Unique Entities of Alternate World

The houserules and entities of Kain Darkwind

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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon Aug 11, 2008 1:26 am

Reluhantis
Image
Art by JaggyD

Large Outsider (Chaotic, Evil, Mazza im)
Hit Dice:
23d10 + 230 (425 hp)
Initiative: +14
Speed: 40 ft.
Armor Class: 44 (+6 armor, +5 deflection, +8 Dex, +16 natural, -1 size), touch 22, flat-footed 36, combat 53
Base Attack/Combat: +23/+38
Attack: 3 greatswords +38 melee (3d6 + 26 /17-20) or 6 slams +33 melee (1d8 + 11) or tail slap +33 melee (4d6 + 11)
Full Attack: 3 greatwords +38/+33/+28/+23 melee (3d6 + 26 /17-20) and tail slap +31 melee (4d6 + 5) or 6 slams +33 melee (1d8 + 11) and tail slap +31 melee (4d6 + 5)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Aura of unluck, constrict, dark companion, dire curse, improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 25/epic, cold iron and good, darkvision, immunity to electricity and poison, mettle, resistance to acid 40, cold 40, fire 40 and sonic 20, spell resistance 31, superior multiweapon fighting, telepathy 200 ft.
Saves: Fort +41, Ref +37, Will +37
Abilities: Str 32, Dex 30, Con 31, Int 22, Wis 22, Cha 29
Skills: Bluff +35, Concentration +36, Diplomacy +35, Disguise +9 (+11 acting), Intimidate +35, Martial Lore +32, Knowledge (arcana) +32, Knowledge (the planes) +32, Knowledge (religion) +32, Knowledge (tactics) +32, Perception +40, Sense Motive +32, Spellcraft +36, Stealth +36, Use Magic Device +35
Feats: Cleave, Combat Expertise, Combat Casting, Combat Reflexes, Great Cleave, Greater Spell Focus (enchantment), Greater Spell Penetration, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Multiattack, Power Attack, Spell Focus (enchantment), Spell Penetration
Epic Feats: Epic Fortitude, Epic Will
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 23
Treasure: Possessions
Alignment: Chaotic Evil

Aura of Unluck (Su): 3/day, Reluhantis can cause attacks against her to suffer a 20% miss chance for 12 rounds.

Constrict (Ex): Reluhantis deals 4d6+16 points of damage with a successful grapple check. The constricted creature must succeed on a Fortitude save (DC 32) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter.

Dark Companion (Su): Reluhantis can produce an eerie insubstantial shadow companion at will. Any foe adjacent to the companion suffers a -2 penalty on its saves and AC. The companion moves where Reluhantis directs it on her turn, up to 80 ft. The companion must stay within 120 ft. of Reluhantis. The companion cannot attack, grant a flanking bonus or move into another creature's space, however if a creature moves through its space, the companion deals it 5d8 vile damage. The companion can be dispelled as if it had a caster level of 23rd, if so, it returns to Reluhantis in 24 hours.

Dire Curse (Su): 6/day, Reluhantis can curse a foe within 60 ft., causing it to take a -6 penalty on attacks, saves, ability checks, skill checks and damage rolls for an hour. Will DC 30 negates.

Improved Grab (Ex): To use this ability, Reluhantis must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.

Spell-Like Abilities: Always active true seeing; at willµ align weapon, blade barrier (DC 25), magic weapon, project image (DC 25), see invisibility, telekinesis (DC 24), greater teleport, unholy aura (DC 27). Caster level 23rd.

Spells: Reluhantis casts spells as a hexblade.
Spells per day: 6/5/5/5 (DC 19 + spell level, DC 21 for enchantment, caster level 23rd)
Spells known: 1st - arcane mark, disguise self, expeditious retreat, prestidigitation, undetectable alignment; 2nd - blindness/deafness, darkness, invisibility, resist energy, touch of idiocy; 3rd - confusion, poison, slow, stinking cloud, vampiric touch; 4th - baleful polymorph, enervation, phantasmal killer, scrying, solid fog.

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

Superior Multiweapon Fighting: Reluhantis can attack with all six of her arms any time she could attack with one. She takes no penalty to its attacks.

Skills: Mariliths have a +8 racial bonus on Perception checks.

Possessions: Reluhantis wields 3 +5 keen greatswords of collision. She wears gloves of spell disruption, a ring of defense +5, a ring of water elemental command and a darkskull as a helmet. Her armor, a suit of +6 heavy fortification chain, is a major artifact known as the Invulnerable Coat of Arnd and accounts for her increased damage reduction and energy resistance.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Aug 12, 2008 11:58 am

Zhelamiss
Image

Medium Outsider (Evil)
Hit Dice: 25d8 + 150 (262 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 40 (+6 deflection, +1 Dex, +6 insight, +17 natural), touch 23, flat-footed 33, combat 48
Base Attack/Combat: +25/+33
Attack: Bite +33 melee (3d6 + 12 plus disease)
Full Attack: Bite +33 melee (3d6 + 12 plus disease) and 2 claws +31 melee (1d10 + 8 and bleeding)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Bleeding, disease, dream haunting, spell-like abilities, spells
Special Qualities: Damage reduction 15/cold iron and good, immune to fire, cold and mind affecting effects, spell resistance 38
Saves: Fort +26, Ref +21, Will +26
Abilities: Str 27, Dex 12, Con 22, Int 23, Wis 23, Cha 20
Skills: Bluff +33, Concentration +34, Diplomacy +41, Intimidate +37, Knowledge (arcana) +34, Knowledge (nature) +34, Knowledge (the planes) +34, Knowledge (religion) +34, Perception +34, Ride +29, Sense Motive +34, Spellcraft +38, Stealth +29, Use Magic Device +33
Feats: Empower Spell, Extend Spell, Maximize Spell, Mounted Combat, Multiattack, Persistent Spell, Power Attack, Quicken Spell, Ride-by Attack, Widen Spell
Epic Feats: Improved Metamagic Capacity (x3)
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary (unique) or with mount (Vilhuv)
Challenge Rating: 20
Treasure: Standard
Alignment: Neutral Evil

Bleeding (Ex): Zhelamiss' claws inflict bleeding wounds. An injured creature loses 5 hit points per round until the bleeding is stopped. (Heal DC 28 or application of healing magic with caster level check DC 28)

Disease (Ex): Demon fever - bite, Fortitude DC 28, incubation period 1 day, 1d6 Con. Each failed save requires an immediate secondary save (DC 28) or the victim suffers 1 point of Constitution drain.

Dream Haunting (Su): Zhelamiss can visit the dreams of individuals by using her heartstone to become ethereal, then hovering over the creature. Once she invades someone's dreams, she rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating Zhelamiss.

Spell-like Abilities: At will - baleful polymorph (DC 22), call lightning storm (DC 21), detect chaos, detect evil, detect good, detect law, detect magic, etherealness, hold person, magic missile, polymorph, ray of enfeeblement, sleep (DC 16). Caster level 25th.

Spells: Zhelamiss casts spells as an adept with access to the Evil and Moon domains as well. She may spontaneously cast any of the spells to which she has access.
Spells per day: --/5/5/4/4/3/2/1/1/1. Caster level 25th, DC 16 + spell level

Possessions: Heartstone. Zhelamiss's periapt provides a +6 resistance bonus to saves and +6 deflection bonus to Armor Class, instantly cures any disease contracted by the holder and enables her to use etherealness at will.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed Aug 13, 2008 12:18 pm

Orwantz
Image

Gargantuan Outsider (Chaotic, Evil, Mazza im)
Hit Dice:
36d8 + 432 (666 hp)
Initiative: +7
Speed: 40 ft.
Armor Class: 47 (+8 armor, +4 deflection, -1 Dex, +30 natural, -4 size), touch 9, flat-footed 47, combat 84
Base Attack/Combat: +36/+69
Attack: Slam +56 melee (6d6 + 31 /19-20) or rock +53 ranged (3d8 + 21)
Full Attack: 2 slams +56 melee (6d6 + 31 /19-20)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Powerful slam, spell-like abilities, stomp
Special Qualities: Damage reduction 20/good and cold iron, darkvision, fast healing 10, immune to electricity and poison, resistance to acid 20, cold 20 and fire 20, spell resistance 34, telepathy 100 ft.
Saves: Fort +42, Ref +23, Will +31
Abilities: Str 53, Dex 8, Con 35, Int 5, Wis 16, Cha 16
Skills: Acrobatics +30, Climb +45, Diplomacy +5, Intimidate +42, Knowledge (local) +13, Perception +42, Sense Motive +30, Swim +45
Feats: Awesome Blow, Blind-Fight, Brutal Throw, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Natural Attack, Improved Overrun, Improved Sunder, Power Attack, Power Throw, Weapon Focus (slam)
Epic Feats: Epic Fortitude, Epic Weapon Focus (slam), Epic Will, Superior Initiative
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 23
Treasure: Standard
Alignment: Chaotic Evil

Powerful Slam (Ex): Orwantz's slam attacks are treated as if they were tow-handed weapons for purposes of applying modifiers to damage with Power Attack and from his Strength bonus.

Spell-like abilities: Always active - see invisibility, unholy aura (DC 21); at will- fear (DC 17), levitate, spider climb. Caster level 18th

Stomp (Su): Orwantz can produce a shock wave that sends his foes careening off balance by stomping on the ground as a standard action. The shock wave lasts for 1 round and duplicates the effects of a double strength earthquake spell in an 100-foot radius around him. Orwantz and others goristros are unaffected.

Possessions: Bracers of armor +8
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Aug 14, 2008 11:02 am

Yattara
Image
Art by Redeve

Medium Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
15d8 + 75 (172 hp)
Initiative: +11
Speed: 30 ft., fly 50 ft. (average)
Armor Class: 26 (+7 Dex, +9 natural), touch 17, flat-footed 19, combat 37
Base Attack/Combat: +15/+22
Attack: Claw +25 melee (1d6 + 4 plus 1d6 cold)
Full Attack: 2 claws +25 melee (1d6 + 4 plus 1d6 cold)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Enchanting dance, energy drain, spell-like abilities, sneak attack +7d6, summon demon
Special Qualities: Damage reduction 10/cold iron and good, darkvision, improved evasion, immunity to electricity and poison, improved uncanny dodge, resistance to acid 10, cold 10 and fire 10, spell resistance 18, telepathy 100 ft., uncanny dodge
Saves: Fort +14, Ref +18, Will +11
Abilities: Str 13, Dex 24, Con 20, Int 21, Wis 14, Cha 29
Skills: Bluff +27, Concentration +15, Diplomacy +27, Disguise +27 (+29 acting), Escape Artist +18, Fly +25, Intimidate +20, Knowledge (nobility and royalty) +15, Knowledge (the planes) +15, Perception +28, Perform (dance) +27, Perform (sing) +27, Sense Motive +20, Sleight of Hand +25, Spellcraft +15, Stealth +25
Feats: Ability Focus (enchanting dance), Combat Expertise, Combat Reflexes, Fly-by Attack, Improved Feint, Improved Initiative, Lightning Reflexes, Persuasive, Telling Blow, Weapon Finesse
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary (unique) or with 2-6 succubi rogues (6th level)
Challenge Rating: 13
Treasure: Standard
Alignment: Chaotic Evil


Enchanting Dance (Su): 5/day, Yattara can use her dance to produce a variety of effects on those who see her. The DC for any effect is 28. Creatures cannot be affected again by the enchanting dance for 24 hours regardless of the success of their saving throw. Yattara can maintain an enchanting dance for one minute.

