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View Full Version : Apocalypse: The Tarrasque + Templates [WIP]



Milo v3
2013-09-20, 09:22 PM
At the start of this year, I tried to improve the Tarrasque through adding on templates. This was the result. (http://www.giantitp.com/forums/showthread.php?t=280524)

To improve on this idea I decided to add more later in the thread. But ran out of room after applying the fourty second template, so this thread is where I'm putting the project till I finish.

Just to note, this is no-where near finished and I'm just going to be adding more templates to the thing for a while.

Current Status: 79 templates
Current List:

Legion (Book of Templates)
Flying Creature (Book of Templates)
Quickling (Advanced Bestiary)
Fiendish Creature (SRD)
Guardian monster (Dungeonscape)
Phrenic (SRD)
Extra-terrestrial (MSRD)
Space Creature (MSRD)
Elder Beast (Book of Template)
Bloodrager (Bestiary of Krynn)
Forest Master (Bestiary of Krynn)
Tainted Blood Creature (Bestiary of Krynn)
Beast of Xvim (Monsters of Faerun)
Saurian (Advanced Bestiary)
Faerzress Infused Creature (Underdark)
Woodling (MM3)
Lolth Touched (MM4)
Imix Blooded (MM5)
Draconic Creature (RotD)
Ti-Khana (Fiend Folio)
Shadow Creature (Lords of Madness)
Lost (Magic of Incarnum)
Elemental Scion (Legacy of the Dragons)
Envenomed (Creature Collection 3)
Multi-Armed (Creature Collection 3)
Iron Souled (Hammer & Helm)
Tempered (Hammer & Helm)
Half-Drow (Advanced Bestiary)
Id Beast (Hyperconscious)
Dream Creature (Advanced Bestiary)
Element Infused Creature (Advanced Bestiary)
Element Infused Creature (Advanced Bestiary)
Element Infused Creature (Advanced Bestiary)
Element Infused Creature (Advanced Bestiary)
Fortune Blessed Creature (Advanced Bestiary)
Half-Plant (Advanced Bestiary)
Inveigler (Advanced Bestiary)
Metal Clad (Advanced Bestiary)
Nightmare (Advanced Bestiary)
Plague Bearer (Advanced Bestiary)
Poisonous Creature (Advanced Bestiary)
Primitive (Advanced Bestiary)
Prismatic (Advanced Bestiary)
Psychic Creature (Advanced Bestiary) 1
Psychic Creature (Advanced Bestiary) 2
Psychic Creature (Advanced Bestiary) 3
Psychic Creature (Advanced Bestiary) 4
Psychic Creature (Advanced Bestiary) 5
Psychic Creature (Advanced Bestiary) 6
Psychic Creature (Advanced Bestiary) 7
Psychic Creature (Advanced Bestiary) 8
Savant (Advanced Bestiary)
Solaric Creature (Advanced Bestiary)
Suzerain (Advanced Bestiary)
Time Seer (Advanced Bestiary)
Unholy Creature (Advanced Bestiary)
Planar Warden (Beyond Countless Doorways)
Arcane Servitor (Book of Templates)
Dreadnaught (Book of Templates)
Enchanted Creature (Book of Templates)
Hiveling (Book of Templates)
Hypermitotic (Book of Templates)
Metallivore (Book of Templates)
Moon Wildling (Book of Templates)
Magister (Magic of Faerun)
Psionic (Book of Templates)
Quickling (Book of Templates)
Savage (Book of Templates)
Siphon (Book of Templates)
Spellpowered (Book of Templates)
Vampiric (Book of Templates)
Energy Infused 1 (Book of Templates)
Energy Infused 2 (Book of Templates)
Energy Infused 3 (Book of Templates)
Energy Infused 4 (Book of Templates)
Energy Infused 5 (Book of Templates)
Agent of the Void (D20 Future)
Phantom (MM5)
Spirit (Book of Templates)

Milo v3
2013-09-20, 09:23 PM
Apocalypse
Size/Type: Colossal Magical Beast (Air, Chaotic, Drow, Earth, Elf, Extraplanar, Evil, Fire, Incarnum, Incorporeal, Psionic, Reptilian, Spirit, Water)
Hit Dice: 49d10+[#] ([#] hp)
Initiative: +19
Speed: 295 ft. ([#] squares), Burrow 400 ft., Climb 122 ft., Fly 535 ft. (Perfect), Swim 400 ft.
Armor Class: [#] (-8 size, +3 Dex, +95 natural, +4 dodge, +[1+Cha bonus or +4] deflection, +2 luck, +2 insight), touch [#], flat-footed [#]
Base Attack/Grapple:+[#]/+[#]
Attack: Bite +[#] melee (12d8+[#]+2d6 acid +2d6 cold+2d6 electricity+2d6 fire+2d6 sonic+Anesthetic, Disease & Poison/18-20/×3)
Full Attack: Bite +[#] melee (12d8+[#]+2d6 acid +2d6 cold+2d6 electricity+2d6 fire+2d6 sonic+Anesthetic, Disease & Poison/18-20/×3) and 2 horns +[#] melee (4d8+[#]+Disease/19-20) and 14 claws +[#]melee (6d6+[#]+Disease/19-20) and 13 slams +[#] melee (6d6+[#]+Disease/19-20) and tail slap +[#] melee (8d8+[#]+Disease/19-20) and tongue +[#] ranged (No damage+Disease; 30ft.)
Space/Reach: 30 ft./20 ft.
