darkvision, dual action, regeneration 20, power resistance 56
Saves: Fort +43, Ref +22, Will +38
Abilities: Str 34, Dex 22, Con 42, Int 41, Wis 33, Cha 38
Skills: Bluff +67, Concentration +69, Craft (crystal working) +41, Craft (flesh) +41, Diplomacy +52, Hide +51, Intimidate +73, Knowledge (arcana) +68, Knowledge (dungeoneering) +68, Knowledge (the planes) +68, Knowledge (psionics) +68, Knowledge (religion) +68, Listen +64, Move Silently +59, Psicraft +74, Search +41, Sense Motive +64, Spellcraft +47, Spot +64, Swim +46
Feats: Ability Focus (overmind blast), Combat Reflexes, Empower Power, Extend Power, Improved Initiative, Maximize Power, Power Attack, Psionic Fist, Psionic Meditation, Quicken Power, Sense Quintessence, Unavoidable Strike, Unconditional Power, Weapon Focus (tentacle), Widen Power
Epic Feats: Epic Ability Focus (overmind blast), Epic Weapon Focus (tentacle)
Climate/Terrain: Far Realm
Organization: Solitary (unique)
Challenge Rating: 40
Alignment: Neutral Evil

Acid Burn (Ex): Any creature that has taken acid damage from Thoon's attacks suffers 4d10 acid damage the following round.

Confusion Sphere (Su): All creatures within 100 feet of Thoon must make a Will save (DC 49) or suffer an insanity effect. The effect is permanent until removed via psychic chirurgery. Wish, miracle or revise reality can remove the effect, but must make a caster/manifester level check (DC 60) or the power is wasted to no effect.

Code: Select all
d%     Effect
01-05  Attack Thoon with melee or ranged attacks, or close with Thoon if attack isn't possible.
06-15  Act normally.
16-30  Fall to knees (prone) and mutter "Thoon...Thoon..."
31-50  Attack self with most destructive means available.
51-70  Flee from Thoon at top speed.
71-100 Attack nearest creature.


Overmind Blast (Su): As a standard action, Thoon can impose on a target within 1000 ft. its horrific consciousness. The target takes 3d10 Wisdom damage (Will DC 55 negates). Although this isn't a fear effect, a creature with immunity or a bonus on fear saving throws gains a +4 bonus on this save. A creature reduced to 0 Wisdom by this attack is transformed into a loyal servant of Thoon and its original Wisdom is restored.

Psionics (Ps): Thoon manifests powers as a telepath.
Powers known: (PP: 643; Manifester level 40th, DC 25 + power level) 1 -astral construct, charm, detect psionics, inertial armor, mind link, vigor; 2-brain lock, clairvoyant sense, ego whip, read thoughts, suggestion; 3-hostile empathic transfer, mental barrier, mind trap, psionic blast; 4-correspond, dominate, mindwipe, schism; 5-metaconcert, mind probe, plane shift, psychic crush; 6- mass cloud mind, disintegrate, fuse flesh, temporal acceleration; 7-energy conversion, energy wave, insanity, ultrablast; 8-greater teleport, mind seed; 9-apopsi, psychic chirurgery, reality revision

Spell-like Abilities: Always active – true seeing, at will – feeblemind (DC 29), greater dispel magic, telekinesis; 3/day – weird (DC 33). Caster level 40th

Dual Action (Ex): Thoon rolls two initiative checks. The higher represents a mental action turn and the lower represents a physical action turn. Mental actions include manifesting powers, its overmind blast and movement via flight. Physical actions include any movement and natural attacks.

Regeneration: Weapons covered with quintessence and spells or powers that use quintessence as an additional material component deal normal damage to Thoon.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Fri May 23, 2008 2:00 am

Elluvia Maure
Image

Medium Humanoid (Human)
Hit Dice:
25d6 + 75 (225 hp)
Initiative: +5
Speed: 30 ft., fly 50 ft. (average)
Armor Class: 38 (+6 armor, +8 deflection, +5 Dex, +9 natural), touch 23, flat-footed 33
Base Attack/Grapple: +13/+18
Attack: Scourge +23 melee (1d8 + 6 and 1 Con) or spell +18 ranged touch or +14 melee touch
Full Attack: Scourge +23 melee (1d8 + 6 and 1 Con)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Betrayal, draining kiss, fascinating presence, legendary charm, sneak attack +3d6, spell-like abilities, spells, telepathic gaze
Special Qualities: Damage reduction 10/cold iron and good, darkvision, immunity to electricity and poison, reflect enchantment, resistance to acid 10, cold 10 and fire 10, spell resistance 28
Saves: Fort +16, Ref +18, Will +26
Abilities: Str 13, Dex 21, Con 17, Int 26, Wis 16, Cha 26
Skills: Bluff +52, Concentration +31, Craft (alchemy) +17, Decipher Script +25, Diplomacy +62, Disguise +15 (+19 acting), Gather Information +30, Intimidate +47, Knowledge (arcana) +36, Knowledge (history) +36, Knowledge (nobility and royalty) +36, Knowledge (the planes) +38, Knowledge (religion) +36, Listen +15, Perform (dance) +29, Perform (sing) +29, Sense Motive +31, Spellcraft +42, Spot +15
Feats: Abyss-Bound Soul (Malcanthet), Dark Speech, Evil Brand, Extend Spell, Fortify Spell, Greater Spell Focus (enchantment), Keeper of Forbidden Lore, Otherworldly Countenance (beauty), Persistent Spell, Persuasive, Quicken Spell, Spell Focus (enhancement), Thrall to Demon (Malcanthet), Twin Spell
Epic Feats: Epic Spell Focus (enchantment), Epic Will
Climate/Terrain: Shendilavri (the Abyss)
Organization: Solitary (unique)
Challenge Rating: 20
Treasure: Possessions
Alignment: Chaotic Evil