Beguiling Dance: All creatures within 30 feet who can see Yattara must make a Will save or be dazed for one round. Creatures who fail their save improve their attitudes toward Yattara by one step.
Wearying Dance: All creatures within 30 feet who can see Yattara must make a Will save or be fatigued for as long as she maintains the dance. Fatigued creatures failing the save become exhausted.
Frightful Dance: All creatures within 30 feet who can see Yattara must make a Will save for become shaken for as long as she maintains the dance. Shaken creatures become frightened and frightened creatures become panicked.

Energy Drain (Su): Yattara can drain energy by luring a living creature into an act of passion or planting a kiss on the victim. An unwilling target must be grappled in order to do so. The kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss. A Will save (DC 26) negates the suggestion. The DC to remove the negative level is 26.

Spell-Like Abilities: Always active — tongues; at will — charm monster (DC 23), detect good, detect thoughts (DC 21), ethereal jaunt, polymorph, suggestion (DC 22), greater teleport. Caster level 15th.

Summon Demon (Sp) Once per day Yattara can summon 1d4 succubi or a vrock.

Skills: Succubi have a +8 racial bonus on Perception checks.

Possessions: Yattara wears a pair of bracelets which provide her with a +3 enhancement bonus and the frost quality on her unarmed and natural attacks, a ring of protection +3, and a ring of nine lives with all of its charges remaining.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Fri Aug 15, 2008 3:33 am

Ungorthiax
Image
Art by Caelicorn

Large Outsider (Chaotic, Evil, Mazza im)
Hit Dice:
24d8 + 288 (480 hp)
Initiative: +14
Speed: 40 ft.
Armor Class: 39 (+10 Dex, +20 natural, -1 size), touch 19, flat-footed 29, combat 56
Base Attack/Combat: +24/+41
Attack: 3 bastard swords +41 melee (2d8 + 18 /19-20/x2) and 3 waraxes +41 melee (2d8 + 18 plus 2 Con/19-20/x3) or slam +36 melee (1d8 + 13) or tail slap +36 melee (4d6 + 13)
Full Attack: 3 bastard swords +41/+36/+31/+26 melee (2d8 + 18 /19-20/x2) and 3 waraxes +41/+36/+31/+26 melee (2d8 + 18 plus 2 Con/19-20/x3) and tail slap +36 melee (4d6 + 6) or 6 slams +36 melee (1d8 + 13) and tail slap +36 melee (4d6 + 6)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Constrict, smite good, improved grab, lay on hands, rebuke undead, spell-like abilities, summon demon
Special Qualities: Damage reduction 20/cold iron and good, darkvision, immunity to electricity and poison, resistance to acid 20, cold 20 and fire 20, spell resistance 32, superior multiweapon fighting, telepathy 200 ft.
Saves: Fort +34, Ref +32, Will +35
Abilities: Str 37, Dex 31, Con 35, Int 22, Wis 24, Cha 27
Skills: Acrobatics +25, Bluff +35, Concentration +39, Diplomacy +37, Disguise +8 (+10 acting), Intimidate +37, Knowledge (the planes) +33, Knowledge (religion) +33, Knowledge (tactics) +33, Perception +42, Ride +37, Sense Motive +34, Spellcraft +33, Stealth +37, Survival +22, Use Magic Device +35
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Initiative, Improved Multiattack, Iron Will, Mounted Combat, Multiattack, Power Attack, Selective Turning
Epic Feats: Great Smiting, Epic Will
Climate/Terrain: The Gaping Maw (The Abyss)
Organization: Solitary, pair or group (3-12)
Challenge Rating: 24
Treasure: Double Standard
Alignment: Chaotic Evil

Constrict (Ex): An Ungorthiax deals 4d6 + 19 points of damage with a successful grapple check. The constricted creature must succeed on a Fortitude save (DC 35) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter.

Improved Grab (Ex): To use this ability, an Ungorthiax must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.

Lay on Hands (Su): An Ungorthiax can heal herself, her mount or one of her sisters by laying hands. She can cure up to 192 points of damage in this manner per day.

Rebuke Undead: 11/day, an Ungorthiax can unleash a wave of negative energy dealing 11d6 damage within a 60 ft. sphere. Undead healed by this energy must make a Will save (DC 30) or fall under the Ungorthiax's control. This energy does not damage any creature the Ungorthiax does not wish to.

Smite Good (Su): 7/day, an Ungorthiax can smite good, with a +8 bonus to attack and dealing 48 additional damage.

Spell-Like Abilities: Always active - true seeing; at will - align weapon, blade barrier (DC 24), magic weapon, project image (DC 25), see invisibility, telekinesis (DC 23), greater teleport, unholy aura (DC 26). Caster level 24th.

Summon Demon (Sp): Twice per day an Ungorthiax can summon 4d10 dretches, 1d4 hezrou, one nalfeshnee, one glabrezu or a marilith.

Superior Multiweapon Fighting: An Ungorthiax can attack with all six of her arms any time she could attack with one. She takes no penalty to its attacks.

Skills: Mariliths have a +8 racial bonus on Perception checks.

Possessions: The Ungorthiax wield 3 +5 vorpal bastard swords and 3 +5 keen waraxes of wounding.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon Sep 01, 2008 9:19 pm

Ao
Huge Elder (Divine)
Rank:
25
Hit Dice: 60d20 + 4440 (5,640 hp)
Initiative: +52 (always first)
Speed: 1000 ft., fly 1000 ft. (perfect)
Armor Class: 144 (+27 deflection, +19 Dex, +25 divine, +25 insight, +40 natural, -2 size), touch 104, flat-footed 144
Base Attack/Combat: +60/+113
Attack: 4 slams +136 melee (8d10 + 26) or blast +110 ranged touch (77d12)
Full Attack: 8 slams +136 melee (8d10 + 26)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Alter reality, blast, call gods, shield
Special Qualities: Damage reduction 60/-, immunity to acid, cold, electricity, fire, force and sonic, regeneration 30, spell resistance 100, sunder and disjoin, telepathy 2500 miles
Saves: Fort +84, Ref +82, Will +88
Abilities: Str 63, Dex 48, Con 52, Int 62, Wis 61, Cha 65
Skills: All +115
Feats: Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Great Fortitude, Improved Combat Expertise, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Toughness (x14), Epic Will, Improved Combat Reflexes, Stowaway Spell (all), Superior Initiative
Salient Abilities: Alter Reality, Area Divine Shield, Automatic Sunder and Disjoin, Bestow Divinity, Call Creatures (gods), Craft Artifact, Craft World, Divine Dodge, Divine Might, Divine Right, Divine Toughness, Mass Divine Blast, Mass Life and Death, Rejuvenation, Revoke Divinity, Supreme Initiative, True Shapechange
Climate/Terrain: Aber-Toril
Organization: Solitary (unique)
Challenge Rating: 150
Treasure: None
Alignment: Neutral


Alter Reality: As a standard action, Ao can duplicate the effects of a 59th level spell or lower.

Blast: Ao's divine blast deals 77d12 damage. It can strike up to 250 targets, no two of which can be more than fifty miles apart, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 5000 feet long. A burst or spread can have a radius of up to 2500 feet. A cylinder can have a radius of up to 2500 feet per rank and a height of up to 500 feet.

Call Gods: As a standard action, Ao can call up to fifty deities that influence Aber-Toril. The deities are under no special compulsion to obey Ao other than common sense.

Shield: 53/day, Ao can create a shield that withstands up to 500 points of damage. This can be personal or a transparent barrier whose area is up to fifty 10-foot squares, or a sphere or hemisphere with a radius of up to 50 feet.

Regeneration: Elders and omegas deal Ao normal damage.

Sunder and Disjoin: Any weapon or item which is used to attack Ao takes 120d6 disintegration damage (Fort DC 92 negates) and is disjoined as though by mage's disjunction (Will DC 92 negates, Caster level 60th).
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Sep 02, 2008 7:09 pm

Crom
Image
Art by Aquilianranger

Divine Rank: 16
Domains: Death, Destruction, Strength, War
Large Outsider (Divine, Lawful)
Hit Dice: 48d12 + 864 (1,440 hp)
Initiative: +16 (always first)
Speed: 70 ft.
Armor Class: 72 (+13 deflection, +8 Dex, +16 divine, +26 natural, -1 size), touch 46, flat-footed 72, combat 100
Base Attack/Combat: +48/+85
Attack: Warhammer +97 melee (4d6 + 38 /19-20/x3) or divine blast +71 ranged touch (29d12)
Full Attack: Warhammer +97/+92/+87/+82 melee (4d6 + 38 /19-20/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Alter reality, blast, curse, divine aura, shield, spell-like abilities
Special Qualities: Damage reduction 40/greater epic, immunity to cold, electricity and fire, fast healing 40, resistance to acid 60, spell resistance 74, uncanny dodge
Saves: Fort +66, Ref +50, Will +52
Abilities: Str 50, Dex 26, Con 46, Int 20, Wis 31, Cha 36
Skills: Acrobatics +60, Climb +87, Craft (metal working) +55, Diplomacy +35, Intimidate +80, Knowledge (history) +71, Knowledge (the planes) +45, Knowledge (religion) +45, Perception +75, Sense Motive +65, Stealth +75, Survival +77, Swim +87
Feats: Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack
Epic Feats: Epic Endurance, Epic Fortitude, Epic Will, Superior Initiative
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Divine Blast, Divine Blessing (Constitution), Divine Blessing (Strength), Divine Creation, Divine Fast Healing, Divine Might, Divine Right, Divine Shield, Divine Weapon Mastery, Extra Energy Immunity, Lay Curse, Life and Death, Supreme Initiative
Environment: Outlands
Organization: Solitary (unique)
Challenge Rating: 48
Treasure: None
Alignment: Lawful Neutral


Alter Reality (Ex): As a one round action, Crom can duplicate the effects of a 25th level spell or lower. (Caster level 16th, DC 63) He can duplicate the effects of his domain spells as a standard action, and they have a caster level of 48th.