Special Attacks: Acidic blood, acidic breath weapon, acid reflex, anesthetic, attach, augmented critical, awful presence, beastial alternate form, blood drain, bloodfury, born to rule, burning embrace, cause fear, charming falsehood, combat insight, corrosive breath weapon, death throes, disease, diseased cloud, diseased flesh, dream spellcasting, earth blast, enchanting presence, energy release, ethereal spellcaster, extra spell-like ability uses, [extra supernatural ability uses], fast reflexes, fear aura, feed, felling strike, fireball, fireburst, firestorm breath weapon, frightful presence, fury of wrath, hammer of the forge god, heat, id charge, id strike, imbuement, improved grab, imix's wrath, informed prediction, leaping pounce, lucky strike, lulling gaze, magisters sigil, magister spells, manifestion, mirror image, nightmare spellcasting, phantom strike, planeshift, poison, poison cloud, poisonous fumes, possession, preturnatural vision, profane, psionics, psi-like abilities, punishing strike, quench, quick casting, rage, rapid strike, rake, rapid attacks, rush, sleep song, smite chaos, smite good, spells, spell like abilities, spell release, spirit touch, summon elemental, swallow whole, time seer, toxic flesh, warden spells, waterball, waking dream, wall of wind, windstorm breath weapon, wounding, unholy spellcasting, unnerving attack, venomous breath
Special Qualities: Absorption, air born, arcane generosity, arcane spell immunity, armour affinity, aura of calm, birth tarrasque, blindsense 60ft., burn, carapace, carrier, cold resistance 20, conflicted vision, corrosive body, cunning, DR [HD]/magic, DR 15/epic, darkvision 120ft., dauntless courage, death cloud, deductive leap, detect anti-poison, detect faerzress, detect lycanthrope, dream travel, drow blood, eat metal, elemental type, elemental resistance (air, earth, water) 20, evasion, fast healing [1+1/2 HD], favoured, feign death, fire healing, fire walk, foresight, grounded, hidden enchantment, hivemind, hypermitosis, low-light vision, illuminated eyes, illusion immunity, immunity to acid, cold, electricity, fire, sonic, fear, emotion effects of lost, disease, energy drain, mind-influencing affects, and ability damage, improved uncanny dodge, incorporeal movement, infused power, inspiring example, kinetic absorption, linked minds, lucky, magesight, magisters step, magnetism, mental shielding, mystral's shield, name attunement, naturally psionic, negative energy immunity, night terrors, phantom defense, plant feeding, plant traits, prismatic body, prismatic immunities, power resistance [13+CR or HD+10], protection from good, sorcery eschewment, quick detection, quickening, quick incubation, radiation resistance, rapid preparation, regeneration [40 or 1/3 HD], rejuvenation, see spirits, scent, scented, shadowblend, shared senses, siphon immunities, skill mastery, smell metal, speech, spell absorption, spell focus, spell immunities, spell resistance [13+CR or 10+HD], stirring speech, swarm attack, sun saviour, sustenance requirements, telepathy [100 ft. or 25 ft + 5 ft./2 HD], terrain insight, trackless step, tremorsense 20ft., truth be told, turn of fate, turn resistance, vacuum survival, vulnerability to electricity and ghost touch, waterwalking, wild empathy, undetectable alignment, undetectable thoughts, unholy body
Saves: Fort +[#], Ref +[#], Will +[#]
Abilities: Str 98, Dex 58, Con 153, Int 28, Wis 60, Cha 66
Skills: Listen +[#], Search +[#], Spot +[#], Survival +[#] (+[#] following tracks)
Feats: Ability Focus (Poison)(B), Alterness(B), Blind Fight(B), Combat Reflexes(B), Dodge(B), Endurance(B), Great Fortitude(B), Improved Feint(B), Improved Grapple(B), Improved Initiative(B), Iron Will(B), Leadership(B), Lightning Reflexes(B), Mobility(B), Multiattack(B), Persuasive(B), Quick Draw(B), Quicken Spell(B), Spring Attack(B), Toughness(B), Track(B), Zero-G Training(B), [The arcane servitor gains one bonus metamagic or item creation feat per 4 racial Hit Dice]
Environment: Core of the Earth
Organization: Apocalypse (1 = ∞)
Challenge Rating: Apparently 152
Treasure: Your lives... for now...
Alignment: Lawful Evil
Advancement: [#] and Character Class
Favoured Class: ? + Sorcerer
Level Adjustment: Are you serious?

Milo v3
2013-09-20, 09:24 PM
The Apocalypse is 70 feet long and 50 feet tall, and it weighs about 130 tons.
The tarrasque cannot speak.
+ Leathery Bat Wings
+ Doesn't need to sleep
+ Acid filled pustules
+ Emerald Green Light Eyes
+ Huge Tongue
+ A woodling’s skin and hair resemble bark and leaves. Any wings the creature may have are leaflike or frondlike, and every part of the creature has a distinctly plantlike look that changes with the seasons. It is light green in early spring, darkening during the summer. In autumn, it turns yellow, orange, or red like a deciduous leaf. In the winter, it is a dry brown.
+ Covered in flame
+ Reptilian
+ Can burrow through rock at half burrowing speed.
+ Doesn't leave a tunnel when burrowing.
+ Mithral Clad Skin

Combat
The Apocalypse attacks with its claws, teeth, horns, and tail.
The Apocalypse's natural weapons are treated as epic and magical weapons for the purpose of overcoming damage reduction. And all it's natural and manufactured weapons count as Evil aligned for the purpose of overcoming damage reduction.

Milo v3
2013-09-20, 09:25 PM
Absorption (Su): An Apocalypse can absorb energy attacks that would otherwise damage it. Absorbable energy types include acid, cold, fire, electricity, and sonic. The Apocalypse may store any type of energy, but only [one different type at a time per 4 Hit Dice (minimum one)]. The energy may come from a passive (bonfire) or aggressive ( fireball) source, although the siphon can only hold a number of dice of damage equal to from combined energy sources. Energies so stored dissipate harmlessly in [a number of minutes equal to the siphon’s Constitution bonus +3 (minimum 3 minutes)]. As a free action, the Apocalypse may release stored energy harmlessly.
Normally, the Apocalypse takes no damage from absorbed energies. However, if the Apocalypse’s maximum absorption level is exceeded by it being struck by a different type of energy, it must decide whether to attempt to absorb the new energy or not. If the Apocalypse attempts to absorb the new energy, it must completely disperse an equivalent amount of energy already being stored (if any). The exchange is difficult, and the Apocalypse must make a saving throw against the incoming energy as normal. If the save fails (or no save is normally allowed), half of energy is absorbed and the other half damages the siphon. A successful save indicates the Apocalypse managed to absorb the incoming energy without harm. Whenever the creature elects not to absorb an incoming energy (that it isn’t already storing), it takes damage normally and doesn’t acquire a new form of attack.
Acidic Breath Weapon (Su): Once every 1d4 rounds, the Apocalypse can breathe a 60-foot line of acid. The breath weapon deals 15d6 points of acid damage to all opponents within the effect. Targets who make a successful Reflex save (DC [10 + 1/2 creature’s HD + creature’s Con modifier]) take half damage.
Acidic Blood (Ex): The Apocalypse has acidic blood. Each time it takes damage, it deals 5d6 acid damage to all adjacent creatures and objects as it splatters its blood on them. A successful Reflex save (DC 15) halves the damage.
Acid Reflex (Ex) The acid-filled pustules covering an Apocalypse’s body are extremely fragile. Any time the Apocalypse is struck by a physical attack (whether a melee attack or a ranged attack), some of these pustules burst, releasing a 5-foot line of acid. Individuals in the area must make a Reflex save (DC [10 + 1/2 tainted-blood’s HD + tainted-blood’s Con modifier]) or else take an additional 4d6 acid damage.
Air Born (Ex): When in flight, an Apocalypse gains a +1 morale bonus on attack and damage rolls with ranged attacks.