Betrayal: Anytime Elluvia Maure deals damage to an ally with a weapon or spell, the victim must make a Will save (DC 30) or be stunned for 1d4 rounds.

Draining Kiss (Su): Elluvia can bestow one negative level upon any creature she lures into an act of passion or plants a kiss upon. An unwilling target must be grappled. The Fortitude DC to remove the negative level is 30.

Fascinating Presence (Su): Twice per day, Elluvia can focus her attention on a target within 30 ft. who can see her. If the target fails a Will save (DC 30), it is fascinated for as long as Elluvia remains in sight.

Legendary Charm (Sp): Elluvia can cast dominate monster (DC 32) on a creature with a permanent duration. She may only have one creature dominated in this fashion at a single time.

Spell-like Abilities: At will - charm monster; 1/day - dominate monster (DC 32), heroism, hold monster (DC 28), insanity (DC 30), power word kill, power word stun, mass suggestion (DC 29), touch of idiocy. Caster level 22nd

Spells: Elluvia casts spells as an enchantress. Her prohibited schools are Evocation and Necromancy
Wizard spells per day: 6/6/6/6/5/5/9/5/4 (Caster level 22nd, DC 18 + spell level, Enchantment DC 23 + spell level)

Telepathic Gaze (Ex): Elluvia can communicate telepathically with any creature within 100 feet that meets her gaze. She also detects thoughts (as per the 3rd round of concentration) on any such creature who fails a Will save (DC 30). She gains a +5 circumstance bonus on Bluff, Diplomacy and Intimidate checks against any creature whose thoughts she is reading.

Reflect Enchantment: Whenever Elluvia makes her save against an enchantment spell, the spell is reflected back upon its original caster as if Elluvia had cast it herself.

Possessions: +5 adamantine scourge of wounding, bracers of armor +6, ring of wizardry (VII), cloak of resistance +5, robe of scintillating colors (no max duration), wand of web.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Jun 10, 2008 5:01 am

King Snurre Ironbelly
Image

Huge Giant (Fire)
Hit Dice:
29d10 + 435 (681 hp)
Initiative: +9
Speed: 50 ft.
Armor Class: 40 (+16 armor, +5 deflection, +1 Dex, +10 natural, -2 size), touch 14, flat-footed 39
Base Attack/Grapple: +29/+50
Attack: Greatsword +49 melee (8d6 + 32 plus 3d6 fire /17-20/x3) or slam +40 melee (1d6 + 13) or rock +40 ranged (2d8 + 13 plus 2d6 fire)
Full Attack: Greatsword +49/+44/+39/+34 melee (8d6 + 32 plus 3d6 fire /17-20/x3) or 2 slams +40 melee (1d6 + 13)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Rock throwing
Special Qualities: Immunity to fire, low-light vision, resistance to cold 30, rock catching, vulnerability to cold
Saves: Fort +37, Ref +16, Will +24
Abilities: Str 37, Dex 13, Con 31, Int 16, Wis 17, Cha 19
Skills: Appraise +11 (+15 metal), Bluff +12, Climb +33, Craft (metal) +28, Diplomacy +29, Intimidate +38, Jump +37, Knowledge (history) +19, Knowledge (nobility and royalty) +19, Sense Motive +28, Spot +28
Feats: Brutal Throw*, Cleave, Combat Brute, Combat Reflexes, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bullrush, Improved Critical (greatsword), Improved Initiative, Improved Sunder, Improved Toughness, Iron Will, Power Attack, Power Throw, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Epic Feats: Devastating Critical (greatsword), Epic Fortitude, Epic Toughness (x2), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Will, Superior Initiative
Climate/Terrain: The Hellfurnaces (Greyhawk)
Organization: Solitary (unique)
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Lawful Evil

Rock Throwing: The range increment is 140 feet for Snurre's thrown rocks.

Possessions: Snurre wears +6 white wyrmscale armor with the skull having been crafted into a helm of defense +5. The armor provides Snurre with resistance to cold 30.

Snurre wields an ancient adamantine +5 greatsword of flaming blast.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Ad from our Sponsor

by Sponsor » Today

Our sponsor
Sponsor
 
Posts: 1
Joined: Today
Location: Internet

PreviousNext

Return to Alternate World

Who is online

Users browsing this forum: No registered users and 1 guest