Blast: 16/day as a standard action, Crom can unleash a divine blast dealing 29d12 damage.

Curse: Will DC 63 negates. Crom can produce any of the following effects. Reduce two ability scores to 1 or inflict all ability scores with a -22 penalty. Inflict a -24 penalty on attack rolls, saving throws, ability checks and skill checks. Cause a subject to have a 90% chance to lose its action. Any effect of similar potency.

Divine Aura: Will DC 62 negates, 18 mile radius

Shield: 21/day as an immediate action, Crom can create a personal shield that withstands up to 160 points of damage. This shield ignores damage that Crom would not be harmed by due to immunities or resistances.

Spell-like Abilities: At will – greater plane shift, greater teleport. Caster level 64th.

Possessions: +8 vicious warhammer
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Sep 02, 2008 9:10 pm

Thor
Image
Art by Abi 909

Divine Rank: 18
Domains: Protection, Strength, War, Weather
Large Outsider (Chaotic, Divine)
Hit Dice: 45d12 + 765 (1,305 hp)
Initiative: +8 (always first)
Speed: 70 ft.
Armor Class: 73 (+12 deflection, +8 Dex, +18 divine, +26 natural, -1 size), touch 47, flat-footed 73, combat 114
Base Attack/Combat: +45/+99 (+109 with Mjölner)
Attack: Mjölner +103 melee (4d10 + 50 /18-20/x3) or divine blast +71 ranged touch (30d12)
Full Attack: 4 Mjölners +103 melee (4d10 + 50 /18-20/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blast, divine aura, domain powers, energy storm, rage, shield
Special Qualities: Damage reduction 40/greater magic and adamantine, damage reduction 15/-, immunity to electricity and sonic, resistance to acid 60, cold 60 and fire 60, spell resistance 63, uncanny dodge
Saves: Fort +59, Ref +50, Will +50
Abilities: Str 60, Dex 27, Con 44, Int 21, Wis 27, Cha 35
Skills: Acrobatics +64, Climb +87, Craft (weaponsmithing) +51, Disguise +34, Handle Animal +78, Intimidate +78, Knowledge (nature) +31, Knowledge (the planes) +31, Knowledge (religion) +31, Martial Lore +41, Perception +74, Ride +74, Survival +74, Swim +87
Feats: Cleave, Combat Reflexes, Endurance, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Epic Feats: Epic Endurance, Epic Will, Incite Rage
Salient Divine Abilities: Alter Size, Banestrike (giants), Divine Blessing (Constitution), Divine Blessing (Strength), Divine Creation, Divine Rage, Divine Right, Divine Shield, Divine Weapon Mastery, Divine Weapon Supremacy, Energy Blast (electricity/sonic), Energy Storm (electricity/sonic), Grow Creature, Indomitable Strength, Mass Divine Blast, Power of Nature, Supreme Initiative
Environment: Ysgard
Organization: Solitary (unique)
Challenge Rating: 47
Treasure: Mjölner, girdle, gauntlets
Alignment: Chaotic Good


Blast: 15/day as a standard action, Thor can unleash a divine blast dealing 30d12 damage. This can strike up to 90 individuals within 18 miles of each other, or affect an area. A cone can be up to 1800 feet long, a burst or spread can have a radius of up to 900 feet, a cylinder can have a radius of up to 900 feet and a height of up to 180 feet.

At will, Thor can create a blast of thunder and lightning dealing 32d8 sonic and electricity damage in a 160 ft. radius. A Fortitude and Reflex save (DC 67) halves the effect.

Divine Aura: Will DC 62 negates, 18 mile radius

Domain Powers (Ex): As a standard action, Thor can duplicate the effects of any spells in his domains. His caster level is 45th and the DC to resist is 62.

Energy Storm: Thor can surround himself with a vortex of thunder and lightning which extends in a 160 ft. radius. The storm deals 64 damage per round. Half is divine, quarter is electricity and a quarter is sonic.
The storm stops attacks with thrown weapons and projectiles. Such attacks fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area.

Rage: Thor possesses 1610 rage points. When Thor enters a rage, allies within 18 miles of him can enter a regular barbarian rage, which lasts 2 minutes plus a number of rounds equal to the ally's Constitution modifier.

Rage powers known: elemental rage (1d6 energy damage, 8 rage points), increased damage reduction (+5 DR/-, 20 rage points), intimidating glare (shaken opponent 2d6 rounds, 4 rage points), moment of clarity (no rage penalties, 4 rage points), powerful blow (+45 damage, 4 rage points), quick reflexes (additional AoO, 4 rage points), renewed vigor (heal 1d8+17 damage, 6 rage points), strength surge (+45 on Str check or CMB, 2 rage points), surprise accuracy (+45 attack, 4 rage points)

Shield: 20/day as an immediate action, Thor can create a personal shield that withstands up to 180 points of damage. This shield ignores damage that Thor would not be harmed by due to immunities or resistances.

Possessions: Mjölner (Major Artifact)

Mjölner is a Large adamantine +10 throwing and returning warhammer of collision and impact. It deals base damage of 4d10. Giants damaged by the hammer must make a Fortitude save (DC 53) or be struck dead.

Whirling the hammer around the wielder's head (a full round action) causes a blast of lightning to deal 20d10 electricity damage in a 200 ft. radius centered on the wielder. (Reflex 53 half) One round after, a blast of thunder deals 20d10 sonic damage in the same area. (Fortitude DC 53 half) Those who fail their save against the sonic damage are deafened. Those who fail both saves are stunned for 1 round.

The hammer deals 10d10 divine electricity and 10d10 divine sonic damage (no save) to any one who touches it. A Strength check (DC 35) is required to lift the hammer.

Thor wears an enchanted girdle which increases his effective strength. It grants him a +10 bonus on all checks in which having a larger size is beneficial (such as combat maneuver checks or Intimidate checks) and multiplies his lifting capacity by 10. A mortal wearer would gain a +20 enhancement bonus to Str from the belt.

Thor also wears enchanted gauntlets. These are the only known items which can entirely absorb the divine sonic and electricity damage Mjolnir deals to its wielders.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon Sep 22, 2008 5:35 pm

Set (Unfinished)
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Art by El Grimlock

Divine Rank: 17
Domains: Air, Darkness, Evil, Magic, Weather
Large Outsider (Divine, Evil, Lawful)
Hit Dice: 46d10 + 690 (1,150 hp)
Initiative: +17 (always first)
Speed: 60 ft.
Armor Class: 81 (+2 armor, +16 deflection, +13 Dex, +17 divine, +23 natural, -1 size), touch 56, flat-footed 81, combat 98
Base Attack/Combat: +46/+83
Attack: Scepter of Was +93 melee (2d8 + 35 /x3) or divine blast +75 ranged touch (33d12)
Full Attack: Scepter of Was +93/+88/+83/+78 melee (2d8 + 35 /x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Alter reality, blast, call desert creatures, command snakes, curse, divine aura, opportunist, shield, sneak attack +18d6, spell-like abilities, spells
Special Qualities: Damage reduction 40/epic and good, immunity to cold and fire, improved evasion, improved uncanny dodge, resistance to acid and electricity 60, spell resistance 63
Saves: Fort +57, Ref +55, Will +54
Abilities: Str 48, Dex 36, Con 40, Int 46, Wis 35, Cha 42
Skills: Acrobatics +53, Appraise +84, Bluff +82, Climb +85, Craft (alchemy) +84, Craft (poison) +84, Diplomacy +82, Disguise +82, Escape Artist +79, Handle Animal +82, Heal +52, Intimidate +82, Knowledge (arcana) +84, Knowledge (geography) +84, Knowledge (history) +84, Knowledge (nature) +84, Knowledge (nobility) +84, Knowledge (the planes) +, Knowledge (religion) +84, Linguistics +84, Perception +78, Sense Motive +78, Sleight of Hand +79, Spellcraft +84, Stealth +79, Survival +78, Use Magic Device +82
Feats: Cleave, Combat Reflexes, Dark Speech, Empower Spell, Greater Weapon Focus (war scepter), Greater Weapon Specialization (war scepter), Improved Counterspell, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Telling Blow, Violate Spell, Weapon Focus (war scepter), Weapon Specialization (war scepter), Widen Spell 16/23
Epic Feats: Epic Weapon Focus (war scepter), Epic Weapon Specialization (war scepter) 33/34
Salient Divine Abilities: Alter Reality, Automatic Spellcasting, Call Creatures (desert beasts), Command Creatures (snakes), Divine Blessing (Intelligence), Divine Creation, Divine Might, Divine Right, Divine Shield, Divine Sneak Attack, Divine Spellcasting, Lay Curse, Mass Divine Blast, Supreme Initiative, True Shapechange, Wound Enemy
Environment: Stygia
Organization: Solitary (unique)
Challenge Rating: 47
Treasure: Possessions
Alignment: Lawful Evil


Alter Reality (Ex): As a one round action, Set can duplicate the effects of a 26th level spell or lower. (Caster level 17th, DC 66) He can duplicate the effects of his domain spells as a standard action, and they have a caster level of 46th.

Blast: 19/day as a standard action, Set can unleash a divine blast dealing 33d12 damage. This can strike up to 85 individuals within 17 miles of each other, or affect an area. A cone can be up to 1700 feet long, a burst or spread can have a radius of up to 850 feet, a cylinder can have a radius of up to 850 feet and a height of up to 170 feet.

Call Desert Creatures: As a standard action, Set can call up to 17 creatures of the desert each possessing 40 HD or less.

Command Snakes: As a standard action, Set can seize control of any snake within his sight. Will save DC 66 negates. Set can command up to 170 snakes in this manner. This is not a mind-affecting effect.

Curse: Will DC 66 negates. Set can produce any of the following effects. Reduce two ability scores to 1 or inflict all ability scores with a -23 penalty. Inflict a -25 penalty on attack rolls, saving throws, ability checks and skill checks. Cause a subject to have a 90% chance to lose its action. Any effect of similar potency.

Divine Aura: Will DC 66 negates, 17 mile radius

Shield: 18/day as an immediate action, Set can create a personal shield that withstands up to 170 points of damage. This shield ignores damage that Set would not be harmed by due to immunities or resistances.

Sneak Attack (Ex): Those damaged by Set's sneak attacks bleed for 18 points of damage per round, take 2 points of Strength damage and are struck by a targeted dispel magic (+54 bonus to dispel check). They cannot make attacks of opportunity for one round. As part of the sneak attack, Set can make a master strike. The target must make a Fortitude save (DC 63) or be put to sleep for 1d4 hours, paralyzed for 2d6 rounds or killed. One struck by a master strike, a creature is immune to the effects of it for 24 hours after.