Anesthetic (Ex): Anesthetic is usually local to the area bitten, instantaneous in action, and may be resisted with a Fortitude
saving throw (DC [15 + one-half of the vampiric creature’s HD + its Constitution modifier]). Creatures affected by a local anesthetizing agent cannot feel any injury to the area, nor are they aware of blood loss. The saving throw to resist the agent and damage dealt to an anesthetized creature should be kept secret unless the creature has some other evidence of its injury.
Arcane generosity (Su) Whenever the Apocalypse gives away a magical item it created or teaches a spell, they gain experience equal to half the item's experience cost. This isn't awarded for items which destroy or feed on magic.
Arcane Spell Immunity (Ex): Apocalypse's are immune to all arcane spells that a [spellcaster of the arcane servitor’s Hit Dice] could cast.
Armour Affinity (Su): Apocalypse's treat armour as one stage lighter for the purposes of speed.
Attach (Ex): If an Apocalypse hits with it's bite attack, it may use its powerful jaws to latch onto the opponent’s body, and it automatically deals bite damage and can use its blood drain ability each round it remains attached. An attached Apocalypse loses its Dexterity bonus to Armor Class until it lets go.
Aura of Calm (Su) An Apocalypse radiates an aura of calm to a distance of 30 feet. All animals within this aura gain an immunity to fear and a +2 bonus to all saving throws made against spells.
Augmented Critical (Ex) The Apocalypse’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. Any other attacks it makes only have it's threat range doubled.
Awful Presence (Su): Every nonevil creature within 30 feet of an Apocalypse automatically takes a –1 penalty on all attack rolls, checks, and saves. Awful presence is a mind-affecting fear effect.
Bestial Alternate Form (Su): Apocalypse's can change into a more bestial form. When the moon is full, Apocalypse must change form or use Control Shape to resist doing so. Injury may also force a change. An Apocalypse has trouble changing form when the moon is dark, or absent from the sky, but it can use Control Shape to attempt to change form if it must.
While in Bestial Alternate form they gain the following benefits: +10 ft. bonus to all movement modes (besides burrowing), claw and bite attack damage increases as if they increased in size, their natural weapons are treated as silver, and they gain +4 to Str and Con.
Blood Drain (Ex): If an Apocalypse succeeds in attaching to or pinning an opponent, it can immediately make a bite attack as a free action, dealing bite damage and draining the victim’s blood in the form of 2d6 Constitution damage per round.
Blood-Fury (Su) An Apocalypse’s natural attacks can confer a supernatural disease known as the blood-fury. The blood-fury has a different effect, depending upon the type of creature it attacks.
Against aberrations, dragons, fey, giants, humanoids, or monstrous humanoids (any living creature that is not an animal, magical beast, or vermin, and that can be affected by disease): injury; Fortitude DC [equal to 10 + 1/2 bloodrager’s HD + bloodrager’s Con modifier]; incubation period 1d3 days; damage 1d3 Con and 1d3 Wis.
Animals, magical beasts, and vermin, if they fail their initial Fortitude saving throw, will transform into a bloodrager (aquiring the bloodrager template) within 1d3 days, unless they are treated with a [I]cure disease or similar
effect. Once the transformation is complete, it cannot be reversed by any spell or effect less than heal, limited wish, miracle, or wish spell.
Born to Lead (Ex): So long as free-willed servant of the Apocalypse is within sight and capable of witnessing its actions, the Apocalypse has a +4 morale bonus to AC, attacks, damage rolls, checks, and saves. Mounts, familiars, animal companions, and trained animals do not count as free-willed creatures for the purpose of this bonus, but cohorts and followers the suzerain has gained via the Leadership feat do count.
Birth Tarrasque (Su): As a standard action, an Apocalypse can generate a number of spawn statistically equivalent to a Tarrasque. Apocalypse may create [#] spawn a number of times per day equal to [one-quarter of their Hit Dice (round up)]. [The die type used to generate this random number is the closest die type equal to one third of the legion’s Hit Dice (round up).]
Each spawn generated subtracts its hit points from the Apocalype’s pool. The Apocalypse may always choose to generate fewer spawn than a die roll indicates. Damage dealt by generating spawn is considered nonlethal for the Apocalypse and may be regenerated normally.
Spawned Tarrasque remain in constant mental contact with their parent Apocalypse. Distance is not a factor, but communication cannot cross planar boundaries. Each spawn is capable of independent action, and can even gain experience, but it obeys the commands of its parent without question.
An Apocalypse may only command a number of spawn up to [three times its Hit Dice divided by the Hit Dice of the spawn]. It can create more than this number, but when the maximum command number is exceeded, the oldest among the spawn are released from contact and control.
Free spawn may still serve the parent willingly, but are truly autonomous entities. When the Apocalypse is slain, all its spawn are freed. A free spawn has a 5% chance to grow into a new Apocalypse.
Burn (Su): The fires which cover the Apocalypse lashout at any who would attack the creature. Any creature that strikes the Apocalypse with a melee attack is dealt 3 points of fire damage.
Burning Embrace (Ex) With a successful grapple check, the Apocalypse manages to get a tight grip on an individual, crushing its body against its opponent and purposefully causing its pustules to burst dealing 4d8 points of damage. This damage is automatic each round that the victim remains grappled by the Apocalypse. Additionally, after the first round, victims must make a saving throw against the poisonous fumes of the Apocalypse’s acid (see below).
Carapace (Ex) The Apocalypse’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
Carrier (Ex): Although an Apocalypse is immune to the effects of diseases, it can still carry infections, and it continues to do so regardless of magical healing or successful Fortitude saves.
Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-based.
Charming Falsehood (Su): Once per day, an Apocalypse can tell a lie so convincing it enchants a single creature that hears it. The Apocalypse need not be able to see the target of its lie or have line of effect to it, but if the target cannot hear the lie, this use of the ability is wasted. The lie must be one that would cause the target to view the Apocalypse as a trusted friend or that would make it likely to follow the Apocalypse’s orders, but it can be as outlandish as the Apocalypse wishes. If the target hears the lie, it must attempt a Sense Motive check opposed by the Apocalypse’s Bluff check. A creature that fails this check by less than 5 is affected as though by the charm monster spell (caster level [equals inveigler’s character level]). Failure by 5 or more means the Apocalypse has dominated the target as though using the dominate monster spell (caster level [equals inveigler’s character level]). Charming falsehood is a sonic, mind-affecting, charm effect.
Combat Insight (Ex): An Apocalypse gains a +2 insight bonus on attack and damage rolls and a +2 insight bonus to AC against any creature it has watched in combat for at least 3 rounds.
Conflicted Vision (Ex): Before an Apocalypse rolls initiative, it must attempt a DC 10 Concentration check. On a success, the Apocalypse gains a +4 bonus on its initiative roll. On a failure by less than 5, the Apocalypse rolls for initiative normally. A failure by 5 or more imposes a –4 penalty on the initiative roll.
Corrosive Body (Ex): Any metallic object that deals damage to an Apocalypse is instantly corroded and destroyed. Magical items may make a Reflex save (DC [10 + one-half of the metallivore’s HD + its Constitution bonus + 4 racial bonus due to extreme fungus contact]) to avoid being completely ruined. Gold, mithral, and platinum are immune, and adamantine saves as if it had a magic enhancement bonus one point higher than it actually does.
Corrosive Breath Weapon (Ex): Corrodes most metallic objects, 45 ft. cone, every 1d4+1 rounds. The Apocalypse may use its breath only [once per day plus once per point of Constitution bonus (minimum once)]. Any metallic object (besides gold, mithral, platinum, and adamantine) exposed to the breath weapon corrodes and becomes useless immediately. The size of the object in question does not alter the speed of this effect. Unattended, nonmagical metal items receive no save. Held or carried objects, as well as magic items, get a Reflex save to negate the effect (DC [10 + one-half of the metallivore’s HD + its Constitution bonus]). Metals that do not readily corrode (gold, mithral, platinum) are immune and adamantine saves as if it had a magic enhancement bonus one point higher than it actually does
Cunning (Ex): An Apocalypse is never caught flat-footed.
Dauntless Courage (Ex): Any allies within 30 feet that view the Apocalypse as their leader are immune to fear effects.
Death Cloud (Ex): When it dies, the Apocalypse expels a cloud of poisonous gas that fills its fighting space and all squares within 10 feet. Any creature in the cloud must succeed in a Fortitude save (DC [10 + 1/2 the dead creature’s Hit Dice + the dead creature’s Con modifier]) to negate the initial and secondary effects (1d6 points of Constitution damage each).
Death Throes (Ex) When an Apocalypse dies, the very land around it feels the wound, and creatures within 30 feet automatically take 5d6 points of divine damage and [1d6 * 1/2 CR] fire damage to creatures and objects. A successful reflex save (DC [10 + 1/2 the dead creature’s Hit Dice + the dead creature’s Cha modifier]) halves the fire damage, but not the Divine. In addition 1d4 rounds later, the corpse explodes in a 30ft burst of acid dealing 6d6 damage. Creatures within the area of effect are allowed a Reflex saving throw (DC [10 + 1/2 the dead creature’s Hit Dice + the dead creature’s Con modifier]) for half damage. Additionally, one round after the death throes, any creature still within the area of effect must save against the poison fumes (see below).
Deductive Leap (Ex): Once per round, an Apocalypse can choose to substitute its Intelligence modifier for the ability modifier usually associated with a saving throw it is about to make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if the Apocalypse does not know what the saving throw is for.
Detect Anti-Poison (Su): At will as a standard action, the Apocalypse can detect alchemical items, magic effects, and magic items within 30 feet that neutralize or delay poisons, or determine whether a creature in the same range is naturally immune or resistant to poisons. For each qualifier in the area, the Apocalypse can make a DC 15 Wisdom check. Success indicates that the Apocalypse knows the location of the qualifying creature, object,
or magic effect and why it qualifies. Knowing the location of a hidden or invisible qualifier does not reveal it; the Apocalypse merely knows what square or squares the qualifier occupies. The Apocalypse knows the location a qualifying object, effect, or creature at the moment of the detection, but it cannot follow the qualifier’s movement without another detection attempt. Most Apocalypse use this ability to determine whether their poisons can affect a certain foe, but some Apocalypse use it to detect spells so that they can dispel them.
Detect Faerzress (Ex): An Apocalypse is intimately familiar with faerzress-ridden sections of the Underdark. It can immediately tell if it is in an area affected by faerzress.
Disease (Ex): With a successful melee touch attack, the Apocalypse can infect a creature with slimy doom and the shakes. In addition to these two maladies, the Apocalypse’s natural and weapon attacks can inflict red ache. Any creature touched by an Apocalypse must succeed on a Fortitude save (DC [10 + 1/2 plague bearer’s character level + plague bearer’s Con modifi er]) or contract both slimy doom and the shakes. A creature damaged by the Apocalypse's natural or weapon attack must succeed on a Fortitude save at the same DC or contract red ache, slimy doom, and the shakes. Anyone casting a remove disease spell to rid a creature of these diseases must succeed on a caster level check (DC [10 + 1/2 plague bearer’s character level + plague bearer’s Con modifi er]) or be unable to remove the disease that day.
Disease Cloud (Ex): An invisible cloud of contagion surrounds an Apocalyse. Any breathing creature that begins its turn within 30 feet of the Apocalyse must succeed on two Fortitude saves (DC [10 + 1/2 plague bearer’s character level + plague bearer’s Con modifi er]) against inhaled diseases. A failure on the first save infects the creature with crackle fever; failure on the second infects it with mindfire. (See the DMG for descriptions of these diseases.) Anyone casting a remove disease spell to rid a creature of these diseases must succeed on a caster level check (DC [10 + 1/2 plague bearer’s character level + plague bearer’s Con modifi er]) or be unable to remove the disease that day.
Diseased Flesh (Ex): The Apocalypse carries the disease known as blinding sickness within its body. Any creature that makes a successful bite attack against the Apocalypse, or swallows it whole, or otherwise eats some of its flesh must succeed on a Fortitude save (DC [10 + 1/2 plague bearer’s character level + plague bearer’s Con modifi er]) or contract blinding sickness. (See the DMG for a description of this disease.) Anyone casting a remove disease spell to rid a creature of these diseases must succeed on a caster level check (DC [10 + 1/2 plague bearer’s character level + plague bearer’s Con modifi er]) or be unable to remove the disease that day.
Dream Spellcasting (Su): An Apocalypse's effective caster level for figment, glamer, and pattern spells it casts increases by +2.
Dream Travel (Su): Once per day, an Apocalypse can go to sleep and travel about ethereally. This ability works like the ethereal jaunt spell, except that the Apocalypse leaves its material body behind, and it can remain
ethereal so long as its body sleeps.
At any point in time, the Apocalypse may go to sleep with the intent of traveling ethereally. When it does so, an ethereal version of it like that resulting from an ethereal jaunt spell rises from its sleeping body. This version of the Apocalypse can then travel about the Ethereal Plane, roaming material areas ethereally, and act as it wills. If its sleeping body takes damage, is subjected to a harmful spell or effect, or is awakened by a loudnoise or vigorous motion, the ethereal form vanishes and the Apocalypse awakes with the knowledge of what its ethereal self experienced. The same result occurs if the ethereal form leaves the Ethereal Plane (by its own will or by force), or “dies” (either from damage or from some magical effect). Beneficial spell effects cast on the body of the sleeping Apocalypse benefit its ethereal form as well, but negative effects that affect the ethereal form do not affect the sleeping body of the Apocalypse, nor do they affect the Apocalypse after it has awakened. If the ethereal form would become material through some action or effect, it vanishes and the sleeping Apocalypse awakens.