Spell-like Abilities: At will – greater plane shift, greater teleport. Caster level 63rd.

Spells: Set casts spells as a sorcerer
Spells per day (1st-16th): 10/10/10/10/9/9/9/9/8/3/3/3/2/2/2/2 (Caster level 46th, DC 34 + spell level)
Spells known: 0 - prestidigitation; 1 - endure elements, magic missile, ray of enfeeblement, true strike (1); 2 - blindness/deafness, fog cloud, gust of wind, invisibility, summon swarm; 3 - fireball, haste, lightning bolt, slow; 4 - animate dead, bestow curse, enervation, wall of fire; 5 - mirage arcana, nightmare, telekinesis (1); 6 - (3); 7 - finger of death, project image, wave of exhaustion; 8 - horrid wilting, incendiary cloud, power word stun; 9 - mage's disjunction, soul bind, wish

Possessions: The Scepter of Was, a +6 warstaff with the powers of a staff of power. When thrown down, it transforms into a legendary dire snake similar to a rod of the python.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon Sep 29, 2008 1:18 am

Akeley Henros
Medium Aberration (Amphibious, Aquatic)
Hit Dice:
20d6 + 140 (242 hp)
Initiative: +1
Speed: 30 ft., fly 15 ft. (average), swim 30 ft.
Armor Class: 40 (+13 armor, +1 Dex, +7 insight, +4 natural, +5 shield), touch 18, flat-footed 32, combat 29
Base Attack/Combat: +10/+14
Attack: Dagger +14 melee (1d4 + 4 and 1 Con /17-20/x2)
Full Attack: Dagger +14/+9 melee (1d4 + 4 and 1 Con /17-20/x2) and 2 tentacles +10 melee (1d4)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Psionics, summon alien
Special Qualities: Damage reduction 10/greater magic, immune to divination and mind affecting, power resistance 32, pseudonatural affinity, resistance to acid 10, cold 10 and electricity 10, timeless body, touchsight 130 ft., ubiquitous vision
Saves: Fort +11, Ref +8, Will +25
Abilities: Str 10, Dex 13, Con 19, Int 30, Wis 14, Cha 23
Skills: Autohypnosis +25, Bluff +12, Diplomacy +12, Disguise +12, Handle Animal -4, Intimidate +28, Knowledge (arcana) +25, Knowledge (history) +30, Knowledge (local) +30, Knowledge (psionics) +33, Knowledge (the planes) +33, Knowledge (religion) +30, Linguistics +30, Perception +29, Psicraft +36, Sense Motive +20, Swim +8
Feats: Aberration Blood, Bestial Hide, Deep Impact, Deepspawn, Extend Power, Hostile Mind, Inhuman Vision, Overchannel, Psionic Meditation, Psionic Weapon, Starspawn, Unconditional Power, Skill Focus (Psicraft), Warped Mind, Waterspawn
Climate/Terrain: Prime
Organization: Solitary (unique)
Challenge Rating: 18
Treasure: Standard
Alignment: Chaotic evil

Psionics: PP 460 (Manifester level 20th, DC 20 + power level)
Powers known: 1st - charm, control light, defensive precognition, detect psionics, inertial armor, force screen; 2nd - ego whip, id insinuation, levitate, read thoughts, sustenance; 3rd - astral caravan, energy bolt, dispel psionics, mental barrier; 4th - correspond, dominate, energy adaptation, mindwipe, wall of ectoplasm; 5th - adapt body, incarnate, plane shift, true seeing; 6th - banishment, contingency, disintegrate, mass cloud mind; 7th - dream travel, insanity, moment of prescience, ultrablast; 8th - greater teleport, true metabolism; 9th - psychic chirurgery, reality revision

Summon Alien: Akeley can summon psuedonatural or half-farspawn creatures as if casting summon monster. It costs a number of power points equal to the level of power the spell would be. (For example, if using summon monster VI, he would pay 11 power points) He can also summon aboleths and mind flayers as if they were on the 7th level summoning list.

Psuedonatural Affinity (Ex): Akeley gains a +12 bonus on Bluff, Diplomacy and Handle Animal checks with pseudonatural creatures. He gains a +2 bonus on all other Charisma based checks regarding pseudonatural creatures or other alienists.

Akeley has a pseudonatural white dragon wyrmling as a familiar.

Possessions: +4 keen dagger of wounding, third eye (conceal), cloak of minor displacement, torc of power preservation
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Oct 07, 2008 9:11 pm



Sharonadel
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Medium Outsider (Aasimon, Good)
Hit Dice:
13d8 + 78 (166 hp)
Initiative: +6
Speed: 50 ft., fly 100 ft. (good)
Armor Class: 35 (+4 deflection, +6 Dex, +15 natural), touch 20, flat-footed 35, combat 37
Base Attack/Combat: +13/+22
Attack: Slam +22 melee (1d8 + 9)
Full Attack: 2 slams +22 melee (1d8 + 9) and 2 wings +20 melee (1d4 + 4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Channel, spell-like abilities, stun
Special Qualities: Damage reduction 10/greater magic and evil, darkvision, immunity to acid, cold, and petrification, low-light vision, protective aura, resistance to electricity 10 and fire 10, spell resistance 28, uncanny dodge
Saves: Fort +18 (+22 against poison), Ref +18, Will +16
Abilities: Str 29, Dex 22, Con 23, Int 19, Wis 18, Cha 26
Skills: Bluff +24, Disguise +24, Diplomacy +24, Escape Artist +20, Fly +26, Intimidate +20, Knowledge (the planes) +20, Knowledge (religion) +20, Perception +28, Perform (sing) +27, Sense Motive +20, Spellcraft +20, Stealth +15
Feats: Flyby Attack, Heighten Spell-like Ability, Holy Tongue, Multiattack, Power Attack, Skill Focus (Perform-Sing), Turn Outsider
Environment: Mortal Coil
Organization: Solitary (unique)
Challenge Rating: 14
Treasure: Possessions
Alignment: Neutral Good

Sharonadel’s natural weapons, as well as any weapons she wields, are treated as good-aligned for the purpose of overcoming damage reduction or regeneration.

Channel (Su): 11/day, Sharonadel can channel positive energy, healing 7d6 points of damage. Undead and evil outsiders suffer damage instead. Undead damaged must make a Will save (DC 24) or be frightened for 1d4+8 rounds.

Spell-like Abilities: Always active – death ward, discern lies (DC 22), holy aura (DC 26), see invisibility, tongues; at will—aid, continual flame, detect evil, dispel evil (DC 23), greater dispel magic, holy smite (DC 22), holy word (DC 25), invisibility, panacea (DC 22), plane shift (DC 25), polymorph, remove curse (DC 18); 1/day — blade barrier (DC 24), heal (DC 24). Caster level 13th.

Stun (Su): If Sharonadel strikes an opponent twice in one round with her slams, that creature must succeed on a DC 25 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Sharonadel. Otherwise, it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet. This aura can be dispelled, but Sharonadel can create it again as a free action on its next turn. (Although the defensive benefits are not included in her stat block, her always active holy aura generally supersedes them.)

Uncanny Dodge (Ex): Sharonadel retains her Dexterity bonus to AC when flat-footed, and cannot be flanked just as a 13th level rogue.

Skills: Sharonadel has a +8 racial bonus to Perception checks.

Possessions: Amulet of inescapable location, ring of mind shielding.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Oct 07, 2008 9:12 pm

Ruud
Medium Outsider (Archon, Good, Lawful)
Hit Dice:
10d10 + 60 (144 hp)
Initiative: +11
Speed: 30 ft., fly 90 ft. (good)
Armor Class: 32 (+5 armor, +7 Dexterity, +10 natural), touch 17, flat-footed 25, combat 27
Base Attack/Combat: +10/+12
Attack: Talon +17 melee (1d8 + 2) or eye beams +18 ranged touch (petrification, Fort DC 22)
Full Attack: 2 talons +17 melee (1d8 + 2)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Eye rays, favored enemy, powerful charge, spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil and silver, darkvision, evasion, favored terrain, hunter's bond, immunity to electricity and petrification, low-light vision, spell resistance 25, swift tracker
Saves: Fort +12 (+16 vs poison), Ref +14, Will +13
Abilities: Str 15, Dex 24, Con 21, Int 17, Wis 23, Cha 19
Skills: Bluff +17, Fly +24, Intimidate +17, Knowledge (nature) +10, Knowledge (religion) +15, Knowledge (the planes) +10, Perception +27, Perform (stringed intruments) +17, Ride +20, Sense Motive +19, Spellcraft +13, Stealth +16, Survival +19 (+24 tracking)
Feats: Ability Focus (eye rays), Endurance, Flyby Attack, Holy Tongue, Improved Initiative, Weapon Finesse, Weapon Focus (eye rays)
Climate/Terrain: Mortal Coil
Organization: Solitary (unique)
Challenge Rating: 11
Treasure: Possessions
Alignment: Lawful Good

Eye Beams (Su): As flesh to stone, Fortitude DC 22 negates. Constitution based.

Favored Enemy: Evil outsiders +6, humans +2, magical beasts +2. Ruud can spend a move action to grant allies within 30 feet of him one half of these bonuses for 6 rounds.

Powerful Charge (Ex): Ruud can deal double damage with his talons if he makes an aerial charge. If he hits with his talons, he can grapple without provoking an attack of opportunity and continue his movement if he has any left.

Spell-like Abilities: Always active – freedom of movement, magic circle against evil, speak with animals, tongues; at will- calm animals (DC 15), charm animal (DC 15), dispel magic, faerie fire, greater teleport, stone to flesh (no risk of death); 3/day- dismissal (DC 18), find the path, panacea[/i] (DC 19); 1/day- divine power, reincarnate. Caster level 10th

Aura of Menace: Will save DC 21

Favored Terrain: Urban +4, desert +2

Skills: Ruud has a +8 racial bonus on Perception checks.