Drow Blood (Ex): Apocalypse's are considered to be Apocalypse's, Tarrasque, and of the drow and elf races for the purpose of racially specific special abilities and effects.
Earth Blast (Sp): The Apocalypse can, three times per day, cause the ground at one creature’s feet to explode, inflicting 5d6 points of earth damage and knocking the creature prone if it is size Large or smaller. A successful Reflex save (DC [10 + half the elemental scion’s Hit Dice + elemental scion’s Charisma bonus]) halves the damage and negates the knockdown effect.
Eat Metal (Ex): Apocalypse eat corroded metals, requiring the same amount of such metal as they would normally require in food.
Elemental Type (Su): The Apocalypse's type can be considered elemental when it is desirable (but not elemental when it is not).
Enchanting Presence (Su): The first time a creature other than a PC comes within 30 feet of the Apocalypse, its attitude toward the Apocalypse shifts one category toward the positive, if it was not initially hostile. Thus, unfriendly creatures become indifferent, indifferent creatures become friendly, etc. This shift can be further modified by the Apocalypse’s actions, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice the Apocalypse to be affected. Enchanting presence is a mind-affecting enchantment effect. PCs are unaffected by this ability.
Energy Release (Su): As a standard action, an Apocalypse may release one type of stored energy as a ranged touch attack against one foe. The range increment is equal to the [creature’s Space], and the energy does any number of dice up to the amount of damage that was stored (the Apocalypse’s choice). Once the Apocalypse uses up all the damage stored from a particular form of energy, it can no longer use that energy to attack.
Ethereal Spellcaster (Su): An Apocalypse may select spells or spell-like abilities can be cast from the Ethereal Plane to the Material Plane, and vice versa. The spell levels of these spells and spell-like abilities cannot exceed [one-fifth of the spirit’s Hit Dice], and casting time for when they are used in this way is always doubled.
Extra Spell-Like Ability Uses (Sp): The Apocalypse gains a number of extra uses of spell-like abilities it possesses equal to [1 plus one use for every 4 Hit Dice it has].
[Extra Supernatural Ability Uses (Su): The arcane servitor
gains one extra use of each supernatural ability it possesses,
plus one use for every 4 Hit Dice it has.]
Fast Reflexes (Ex) The Apocalypse has a +8 insight and +4 racial bonus to initiative and a +4 dodge bonus to Armour Class. Conditions that cause the Apocalypse to lose its Dexterity bonus to AC also cause it to lose this dodge bonus.
Favored (Ex): An Apocalypse gains a +2 luck bonus on all opposed checks and saves, and a +1 luck bonus on all attack rolls.
Fear Aura (Su): Any creature within 60 feet of an Apocalypse must succeed on a Will save (DC [10 + 1/2 nightmare creature’s character level + nightmare creature’s Cha modifi er]) or become shaken each time it comes within 60 feet of the Apocalypse during the next 24 hours. If the save is successful, the creature is immune to that Apocalypse's fear aura for 24 hours. This ability affects even creatures that cannot see the Apocalypse.
Feed (Su): When an Apocalypse slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force. For every 8 HD the Apocalypse consumes, it gains one hit die. The Apocalypse can delay in feeding for up to one day per HD it has; after that time the humanoids life force is beyond its reach. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
Feign Death (Ex): With a successful Bluff check, an Apocalypse can make itself appear dead. Any creature wishing to ascertain whether the Apocalypse is really dead must make a Heal check opposed by the Apocalypse's Bluff check. The Apocalypse cannot move or take any actions while pretending to be dead.
In addition, whenever a Apocalypse creature falls unconscious, it appears dead. The Heal DC to ascertain that the Apocalypse is alive is [10 + nightmare creature’s Hit Dice + the nightmare creature’s Cha modifi er].
Felling Strike (Ex): [Once per day, plus an additional time per 10 Hit Dice], when an Apocalypse scores a successful critical hit, it can elect to make a felling strike by rolling again. If the result of this third roll would hit the target, the target takes the full damage from the critical hit as normal but must also make a Fortitude saving throw (DC 10 + damage dealt) or die.
Fireball (Sp): The Apocalypse can, once per day, throw a ball of fire up to 200 feet that explodes in a 20-foot spread, inflicting 10d6 points of damage.
Fireburst (Sp): The Apocalyse can, three times per day, spray a 30-foot cone of fire that inflicts 3d6 points of damage. A successful Reflex save (DC [10 + half the elemental scion’s Hit Dice + elemental scion’s Charisma bonus]) halves the damage.
Fire Healing (Ex): An Apocalypse regains 1 hit point for each full round that it remains in contact with fire. When struck by a magical fire effect, the Apocalypse heals 1 point of damage per 10 points of damage that the fire effect would otherwise deal.
Firestorm Breath Weapon (Su): An Apocalyse can breathe a 30-foot-long cone of fire once every 1d4 rounds. Every creature in the area must succeed on a Reflex saving throw (DC [10 + 1/2 fi re-infused creature’s character level + fi re-infused creature’s Con modifi er]) or take [1d6 points of fire damage per 2 character levels the fi re-infused creature possesses]. A successful Reflex save halves this fire damage.
Firewalk (Su): An Apocalypse can climb an object on fire as though it had a climb speed equal to its highest speed. Furthermore, it can fly at its highest speed with perfect maneuverability so long as it remains in contact with fire, and it can walk on flames at its highest speed, as though walking on air via the air walk spell.
Foresight (Su): An Apocalypse functions as though constantly aff ected by a foresight spell (caster level [equals precognizant’s character level]). The Apocalypse receives instantaneous warnings of impending danger to itself and gains a general idea of what actions it might
take to protect itself. It is never surprised or flat-footed and gains a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever the Apocalypse would be denied its Dexterity bonus to AC.
Frightful Presence (Su) The Apocalypse can inspire terror by charging, roaring, attacking, or succeeding on a DC 15 intimidate or perform check. Affected creatures must succeed on a DC (DC [10 + 1/2 creature’s HD + creature’s Cha modifier]) Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the Apocalypse, and panicked for 2d6 rounds. The save DC is Charisma-based. This ability also functions as an extraordinary ability, but only at a range of 30 ft. Success on the save causes that creature to be immune to that Apocalypse's Frightful Presence for 1 hour.
Fury of Wrath (Ex): An Apocalypse automatically enters a ragelike state on its first turn in combat. While in this state, it gains a [number of temporary hit points equal to twice its HD] and a bonus on damage rolls equal
to [one-half its character level (rounded up)]. Its fury lasts for 10 rounds.
Grounded (Ex): While in contact with the earth, an Apocalypse gains a +1 morale bonus on attack and damage rolls for melee attacks.
Hammer of the Forge God (Sp): Once per day, an Apocalypse can use Holy Smite, as if cast by a 10th level cleric. The DC for the saving throw is [14+Con Modifier].
Heat (Su): Each of an Apocalypse's natural attacks and melee attacks with metallic weapons deals an extra +1d6 points of fire damage.
Hidden Enchantment (Su): When the Apocalypse uses any effect or spell that mimics charm monster, dominate monster, or any similar effect, spells such as detect magic cannot detect the effect. Furthermore, any Sense Motive check made to determine influence over the target takes a –15 penalty. True seeing and other magic that reveals magical effects or determines the truth of the situation work normally.
Hive Mind (Ex): Apocalypse groups gain special benefits. Each individual in the group must be within [100 feet (+10 feet per point of Wisdom bonus)] of another individual. If one Apocalypse in the group is aware of something, they all are. No Apocalypse in the group is flat-footed or can be flanked unless they all are. Apocalypse within the group all gain the benefits of the Alertness feat. They also gain a +2 circumstance bonus on Search checks while operating as a hive.
As a free action, an Apocalypse can mentally communicate with any other Apocalypse of its hive.
Hypermitosis (Su): Apocalypse's reproduce once per 76 days, literally dividing into two identical beings. This slow division takes 2d6 rounds, but both creatures are helpless during it. Then, in a similar period, those two creatures divide in two, and so on.
When an Apocalypse is struck with any sort of slashing weapon, however, the cell-division process is accelerated to an incredible rate. Whenever a Apocalypse sustains one-half of its original hit points in damage from slashing weapons, whether from multiple blows or a single hit, even if the damage is enough to kill the creature, it subdivides immediately, creating a mass of undulating matter. The matter grows into an exact duplicate of the
parent Apocalypse and is combat-ready after [a number of rounds equal to one-half the parent creature’s Hit Dice].
The duplicate is not helpless during these formative rounds, but it can neither move (–5 Dexterity penalty to AC) nor further subdivide. It has the normal fast healing of its parent, which only applies to damage the duplicate takes while forming. The duplicate starts with only half the parent’s hit points, growing to full hit points during the rounds it’s forming. Thus, the duplicate gains a fractional amount of hit points per round spent growing equal to half its full hit points divided by the number of rounds it must spend growing. A duplicate doesn’t possess any of the weapons or equipment of the original.
Once an Apocalypse is dead, it cannot further divide.
Id Charge (Ex): If an Apocalypse charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Id Strike (Su): The Apocalype can make a normal attack to deal an additional +20 damage against a foe three times per day. When it makes such
attacks, it seems to swell with power as its muscles ripple and its eyes blaze like beacons of hunger.
Illuminated Eyes (Ex) An Apocalypses eyes glow with emerald green light. While open, they illuminate a 60ft radius around the creature with bright light.
Illusion Immunity (Su): Apocalypse's are immune to illusion spells and eff ects. These effects function as though they had failed to penetrate spell resistance.
Improved Grab (Ex) To use this ability, the Apocalypse must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Imix's Wrath (Su): An Apocalypse is constantly wreathed in flames, though they don't harm its equipment. Once per day as a swift action, they can make all their melee attacks deal 4 additional points of fire damage until the end of its turn. If the Apocalypse casts a Fire spell during this turn that spell deals additional fire damage equal to the Apocalypses caster level.
Incorporeal Movement (Su): When willingly moving, an Apocalypse becomes incorporeal. They can supress and reactivate this ability with a move action.
Informed Prediction (Su): If the Apocalypse has successfully used detect thoughts against a creature within 24 hours, it gains a +2 dodge bonus against that creature’s attacks and a +2 insight bonus on saves against that creature’s spells and special attacks.
Infused Power (Su): In a region of faerzress or within
the boundaries of an earth node, the Apocalypse gains a +2 deflection bonus to Armor Class and a +2 luck bonus on attack and damage rolls. If the Apocalypse leaves the area of faerzress, it loses these bonuses but regains them when it returns.
Inspiring Example (Ex): Each ally within 60 feet of the Apocalypse that can see or hear it gains a +2 morale bonus on all attack and damage
rolls, checks, and saves so long as the Apocalypse is alive (or not
destroyed, if it is an undead or a construct).
Kinetic Absorption (Su): An Apocalypse absorbs kinetic energy differently than other forms, though still as a free action. For every 5 points of damage from physical attacks, the Apocalypse gains 1 point of Strength, up to a maximum of twice its original Strength. The enhanced Strength is available only on the Apocalypse’s next turn to augment Strength checks, attack rolls, and damage rolls. Physical attacks still damage the Apocalypse normally.
Leaping Pounce (Ex): When An Apocalypse charges a foe and jumps at least the last 10 feet of, it may make a full attack, including two rake attacks.
Linked Minds (Ex): Apocalypses within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No Apocalypse in the group is considered flanked unless they all are.
Lucky: An Apocalyse has a +2 luck bonus and a +4 sacred bonus to all Saves.
Lucky Strike (Su): As a free action once per encounter, the Apocalypse can apply a true strike effect to a single attack.
Lulling Gaze (Su): Any creature within 20 feet that meets the Apocalyse's gaze must succeed on a Will save (DC [10 + 1/2 dream creature’s character level + dream creature’s Cha modifi er]) or take a –5 penalty on Spot checks and a –2 penalty on Will saves against sleep effects for as long as it remains within range. A new save is required each round until the creature either fails or is no longer within range. An Apocalyse can suppress or resume this ability as a free action.

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Magesight (Ex): Apocalypses can detect wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 ft. These are sensed without concentration, even while unconsious (awakening the Apocalypse if triggered).
Magister's Sigil (Su): The symbol of the Apocalypse is one so powerful, any creature which writes the Sigil of the Apocalypse in a permanent manner must make two will saves (DC 25 each) to negate Blindness and Feeblemind effects respectively that lasts for ten days.
Magister's Spells (Sp): An Apocalypse can select one spell from each level from 1 to 9, these can be cast 1/day as spell like abilities. Once chosen they cannot be changed. Caster level [HD]
Magister's Step (Su): An Apocalypse pass through any magical barrier of 6th level or lower as if it didn't exist
Magnetism (Ex): Apocalypse's can make a free disarm attempt against any creature that strikes it with a metallic weapon. This disarm attempt doesn't provoke attacks of oppertunity, but does count against the Apocalypses attacks of oppertunity for that round.