Possessions: +3 celestial leather armor, sunglasses of disguise (as hat)
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Oct 07, 2008 9:12 pm

Jeroen
Medium Outsider (Angel, Good)
Hit Dice:
9d8 + 45 (112 hp)
Initiative: +6
Speed: 30 ft., fly 60 ft. (good)
Armor Class: 28 (+5 armor, +6 Dex, +7 natural), touch 16, flat-footed 22, combat 27
Base Attack/Combat: +9/+12
Attack: Spiked chain +17 melee (2d4 + 5)
Full Attack: Spiked chain +17/+17/+12 melee (2d4 + 5) and 2 wings +10 melee (1d4 + 1)
Space/Reach: 5 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 10/magic and evil, darkvision, fast healing 5, low-light vision, immunity to acid, fire, mind affecting effects and petrification, resistance to cold 10 and electricity 10, spell resistance 23
Saves: Fort +13, Ref +14, Will +13
Abilities: Str 16, Dex 22, Con 21, Int 23, Wis 20, Cha 17
Skills: Acrobatics +18, Bluff +15, Fly +22, Intimidate +15, Knowledge (arcana) +18, Knowledge (history) +14, Knowledge (religion) +18, Linguistics +13, Perception +17, Perform (stringed instruments) +15, Ride +18, Sense Motive +17, Spellcraft +18, Stealth +18, Survival +17
Feats: Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Flyby Attack, Two Weapon Fighting, Weapon Finesse
Environment: Mortal Coil
Organization: Solitary (unique)
Challenge Rating: 10
Treasure: Possessions
Alignment: Chaotic Good

Spell-Like Abilities: Always active -detect evil, detect scrying, tongues, true seeing; at will— command (DC 14), cure moderate wounds, detect thoughts (DC 15), dispel magic, greater teleport, invisibility, light, protection from evil, sanctuary (DC 14); 3/day—comprehend languages, hold monster (DC 18), remove curse, remove disease, true strike; 1/day – legend lore. Caster level 9th

Spells: Jeroen casts spells as a diviner with the prohibited school of necromancy. He does not suffer arcane spell failure.
Spells per day: 6/6/6/4/3/3 (Caster level 9th, DC 16 + spell level)

School Powers Jeroen can always act in the surprise round, although he is still flat footed until he takes an action.
Diviner's Fortune Jeroen can give a creature a +9 enhancement bonus to a single attack roll, skill check, ability check or saving throw. The bonus lasts for three rounds or until used. A creature can only benefit from Jeroen's fortune once per day.
Scrying Adept Jeroen treats creatures as one step more familiar than they are when scrying. Creatures already very familiar to him suffer a -10 penalty on their save.

Possessions: +3 leather armor, +2 spiked chain, headband of resistance +2
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Sun Oct 12, 2008 3:30 am

Ares
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Divine Rank: 13
Domains: Chaos, Destruction, Strength, War
Medium Outsider (Divine)
Hit Dice: 38d12 + 722 (1,178 hp)
Initiative: +21 (always first)
Speed: 70 ft.
Armor Class: 91 (+20 armor, +12 deflection, +13 Dex, +13 divine, +21 natural, +2 shield), touch 48, flat-footed 91, combat 84
Base Attack/Combat: +38/+69
Attack: Spear +97 melee (1d8 + 50 plus 2d6 bleed and 2 Con /19-20/x4) or divine blast +64 ranged touch (25d12)
Full Attack: 4 spears +97 melee (1d8 + 50 plus 2d6 bleed and 2 Con /19-20/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alter reality, blast, divine aura, rage, shield, spell-like abilities
Special Qualities: Damage reduction 30/greater epic, damage reduction 15/-, immunity to acid, improved uncanny dodge, fast healing 35, resistance to cold 40 and fire 40, spell resistance 53
Saves: Fort +59, Ref +52, Will +44
Abilities: Str 46, Dex 36, Con 39, Int 22, Wis 20, Cha 34
Skills: Acrobatics +67, Bluff +45, Climb +72, Craft (armor) +40, Craft (weapons) +40, Disguise +30, Handle Animal +57, Intimidate +84, Knowledge (history) +38, Knowledge (the planes) +30, Knowledge (religion) +31, Perception +40, Ride +67, Sense Motive +30, Survival +45, Swim +72
Feats: Cleave, Combat Reflexes, Dash, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quick Draw, Run, Spring Attack, Vital Strike, Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Toughness (x2), Epic Will, Superior Initiative
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Divine Blast, Divine Blessing (Constitution), Divine Blessing (Strength), Divine Fast Healing, Divine Fighter, Divine Might, Divine Rage, Divine Right, Divine Shield, Divine Weapon Mastery, Divine Weapon Supremacy (spear), Supreme Initiative, Wound Enemy (x2)
Environment: Olympus
Organization: Solitary (unique)
Challenge Rating: 38
Treasure: Possessions
Alignment: Chaotic Evil


Alter Reality (Ex): As a one round action, Ares can duplicate the effects of a 22nd level spell or lower. (Caster level 13th, DC 54) He can duplicate the effects of his domain spells as a standard action, and they have a caster level of 38th.

Blast: 15/day as a standard action, Ares can unleash a divine blast dealing 25d12 damage.

Divine Aura: Will DC 54 negates, 1300 ft. radius

Rage: Ares has 1104 rage points. He does not become fatigued from raging.
Rage powers: Intimidating glare, knockback, powerful blow, renewed vigor, strength surge, surprise accuracy, swift foot, terrifying howl, unexpected strike

Shield: 17/day as an immediate action, Ares can create a personal shield that withstands up to 130 points of damage. This shield ignores damage that Ares would not be harmed by due to immunities or resistances.

Spell-like Abilities: At will – greater plane shift, greater teleport. Caster level 51st.

Possessions: +6 spear of greater wounding, helm of resistance +5, bronze breastplate, heavy bronze shield
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Sun Oct 12, 2008 8:44 pm

Mars

Divine Rank: 15
Domains: Law, Plant, Protection, Strength, War
Medium Outsider (Divine)
Hit Dice: 40d10 + 600 (1,000 hp)
Initiative: +17 (always first)
Speed: 60 ft. (50 ft. in armor)
Armor Class: 94 (+20 armor, +10 deflection, +9 Dex, +15 divine, +22 natural, +8 shield), touch 52, flat-footed 85, combat 90
Base Attack/Combat: +40/+71
Attack: Longsword +91 melee (1d8 + 40 /17-20/x3) or divine blast +64 ranged touch (25d12) or javelin +79 ranged (1d6 + 28 /19-20)
Full Attack: 4 longswords +91 melee (1d8 + 40 /17-20/x3) and shield +91/+86/+81/+76 melee (1d8 + 32 /19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alter reality, blast, divine aura, shield, spell-like abilities, tactics
Special Qualities: Damage reduction 30/greater epic, damage reduction 15/-, immunity to cold, fast healing 35, resistance to electricity 40 and fire 40, spell resistance 55
Saves: Fort +58, Ref +40, Will +54
Abilities: Str 42, Dex 28, Con 40, Int 33, Wis 32, Cha 31
Skills: Climb +84, Craft (armor) +42, Craft (weapons) +42, Diplomacy +68, Disguise +45, Handle Animal +68, Intimidate +68, Knowledge (engineering) +69, Knowledge (geography) +50, Knowledge (history) +50, Knowledge (the planes) +50, Knowledge (religion) +50, Perception +69, Profession (engineer) +69, Ride +67, Sense Motive +69, Survival +69, Swim +84
Feats: Cleave, Combat Expertise, Combat Reflexes, Defensive Combat Training, Diehard, Endurance, Great Cleave, Great Fortitude, Greater Two Weapon Fighting, Improved Disarm, Improved Initiative, Improved Shield Bash, Improved Two Weapon Fighting, Iron Will, Mounted Combat, Power Attack, Quick Draw, Ride-by Attack, Shield Master, Shield Slam, Shield Specialization, Shield Ward, Spirited Charge, Trample, Two Weapon Fighting
Epic Feats: Epic Endurance, Epic Fortitude, Epic Will, Perfect Two-Weapon Fighting, Superior Initiative
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Divine Blast, Divine Blessing (Constitution), Divine Blessing (Strength), Divine Fast Healing, Divine Fighter, Divine Marshal, Divine Might, Divine Right, Divine Shield, Divine Weapon Mastery, Divine Weapon Supremacy (sword), Supreme Initiative
Environment: Olympus
Organization: Solitary (unique)
Challenge Rating: 41
Treasure: Possessions
Alignment: Lawful Neutral


Alter Reality (Ex): As a one round action, Mars can duplicate the effects of a 24th level spell or lower. (Caster level 15th, DC 55) He can duplicate the effects of his domain spells as a standard action, and they have a caster level of 40th.

Blast: 13/day as a standard action, Mars can unleash a divine blast dealing 25d12 damage.

Divine Aura: Will DC 55 negates, 1500 ft. radius. In addition, Mars provides his marshal benefits to all allies within range of his divine aura. Both auras have a +25 bonus. Mars may select any minor and major aura to be active.

Shield: 18/day as an immediate action, Mars can create a personal shield that withstands up to 150 points of damage. This shield ignores damage that Ares would not be harmed by due to immunities or resistances.

Spell-like Abilities: At will – greater plane shift, greater teleport. Caster level 55th.

Tactics (Ex): 10/day, Mars can grant any and all allies within range of his divine aura an immediate move or standard action.

Possessions: +5 adamantine longsword, +5 banded armor of heavy fortification, +5 tower shield of arrow deflection, +2 javelin, +2 dagger
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon Oct 13, 2008 4:25 pm

Zeus
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Art by Genzoman

Divine Rank: 19
Domains: Air, Charm, Nobility, Liberation, Luck, Weather
Large Outsider (Divine)
Hit Dice: 50d12 + 1100 (1,700 hp)
Initiative: +10 (always first)
Speed: 70 ft., fly 140 ft. (perfect)
Armor Class: 103 (+23 deflection, +10 Dex, +19 divine, +31 natural, +10 shield), touch 62, flat-footed 93, combat 105
Base Attack/Combat: +50/+90
Attack: Slam +88 melee (3d12 + 20) or divine blast +64 ranged touch (42d12) or thunderbolt +78 ranged touch (20d6 + 25 divine electricity /x4)
Full Attack: 2 slams +88 melee (3d12 + 20) or thunderbolts +78/+78/+73/+68/+63 ranged touch (20d6 + 25 divine electricity /x4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Alter reality, blast, divine aura, shield, spell-like abilities
Special Qualities: Damage reduction 50/high epic, immunity to electricity, fast healing 40, resistance to cold 50 and fire 50, spell resistance 69
Saves: Fort +91, Ref +79, Will +77
Abilities: Str 50, Dex 30, Con 54, Int 38, Wis 27, Cha 56
Skills: Acrobatics +68, Bluff +95, Climb +92, Diplomacy +95, Disguise +95, Fly +90, Handle Animal +73, Intimidate +95, Knowledge (arcana) +70, Knowledge (geography) +70, Knowledge (history) +70, Knowledge (local) +70, Knowledge (nature) +70, Knowledge (nobility) +70, Knowledge (the planes) +86, Knowledge (religion) +86, Perception +65, Sense Motive +50, Spellcraft +86, Stealth +65, Survival +80, Swim +92
Feats: Cleave, Combat Reflexes, Endurance, Great Cleave, Power Attack
Epic Feats: Epic Endurance
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Divine Air Mastery, Divine Blast, Divine Blessing (Charisma), Divine Blessing (Constitution), Divine Blessing (Strength), Divine Creation, Divine Fast Healing, Divine Inspiration, Divine Might, Divine Right, Divine Shield, Energy Burst, Energy Storm, Grow Creature, Indomitable Strength, Lay Curse, Lay Quest, Mass Divine Blast, Power of Luck, Power of Nature, Supreme Initiative
Environment: Olympus
Organization: Solitary (unique)
Challenge Rating: 51
Treasure: Possessions
Alignment: Chaotic Neutral


Alter Reality (Ex): As a one round action, Zeus can duplicate the effects of a 28th level spell or lower. (Caster level 19th, DC 77) He can duplicate the effects of his domain spells as a standard action, and they have a caster level of 50th.