Manifestation (Su): An Apocalypse dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an Apocalypse manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested Apocalypse can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested Apocalypse can pass through solid objects at will, and its own attacks pass through armour. A manifested Apocalypse always moves silently. A manifested Apocalypse can strike with its touch attack or with a ghost touch weapon. A manifested Apocalypse remains partially on the Ethereal Plane, where is it not incorporeal. Opponents on either the Material Plane or the Ethereal Plane can attack a manifested Apocalypse . The Apocalypse’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting Apocalypse is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets, except for the spells it selects for its Ethereal Spellcasting ability. When a spellcasting Apocalypse manifests, its spells continue to affect ethereal targets and can affect targets on the
Material Plane normally unless the spells rely on touch. A manifested Apocalypse’s touch spells don’t work on nonethereal targets.
An Apocalypse has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Materialization (Su): By taking a swift action, the Apocalypse can become corporeal like a normal creature on the Material Plane. It loses the benefits of the incorporeal subtype while materialized. When it materializes, the Apocalypse has all of its normal physical attributes and interacts with the Material Plane and its contents like a normal denizen of that plane. The Apocalypse also interacts with the Ethereal Plane as if the Apocalypse were a material being (ethereal beings are invisible and incorporeal). An Apocalypse can dematerialize, going back to manifested or ethereal, as another swift action.
Mental shielding Apocalypses gain a +4 racial bonus on Will saves against all divination spells and effects, and a +1 racial bonus on Will Saves against other spells and spell-like abilities. In addition they automatically succeed on saving throws against figment, glamer, and pattern effects and spells.
Mirror Image (Sp): 1/day. Caster level 5th.
Mystra's Shield (Ex): The Apocalypse is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throws against magical effects.
Name Attunement (Su): The Apocalypse can hear it's name or title spoken anywhere in the world, plus the next nine words thereafter. The Apocalypse also gains an idea of the direction and distance to the speaker. Treat this ability as a 9th level Divination effect.
Naturally Psionic: An Apocalypse has 1 bonus power point.
Negative Energy Immunity (Su): Apocalypse's are immune to ability drain due to negative energy (such as the special attacks of undead), and hit point damage from negative energy.
Night Terrors (Su): An Apocalypse can enter the dreams of a sleeping creature at will as a standard action. This ability has the same effect as a dream spell, except that once inside the dream of another creature, the
Apocalypse can control the dream world with which the sleeper interacts.
When the nightmare creature first arrives in the dream, it can deliver a message, as described in the dream spell. So long as it does not attempt to control the victim’s dreams, this message is harmless and the dreamer can awaken at any time. Immediately upon entering the victim’s dream or at any time thereafter while it remains there, the Apocalypse can
attempt to control the victim’s dream. The victim must then succeed on a Will save (DC [10 + 1/2 nightmare creature’s character level + nightmare creature’s Cha modifi er]) or remain unconscious and asleep, trapped in the dream world with the Apocalypse. The Apocalypse controls all aspects of the dream world, and the victim is powerless to change anything—although the Apocalypse might allow it to think it has such power or even that it has
awakened from the dream. Each hour thereafter, the victim must make a new Will save. Success allows it to awaken immediately; failure means it remains asleep and trapped in the dream world. The victim automatically awakens after 8 hours if it is still alive.
Each hour that the victim remains trapped in sleep by the Apocalypse, it takes 1d4 points of Charisma damage. A creature that has taken Charisma damage during its dream awakens fatigued and does not heal or regain spells
as it normally would while resting. A creature reduced to 0 Charisma by the night terrors dies.
A wish or miracle spell or an antimagic field ends the effect and awakens the victim. A protection from evil spell blocks night terrors for its duration, but it does not awaken the creature. A dream spell used on the sleeping creature allows the victim a new save to break free of the effect, but the deliverer of the dream message must succeed on a Will save or be trapped in sleep with the Apocalypse ruling its dreams, just as though it were the original target of the night terrors. A blanket of silver links worth at least 2,000 gp prevents a Apocalypse from entering a creature’s dreams so long as it in contact with the sleeping creature, but it has no effect if placed on a sleeping creature already embroiled in night terrors.
Nightmare Spellcasting (Su): An Apocalypse's effective caster level for fear, phantasm, and shadow spells increases by +2.
Phantom Defense (Su): The Apocalypses armour, deflection, natural armour, and shield bonus count to it's armour class, regardless of whether its attackers are corporeal or incorporeal.
Phantom Strike (Su) For the purpose of resolving spells, melee attacks, ranged attacks, and other attacks that only require momentary contact to deal damage or have their effects, the Apocalypse is considered both corporeal and incorporeal. Thus the phantom receives its strength bonus to attack and damage rolls, and it can use material components to cast its spells.
Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th.
Plant Feeding (Ex): If an Apocalypse remains in the direct light of the sun for at least 4 hours, it does not need to eat that day.
Plant Traits: An Apocalypse has immunity to poison, magic sleep effects, paralysis, polymorph, stunning, and mind affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to extra damage from critical hits. In addition an Apocalypse counts as a plant for the purpose of spells and effects that specifically affect creatures of the plant type. Apocalypse's can use magic items with powers or abilities that work specifically for creatures of the plant type.
Poison (Ex): An Apocalypse delivers its poison (Fort DC [10 + 1/2 creature’s HD + creature’s Con modifier] negates) with each successful bite attack. Initial and secondary damage are the same (1d6 Str and 1d6 Con).
Poisonous Cloud (Ex): An Apocalypse is constantly surrounded by an invisible cloud of poisonous gas. This inhaled poison affects any creature that breathes the air or water within 10 feet of the Apocalypse. The DC for the Fortitude save is [10 + 1/2 poisonous creature’s character level + poisonous creature’s Con modifi er]. The initial damage is 1d6 points of Strength damage plus sickness for 1 minute. The secondary damage is 2d6 points of Strength damage plus sickness for 1 hour.
Poison Fumes (Ex) The fumes of the Apocalypse's acid are toxic. Creatures within the area of effect of its death throes, as well as any creature held in its burning embrace, may be affected by the fumes on a failed fortitude save (DC [10 + 1/2 the creature’s Hit Dice + the creature’s Con modifier]). The initial damage of the fumes is 1 Constitution. One minute later, those who failed their first saving throw must make another save or take 1d4 Constitution damage.
Possession (Su): An ethereal or manifested Apocalypse can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level [HD]), except that it does not require a receptacle. To use this ability, the Apocalypse must move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful
Will save (DC [15 + spirit’s Charisma modifier]). A creature that successfully saves is immune to that same Apocalypse’s possession for 24 hours, and the Apocalypse cannot enter the target’s space. If the save fails, the Apocalypse vanishes into the target’s body.