Blast: 26/day as a standard action, Zeus can unleash a divine blast dealing 42d12 damage. It can strike up to 95 targets, no two of which can be more than nineteen miles apart, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 1900 feet long. A burst or spread can have a radius of up to 950 feet. A cylinder can have a radius of up to 950 feet and a height of up to 190 feet.

At will, he can unleash an electrical burst dealing 19d8 electricity damage in a 190 ft. radius. (Reflex 76 half)

Curse: Will DC 77 negates. Zeus can produce any of the following effects. Reduce two ability scores to 1 or inflict all ability scores with a -25 penalty. Inflict a -27 penalty on attack rolls, saving throws, ability checks and skill checks. Cause a subject to have a 90% chance to lose its action. Any effect of similar potency.

Divine Aura: Will DC 77 negates, 19 mi. radius.

Energy Storm: Zeus can surround himself with a storm of lightning, dealing 38 points of divine electricity damage per round. The storm has a 190 ft. radius.

Shield: 25/day as an immediate action, Zeus can create a personal shield that withstands up to 190 points of damage. This shield ignores damage that Zeus would not be harmed by due to immunities or resistances.

Spell-like Abilities: At will – greater plane shift, greater teleport. Caster level 69th.

Possessions: Quiver of thunderbolts, Aegis

Aegis is a +8 heavy shield of moderate fortification. Those looking upon its wielder must make a Fortitude save (DC 45) or be turned to stone. Treat this as a gaze attack. Those who bear the shield also gain damage reduction 15/epic, although this is completely outstripped by Zeus's own divine damage reduction.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Oct 14, 2008 12:42 pm

Hercules
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Divine Rank: 3
Domains: Glory, Luck, Strength
Medium Outsider (Divine)
Hit Dice: 30d12 + 600 (960 hp)
Initiative: +13
Speed: 70 ft. (85 ft. raging)
Armor Class: 51 (+5 Dex, +5 armor, +3 divine, +11 deflection, +17 natural) touch 29, flatfooted 51, combat 95
Base Attack/Combat: +30/+80
Attacks: Greatclub +62 melee (1d10 + 58 /19-20/x3) or unarmed strike +62 melee (2d6 + 36 /19-20)
Full Attack: Greatclub +62/+57 melee (3d10 + 70 /19-20/x3) or unarmed strike +62/+57/+52/+47 melee (2d6 + 36 /19-20)
Face/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Damage reduction 20/epic, damage reduction 8/-, improved uncanny dodge, resistance to acid 30, cold 30, electricity 30 and fire 30
Saves: Fort +39, Ref +19, Will +20
Abilities: Str 55, Dex 20, Con 40, Int 14, Wis 15, Cha 32
Skills: Acrobatics +41, Bluff +47, Climb +58, Escape Artist +23, Intimidate +69, Perception +38, Survival +20, Swim +58
Feats: Backswing, Cleave, Combat Reflexes, Devastating Blow, Diehard, Endurance, Great Cleave, Improved Bull Rush, Improved Grapple, Improved Initiative, Improved Sunder, Improved Unarmed Strike, Improved Vital Strike, Intimidating Prowess, Overhand Chop, Power Attack, Stunning Fist, Superior Unarmed Strike, Vital Strike
Epic Feats: Epic Endurance, Epic Fortitude, Epic Reputation, Epic Toughness, Epic Will, Superior Initiative
Salient Divine Abilities: Divine Fighter, Divine Rage, Divine Toughness, Divine Weapon Mastery, Indomitable Strength
Environment: Olympus
Organization: Solitary (unique)
Challenge Rating: 27
Treasure: Possessions
Alignment: Chaotic Good

Rage: Hercules has 167 rage points. His rage powers known are increased damage reduction (x2), guarded stance (+5 AC vs melee), intimidating glare, knockback, mighty swing, powerful blow (+5 damage), quick reflexes, renewed vigor (7d8+20), strength surge (+30), surprise accuracy (+5 attack), swift foot (x3) and unexpected strike.

Possessions: Hercules wears the Nemian Lion skin, in the form of a cloak. This major artifact grants an armor bonus of +5, and all slashing or piercing damage dealt to its wearer is halved. (This halving is done before any damage reduction is taken into account)
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Oct 14, 2008 7:26 pm

Odin
Image

Divine Rank: 19
Domains: Death, Knowledge, Magic, Rune, War
Large Outsider (Divine)
Hit Dice: 50d10 + 1050 (1,550 hp)
Initiative: +8 (always first)
Speed: 60 ft.
Armor Class: 83 (+17 deflection, +8 Dex, +19 divine, +30 natural, -1 size), touch 53, flat-footed 83, combat 101
Base Attack/Combat: +50/+86
Attack: Gungnir +106 melee or +106 ranged touch (2d8 + 46 /x3) or divine blast +76 ranged touch (36d12)
Full Attack: Gungnir +106/+101/+96/+91 melee (2d8 + 46 /x3)
Space/Reach: 10 ft./10 ft. (15 ft. with Gungnir)
Special Attacks: Alter reality, blast, curse, divine aura, shield, spell-like abilities, spells
Special Qualities: Damage reduction 50/high epic, immunity to cold, fast healing 40, resistance to electricity 50 and fire 50, spell resistance 69
Saves: Fort +72, Ref +53, Will +70
Abilities: Str 43, Dex 26, Con 53, Int 51, Wis 49, Cha 45
Skills: Appraise +92, Bluff +89, Climb +63, Diplomacy +89, Disguise +89, Handle Animal +89, Intimidate +89, Knowledge (arcana) +117, Knowledge (engineering) +117, Knowledge (geography) +117, Knowledge (history) +117, Knowledge (local) +117, Knowledge (nature) +117, Knowledge (nobility) +117, Knowledge (the planes) +117, Knowledge (religion) +117, Knowledge (other) +64, Ride +80, Perception +91, Perform (poetry) +89, Sense Motive +91, Spellcraft +92, Stealth +55, Survival +66, Swim +63
Feats: Cleave, Combat Reflexes, Empower Spell, Endurance, Extend Spell, Great Cleave, Heighten Spell, Mounted Combat, Power Attack, Quicken Spell, Ride-by Attack, Spirited Charge, Widen Spell
Epic Feats: Automatic Quicken Spell (x3), Epic Endurance, Epic Spellcasting, Improved Metamagic (x5)
Salient Divine Abilities: Alter Reality, Alter Size, Automatic Spellcasting (x6), Divine Blast, Divine Blessing (Constitution), Divine Blessing (Intelligence), Divine Blessing (Wisdom), Divine Creation, Divine Fast Healing, Divine Inspiration, Divine Might, Divine Right, Divine Shield, Divine Spellcasting, Divine Wizard, Instant Counterspell, Know Death, Lay Curse, Lay Quest, Mass Divine Blast, Power of Truth, Supreme Initiative, True Knowledge, True Shapechange
Environment: Asgard
Organization: Solitary (unique)
Challenge Rating: 51
Treasure: Possessions
Alignment: Lawful Neutral


Alter Reality (Ex): As a one round action, Odin can duplicate the effects of a 28th level spell or lower. (Caster level 19th, DC 71) He can duplicate the effects of his domain spells as a standard action, and they have a caster level of 50th.

Blast: 20/day as a standard action, Odin can unleash a divine blast dealing 36d12 damage. It can strike up to 95 targets, no two of which can be more than nineteen miles apart, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 1900 feet long. A burst or spread can have a radius of up to 950 feet. A cylinder can have a radius of up to 950 feet and a height of up to 190 feet.

Curse: Will DC 71 negates. Odin can produce any of the following effects. Reduce two ability scores to 1 or inflict all ability scores with a -25 penalty. Inflict a -27 penalty on attack rolls, saving throws, ability checks and skill checks. Cause a subject to have a 90% chance to lose its action. Any effect of similar potency.

Divine Aura: Will DC 71 negates, 19 mi. radius.

Quest: Will DC 71 negates. Odin can place a magical command on up to nineteen creatures in a single day, to carry out some service or to refrain from some action or course of activity. The quest cannot compel a creature to kill itself or perform acts that would result in certain death, but can cause almost any other course of activity, including those likely to cause death. The creature must follow the given instructions until the quest is completed, no matter how long it takes.

If the subject is prevented from obeying the quest for 24 hours, it takes a -4 penalty to each of its ability scores and suffers 3d6 damage. In addition, it must make a Fortitude save (DC 71) or become sickened for the day.
Each day, another -4 penalty to ability scores accumulates, up to a total of -27. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes following the quest.

Odin's curses or quests can be removed only by a caster who succeeds on a caster level check (DC 79) or whose deity succeeds on an opposed rank check. If the caster is herself a deity, she need only succeed on an opposed rank check.

Shield: 24/day as an immediate action, Odin can create a personal shield that withstands up to 190 points of damage. This shield ignores damage that Odin would not be harmed by due to immunities or resistances.

Spell-like Abilities: At will – greater plane shift, greater teleport. Caster level 69th.

Spells: Odin casts spells as a 50th level wizard. He gains a +9 bonus to penetrate spell resistance.
Spells per day (0-20th): 10/9/9/9/9/8/8/8/8/7/4/4/4/3*/3/3/3/2/2/2/2 (DC 49 + spell level)

*Although Odin must prepare spells, casting spells from 13th level or lower spell slots does not expend the spell.

Possessions: Gungnir, Draupnir

Gungnir (Major Artifact)

Gungnir is a +10 spear of distance and returning. When thrown, it strikes as a ranged touch attack. The spear can pierce through foes, striking all creatures in a line between it and its target. The attack roll is compared to each creature's touch armor class. Any miss by more than the creature's size and Dexterity modifiers stops the spear from striking more targets.

Gungnir's flight over a battlefield causes the field to be hallowed as per the spell. Those who worship the Aesir gain the benefits of greater heroism while on the hallowed ground.

Draupnir (Minor Artifact) Draupnir is a golden +4 ring of defense. Every day it produces 4 golden rings of protection +1 and 4 golden rings of resistance +1

Odin also possesses a suit of adamantine chain mail that he shall wear into battle at Ragnarok.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Oct 14, 2008 11:08 pm

Sleipnir
Image

Huge Magical Beast (Divine)
Hit Dice:
34d10 + 408 (748 hp)
Initiative: +14
Speed: 120 ft.
Armor Class: 36 (+5 deflection, +6 Dex, +4 insight, +13 natural, -2 size), touch 23, flat-footed 30, combat 68
Base Attack/Combat: +34/+53
Attack: 2 hooves +50 melee (2d8 + 17)
Full Attack: 4 hooves +50 melee (2d8 + 17) and bite +47 melee (2d6 + 8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample
Special Qualities: Airwalk, damage reduction 20/high magic, darkvision, scent
Saves: Fort +37, Ref +31, Will +29
Abilities: Str 44, Dex 23, Con 35, Int 10, Wis 19, Cha 20
Skills: Acrobatics +16, Perception +27, Survival +14
Feats: Ability Focus (trample), Combat Reflexes, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run, Weapon Focus (hoof)
Epic Feats: Epic Ability Focus (trample), Epic Fortitude, Epic Reflexes, Epic Will, Improved Combat Reflexes, Superior Initiative
Climate/Terrain: Asgard
Organization: Solitary (unique) or with rider (Odin)
Challenge Rating: 24
Treasure: None
Alignment: Neutral

Airwalk (Ex): Sleipnir can run over air as easily as solid ground.

Trample (Ex): 4d10 + 24, Reflex DC 50 half
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Nov 04, 2008 12:17 am

The Dark Knight
Image

Medium Humanoid (Evil)
Hit Dice:
8d10 + 48 (129 hp)
Initiative: +1
Speed: 30 ft. (20 ft. in armor)
Armor Class: 27 (+10 armor, +2 deflection, +1 Dex, +4 shield), touch 13, flat-footed 26, combat 28
Base Attack/Combat: +8/+13
Attack: Black blade +18 melee (1d10 + 10 /19-20/x3 and 1 Con) or unholy blast +12 ranged touch (4d6 unholy)
Full Attack: Black blade +15/+10 melee (1d10 + 10 /19-20/x3 and 1 Con) and spiked shield +15 melee (1d6 + 6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Black blade, unholy blast, wounding critical
Special Qualities: Damage reduction 10/good
Saves: Fort +16, Ref +8, Will +9
Abilities: Str 21 (23), Dex 13, Con 18 (20), Int 14, Wis 15, Cha 16
Skills: Intimidate +14, Knowledge (nobility) +13, Perception +10, Ride +12, Sense Motive +10
Feats: Cleave, Combat Expertise, Improved Critical (axe), Improved Disarm, Improved Shield Bash, Improved Sunder, Power Attack, Two Weapon Fighting, Weapon Focus (axe), Weapon Specialization (axe)
Climate/Terrain: Mortal Coil
Organization: Solitary (unique) or with nightmare mount
Challenge Rating: 8
Treasure: Possessions
Alignment: Lawful Evil

Black Blade (Su): The unholy attacks of the dark knight deal vile damage. Creatures struck by the blade must also make a Fortitude save (DC 17) or be fatigued. The black blade deals an additional 8 points of damage to good aligned creatures.

Unholy Blast (Su): The unholy blast of the dark knight has a range of 60 ft.

Wounding Critical (Ex): A critical hit by the dark knight causes a bleeding wound that deals 1 Con damage.

Possessions: +2 war axe, +2 spiked full plate armor, +2 spiked heavy steel shield, +2 horned helm of defense, black gauntlets of prowess +2. A dark knight's equipment is tainted with the vilest evil. It bestows one negative level on any non-evil creature and two negative levels on any good creature wearing or wielding it.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Nov 04, 2008 12:38 pm

The Hunter of the Night

Medium Humanoid
Hit Dice:
6d8 + 24 (76 hp)
Initiative: +8
Speed: 40 ft.
Armor Class: 21 (+4 armor, +2 deflection, +5 Dex), touch 17, flat-footed 21, combat 23
Base Attack/Combat: +6/+8
Attack: Silversword +12 melee (1d6 + 4 /19-20) or stakes +11 range (1d4 + 3 /x3)
Full Attack: Silversword +12/+7 melee (1d6 + 4 /19-20) or stakes +9/+9/+4 ranged (1d4 + 3 /x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Undead hunter, werebane
Special Qualities: Evasion, uncanny dodge
Saves: Fort +9, Ref +10, Will +7
Abilities: Str 14, Dex 19, Con 16, Int 15, Wis 18, Cha 16
Skills: Acrobatics +18, Climb +8, Intimidate +12, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +13, Sense Motive +13, Stealth +18, Survival +13, Swim +8
Feats: Combat Reflexes, Improved Initiative, Rapid Shot, Run, Weapon Finesse
Climate/Terrain: Mortal Coil
Organization: Solitary (unique) or with 1d3 majay-hì hounds
Challenge Rating: 6
Treasure: Possessions
Alignment: Lawful Neutral

Undead Hunter: The hunter of the night deals 3d6 additional damage to undead. He can score critical hits against them.

Werebane: Any shapeshifter struck by the hunter of the night must make a Fortitude save (DC 16) or revert to its weakest or natural form. (In that order of precedence.)

Possessions: +2 silver short sword, +1 darkwood stakes of returning (x3), +1 studded leather armor, elven boots of striding and springing, elven cloak of resistance +1, belladonna (4 doses), holy water (x3 flasks)
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Nov 04, 2008 12:52 pm

Brother Justice

Medium Humanoid
Hit Dice:
12d8 + 48 (139 hp)
Initiative: +8
Speed: 70 ft.
Armor Class: 36 (+8 armor, +2 deflection, +4 Dex, +11 insight, +1 natural), touch 27, flat-footed 32, combat 31
Base Attack/Combat: +9/+14
Attack: Unarmed strike +19 melee (2d6 + 4 and stun /19-20)
Full Attack: Flurry of blows +19/+19/+19/+14 melee (2d6 + 4 and stun /19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Channel, domains, ki, spell-like abilities, spells, stun
Special Qualities: Damage reduction 5/magic, immune to detect thoughts, discern alignment, disease and poison, improved evasion, slow fall 60 ft.
Saves: Fort +15, Ref +16, Will +20 (+22 vs enchantment)
Abilities: Str 15, Dex 18, Con 17, Int 14, Wis 27, Cha 14
Skills: Acrobatics +19 (+31 jumping), Knowledge (religion) +17, Perception +23, Sense Motive +23, Spellcraft +17
Feats: Caught Off Guard, Combat Expertise, Combat Reflexes, Deflect Arrows, Empower Spell, Improved Critical (unarmed), Improved Disarm, Improved Initiative, Improved Trip, Intuitive Attack, Quicken Spell, Razor Sharp Chair Leg, Selective Channeling, Spring Attack, Throw Anything, Vow of Poverty, Weapon Focus (unarmed)
Climate/Terrain: Mortal Coil
Organization: Solitary (unique)
Challenge Rating: 12
Treasure: Possessions
Alignment: Lawful Good

Channel (Su): 5/day, 6d6 positive energy, DC 18

Domains: Protection, Strength
Aura of Protection 12 rounds/day, +2 resistance bonus to saves, +2 deflection bonus to AC for allies within 30 ft.
Might of the Gods +12 enhancement bonus to Str for 12 rounds per day.
Resistant Touch: Grant +3 resistance bonus to saves for 1 minute. (Take -3 penalty to saves for 1 minute while active)
Strength Surge Grant +6 bonus to attack or Str check for 3 rounds.

Ki (Su): Brother Justice has 12 ki points. He may use 1 point to give himself an additional attack, a 20 foot increase to speed for one round or a +4 dodge bonus to AC for one round. He may use 2 points to heal himself 12 hit points or to utilize dimension door (caster level 12th).

Spell-like Abilities: Always active - endure elements; 6/day - enlarge person, sanctuary (DC 19); 1/day - bull's strength, shield other (Caster level 12th)

Spells: (0-6th) 7/6/6/6/5/5/4 (Caster level 12th; DC 18 + spell level)

Stun (Ex): Creatures struck by Brother Justice must make a Fortitude save (DC 22) or be stunned for 1 round.

Possessions: Wooden holy symbol, robe, walking staff
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Fri Jan 02, 2009 11:33 pm

Zagyg
Demigod
Home Plane: Outlands
Alignment: Chaotic Neutral
Portfolio: Humor, Eccentricity, Occult Lore, Unpredictability
Cleric Alignments: CG, CN, CE
Domains: (Chaos), (Knowledge), Magic, Rune, Spell
Favored Weapon: Staff

Zagig Yragerne
Medium Outsider (Augmented Human, Divine)
Divine Rank:
1
Hit Dice: 34d4 + 238 (374 hp)
Initiative: +4
Speed: 60 ft.
Armor Class: 42 (+8 armor, +6 deflection, +3 Dex, +1 divine, +6 insight, +8 natural), touch 26, flat-footed 33
Base Attack/Grapple: +17/+20
Attack: Staff of the magi +25 melee (1d6 + 7) or spell +21 ranged touch or +20 melee touch
Full Attack: Staff of the magi +25/+20 melee (1d6 + 7) or spell +21 ranged touch or +20 melee touch
Space/Reach: 5 ft. /5 ft.
Special Attacks: High arcana, spell-like abilities, spells
Special Qualities: Damage reduction 15/epic, darkvision, immunity to acid, resistance to cold 5 and fire 5, spell resistance 45
Saves: Fort +26, Ref +22, Will +31
Abilities: Str 15, Dex 17, Con 25, Int 37, Wis 22, Cha 23
Skills: Appraise +32 (+36 alchemy, +36 clockwork), Bluff +44, Concentration +47, Craft (alchemy) +51, Craft (clockwork) +51, Decipher Script +51, Diplomacy +38, Gather Information +11, Intimidate +29, Knowledge (arcana) +51, Knowledge (geography) +45, Knowledge (history) +51, Knowledge (local) +45, Knowledge (nobility) +50, Knowledge (the planes) +50, Knowledge (religion) +50, Perform (comedy) +41, Sense Motive +44, Spellcraft +70
Feats: Empower Spell, Explosive Spell, Extend Spell, Greater Spell Penetration, Heighten Spell, Improved Counterspelling, Improved Initiative, Maximize Spell, Persistent Spell, Rapid Counterspell, Scribe Scroll, Skill Focus (Spellcraft), Spell Penetration, Spellcasting Prodigy, Twin Spell, Widen Spell
Epic Feats: Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Metamagic (x2), Multispell (x2)
Salient Divine Abilities: Automatic Metamagic (Quicken), Divine Spellcasting
Climate/Terrain: Outlands
Organization: Solitary (unique)
Challenge Rating: 31
Treasure: Possessions
Alignment: Chaotic Neutral

High Arcana: Arcane fire, arcane reach, mastery of counterspelling, mastery of elements, mastery of shaping

Spell-like Abilities: At will - antimagic field, greater anyspell, break enchantment, erase, explosive runes (DC 20), greater glyph of warding (DC 23), imbue with spell ability, identify, instant summons, mage armor, magic aura, mnemonic enhancer, lesser planar binding, limited wish, mage's disjunction, protection from spells, secret page, silence, spell resistance, spell turning, symbol of death (DC 25), teleportation circle Caster level 35th.

Spells: Zagig casts spells as a 34th level wizard (+41 vs spell resistance)
Wizard spells per day (0-14th): 18/8/8/8/7/7/6/5/5/5/3/3/2/2/2/2 (DC 26 + spell level)
Epic spells per day: 3 (Base DC 36)

Zagig's mortal spellbooks contained more spells than contained in both PHB and Spell Compendium combined. His divine ones can be assumed to hold nearly all spells of 9th level or lower as well as many epic spells.

Possessions: Zagig has many minor artifacts, including a +5 staff of the magi. He wears a vest of the archmagi along with multiple major magical items. Zagig likes to experiment with various items and so cannot be expected to carry any item in particular beyond those already mentioned.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Sat Jan 03, 2009 2:50 am

Szass Tam
Image

Medium Undead (Augmented Humanoid)
Hit Dice:
30d12 + 180 (495 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 42 (+12 armor, +6 deflection, +3 Dex, +11 natural), touch 19, flat-footed 39, combat 30
Base Attack/Combat: +15/+15
Attack: Grave touch +20 melee touch (1d6 + 15 cold and 2d8 + 5 negative energy plus paralyzation) or spell +22 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Damage reduction 15/greater magic and bludgeoning, darkvision, immune to cold, electricity and polymorph, necromancer, red wizard, turn resistance +7, unholy toughness
Saves: Fort +22, Ref +20, Will +30 (+4 vs necromancy)
Abilities: Str 11, Dex 16, Con -, Int 26, Wis 20, Cha 20
Skills: Bluff +20, Craft (alchemy) +41, Craft (gemcutting) +26, Intimidate +30, Knowledge (arcana) +41, Knowledge (architecture and engineering) +31, Knowledge (history) +41, Knowledge (local) +31, Knowledge (religion) +41, Perception +28, Profession (herbalist) +13, Profession (sailor) +13, Sense Motive +38, Spellcraft +57, Stealth +26, Survival +10
Feats: Corpsecrafter, Craft Staff, Craft Wondrous Item, Deadly Chill, Enervate Spell, Fell Animate, Fell Drain, Fell Weaken, Greater Spell Focus (necromancy), Hardened Flesh, Improved Initiative, Maximize Spell, Nimble Bones, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (necromancy), Spell Mastery, Tattoo Focus (necromancy)
Epic Feats: Epic Skill Focus (Spellcraft), Epic Spell Focus (necromancy), Improved Spell Capacity (x2)
Climate/Terrain: Thay
Organization: Solitary (unique)
Challenge Rating: 27
Treasure: Possessions
Alignment: Neutral Evil

Fear Aura (Su): Creatures within 60 ft. of Szass Tam must make a Will save (DC 30) or become frightened for three minutes. Creatures with less than 15 HD are instead panicked. Those who succeed on their saves are shaken for 1 round. This ability does not affect creatures with more than 30 HD.

Paralyzing Touch (Su): Those struck by Szass Tam's grave touch must make a Fortitude save (DC 30) or be permanently paralyzed.

Spells: Szass Tam is a necromancer with the prohibited schools of Enchantment and Illusion.
Spells per day: (0-11th) 7/6/6/6/6/5/5/5/5/4/1/1 (Caster level 30th; DC 18 + spell level; Caster level 40th; DC 22 + spell level for necromancy)

Szass Tam's spellbooks contain every spell (except from the schools of Enchantment and Illusion) found in the PHB and Spell Compendium as well as most of those found in Forgotten Realms sourcebooks. Szass Tam can prepare cone of cold, lightning bolt, magic missile, polymorph, scrying, sending, teleport and wall of force without the use of his spellbooks.

Necromancer: Szass Tam can control 8 HD worth of undead per caster level, and can animate up to 30 HD worth of undead per day without spellcasting. He can spontaneously cast any necromancy spell by sacrificing a prepared spell of equal or greater level. Undead animated by Tam gain +4 Str, +2 hp per HD, +4 initiative, +10 ft. movement speed, +2 natural armor and deal 1d6 points of cold damage with their natural weapons.

Red Wizard: Szass Tam can be the leader of a great circle, utilizing up to nine other participants. He can scribe Thayan magic tattoos upon willing and qualified novices.

Possessions: Szass Tam's bracers of armor +12 also provide his natural attacks with a +5 enhancement bonus. He also wears an amulet of natural armor +6, ring of defense +6, and a ring of three wishes. He carries a staff of power which also serves as the focus for his arcane bond (allowing him to cast any spell he knows once a day) and several wands. He often has a darkskull in his possession as well.


Tam's Masterwork Skeleton

Tam's Elite Skeleton
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Kain Darkwind
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Sat Jan 03, 2009 5:37 am

Larloch
Image

Medium Undead (Augmented Humanoid)
Hit Dice:
36d12 + 144 (522 hp)
Initiative: +11
Speed: 30 ft., fly 60 ft. (good)
Armor Class: 55 (+18 armor, +10 deflection, +7 Dex, +15 natural, +5 profane), touch 32, flat-footed 48, combat 47
Base Attack/Combat: +18/+42
Attack: Paralyzing touch +42 melee touch (5d8 + 3 negative energy plus paralyzation) or spell +42 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse, fear aura, metamagic mastery, paralyzing touch, spell-like abilities, spells
Special Qualities: Damage reduction 20/silver, epic and bludgeoning, darkvision, evasion, immune to cold, electricity and polymorph, item master, spell resistance 48, turn resistance +8, unholy toughness
Saves: Fort +37, Ref +41, Will +48
Abilities: Str 22, Dex 17 (25), Con -, Int 30 (38), Wis 19 (27), Cha 17
Skills: Acrobatics +43 (ioun stone), Appraise +35, Bluff +39 (ioun stone), Craft (alchemy) +53, Diplomacy +10, Fly +43 (ioun stone), Intimidate +21, Knowledge (arcana) +53, Knowledge (architecture and engineering) +35, Knowledge (dungeoneering) +40, Knowledge (geography) +40, Knowledge (history) +53, Knowledge (local) +35, Knowledge (nature) +40, Knowledge (nobility) +35, Knowledge (the planes) +53, Knowledge (religion) +53, Linguistics +53, Perception +30, Ride +10, Sense Motive +34, Spellcraft +69, Stealth +30, Survival +44 (ioun stone)
Feats: Chain Spell, Cooperative Spell, Delay Spell, Empower Spell, Extend Spell, Fortify Spell, Heighten Spell, Improved Counterspell, Improved Initiative, Persistent Spell, Quicken Spell, Reactive Counterspell, Silent Spell, Skill Focus (Spellcraft), Still Spell, Twin Spell, Widen Spell
Epic Feats: Automatic Quicken Spell, Automatic Silent Spell (x3), Automatic Still Spell (x3), Epic Skill Focus (Spellcraft), Epic Spellcasting, Ignore Material Components, Improved Metamagic (x3)
Climate/Terrain: Sword Coast
Organization: Solitary (unique)
Challenge Rating: 31
Treasure: Possessions
Alignment: Lawful Evil

Curse (Sp): Any creature touching or attacking Larloch (or who Larloch touches) must make a Will save (DC 31) or be affected by bestow greater curse. Removing such curses require a caster level check (DC 46), even with spells such as remove curse.

Fear Aura (Su): Creatures within 60 ft. of Larloch must make a Will save (DC 31) or become frightened for three and a half minutes. Creatures with less than 18 HD are instead panicked. Those who succeed on their saves are shaken for 1 round. This ability does not affect creatures with more than 36 HD.

Metamagic Mastery: Larloch can make use of metamagic spontaneously by increasing the casting time of his spells by 1 round for each level the metamagic normally increases the spell.

Paralyzing Touch (Su): Those struck by Larloch's touch must make a Fortitude save (DC 31) or be permanently paralyzed.

Spell-like Abilities: At will - arcane eye, dispel magic, magic missile, web (DC 28); 3/day - animate dead, chain lightning (DC 32), control undead (DC 33), devastate undead* (DC 34), energy drain. Caster level 36th.
*Lords of Darkness

Spells: Larloch is a wizard.
Spells per day: (0-14th) 12/12/12/11/11/11/11/10/10/10/4/3/3/3/3 (Caster level 36th; DC 26 + spell level)
Always active: freedom of movement, greater arcane sight, spell turning, true seeing.

Larloch's spellbooks contain nearly every spell found in any source.

Item Master: Larloch can create any magic item, as well as minor artifacts.

Possessions: Amulet of the planes, belt of proof against detection and location, bracers of armor +18, cloak of resistance +10, gloves of storing, ioun stones, ring of three wishes, ring of x-ray vision, robe of eyes, staff of the magi, vest of major displacement, winged boots (no limit) Ioun stones: bright silver cylinder (as cloak of etherealness, 1 hour), dark green ellipsoid (+10 natural armor), dark orange dodecahedron (spell resistance 48), dark purple triangular prism (as ring of wizardry I-XIV), dark red cube (detect thoughts at will), deep red sphere (+8 Dex), dusty rose prism (+10 deflection bonus to AC), incandescent blue sphere (+8 Wis), 2 lavender and green ellipsoids (absorb spells up to 8th level), mottled gray sphere (as ring of evasion, invisibility and counterspells, currently holds disintegrate), pale green prism (+10 competence bonus to attacks and saves); pale lavender ellipsoid (absorbs spells up to 4th level), pale white sphere (recalls 3 9th level spells, as per pearl of power), pearlized brown ellipsoid (haste up to 1 hour per day), pearly black spindle (undead gain fast healing 1), scarlet and blue sphere (+8 Int), shining black spiral (greater teleport, 3/day), 2 vibrant purple prisms (stores 6 levels of spells)

Larloch has access to even more magical wealth than this, including several major artifacts and roughly three million gold pieces worth of various major and epic magic items.


Larloch Servitor Lich
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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