Prismatic Body (Su): An Apocalypse’s body glows with a light equivalent to that of a candle, illuminating a 5-foot radius around itself. Each round, this light takes on a different hue, determined at random. While so lit, an Apocalypse cannot benefit from concealment due to darkness or shadowy
conditions and takes a -8 penalty to hide checks. Once per round, the Apocalypse may suppress its light or choose its color as a free action with a successful DC 15 Concentration check. The light resumes its random color changes on the Apocalypse’s next turn unless it
succeeds on another DC 15 Concentration check. Reinstating the suppressed light is a free action.
In addition, the hue of the Apocalypse’s light grants it an immunity as given in the following table. At the end of each round, roll on the chart below to
determine the color of the light. While its light is suppressed, it does not benefit from any immunity granted by the prismatic body special quality.
{table=head]Colour|Immunity
Red|None
Orange|None
Yellow|Electricity
Green|None
Blue|None
Indigo|Cold
Violet|Sonic[/Table]
Prismatic Immunities (Ex): Apocalypse are immune to
the adverse effects of the following spells: color spray, hypnotic pattern, prismatic prismatic spray, prismatic wall, rainbow pattern, scintillating pattern, searing light and any spell with the Light Descriptor. In addition, they are immune to all blinding, dazzling, dazing, or negative effects caused by exposure to light.
Preternatural Knowledge (Ex): Once per round as a free action, an Apocalypse may attempt a DC 15 Concentration check. On a success, the Apocalypse gains a +4 bonus on its next attack roll, check, or saving throw, whichever comes first. On a failure, the time seer misinterprets its vision of the future and takes a –4 penalty on its next attack roll, check, or saving throw, whichever comes first.
Profane (Su): Each of an Apocalypse's melee attacks with a natural or manufactured weapon deals +1d6 points of extra damage to a creature of good alignment.
Protection from Good (Su): An Apocalypse gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by good creatures. Furthermore, it is immune to any attempt by a good creature to possess, charm, or influence it.
Protection from Good (Su): An Apocalypse gains a +2 resistance bonus on saves against attacks by good creatures. Furthermore, it is immune to any attempt by a good creature to possess, charm, or influence it.
Psionics (Sp): An Apocalypse can produce the following
effects at will.
Detect Poison: As the spell cast by a 6th-level sorcerer.
Alternate Form: An Apocalypse can assume the form of a Tiny to Large viper. This ability is similar to a shapechange spell cast by a 19th-level sorcerer but allows only viper forms. The Apocalypse uses its own or the viper’s poison, whichever it prefers.
Aversion: An Apocalypse creates a compulsion effect targeting one creature within 30 feet. The subject must succeed on a Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake, yuan-ti, Apocalypse, or tikhana, alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by making another Will save (DC 17), but still suffers from deep anxiety.
This anxiety causes a –4 penalty to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake, yuan-ti, Apocalypse, or ti khana. This ability is otherwise similar to antipathy as cast by a 16th-level sorcerer.
Psi-Like Abilities (Sp) 3/Day - defensive precognition, empty mind, far hand, mind thrust, intellect fortress, psionic teleport. 2/Day - Ultrablast. 1/Day - aversion, biofeedback, body adjustment, brain lock, defer fatality, energy current, fission, force screen, monster domination, psionic blast, psionic dimension door, psionic dominate, psionic suggestion, psychic rush, tower of iron will, vigor. Effective manifester level [HD]. The save DCs are Charisma-based.
[Psi-Like Abilities: A psionic creature gains a number
of points equal to twice its Hit Dice-2. These points may be
spent on psionic powers, which cost a number of points
equal to their levels. For example, ego whip costs 2 points,
since it’s a 2nd-level power. A power’s level can be no more
than one-half the creature’s Hit Dice (round up).
Expending a number of points equal to the power’s level
allows the creature to use the ability once per day. Paying
twice this amount allows the creature to use the ability
three times per day. Using three times the power’s level in
points allows the creature to use the psi-like ability at will.
A point expenditure equal to four times the power’s level
allows the creature to effectively have the ability constantly
in effect.
At will or constant abilities may be labeled supernatural
(Su), instead of psi-like, at your discretion. Constant effects
still have a manifester level and may be temporarily dispelled.
If its constant power is dispelled, the psionic creature can
reestablish the power as a free action on its turn.
Psionic creatures do not need a minimum score in any
ability to use their psi-like abilities. They manifest their
abilities as if they were psions of a level equal to their Hit
Dice. Saving throw DCs are based on the creature’s highest
mental ability score.]
Psychometer Abilities (S) At-Will - Detect chaos, detect
evil, detect good, detect law, detect poison,
legend lore. Caster level [HD] To use these spell-Like abilities, the Apocalypse must be in contact with a creature or object.
Punishing Strike (Ex): [Once per day, plus an additional time per 10 Hit Dice], an Apocalypse may make a mighty attack against any one opponent, adding its Charisma bonus as a bonus on the attack roll and its Hit Dice total as a bonus on the damage roll. Use of this ability must be declared before making the attack. If the attack misses, that punishing strike attempt is wasted. This ability may only be used every fourth round.
Quick Casting (Ex): When casting any spell with a casting time
greater than 1 standard action, the Apocalypse can cast it in a standard action.
Quick Detection (Su): When using Detect Magic as a Spell-like ability, they go straight to the third round.
Quickening (Ex): [Once per day, plus once per 6 Hit Dice], an Apocalypse moves and acts more quickly than normal for [a number of rounds equal to the creature’s Hit Dice]. On its turn, the Apocalypse may take an extra standard action, either before or after its standard and move actions for a turn. It also gains a +4 dodge bonus to AC. After using the ability, the Apocalypse is fatigued until it can rest for [an hour (–10 minutes per point of Constitution bonus; +10 minutes per point of Constitution penalty, minimum 10 minutes)]. The Apocalypse may otherwise use this ability every 1d4+1 rounds after the last use expired, but suffers exhaustion if the ability is used while the creature is fatigued.
Quick Incubation (Ex): Each of the diseases that an Apocalypse carries has an incubation period of 1 round.
Rake (Ex): Against a creature with which it grapples, an Apocalypse may make two secondary rake attacks that deal claw damage.
Rapid Attacks (Ex): An Apocalypse may make an extra ranged attack at its highest attack bonus during any attack action and when making a full attack. Furthermore, it may modify any or all of its melee attack rolls with its Dexterity modifier instead of its Strength modifier, if desired. When it makes this substitution for all its melee attacks in an attack action or a full attack, it gains an extra melee attack at its highest attack bonus.
Rapid Preparations (Su): An Apocalypse only needs 10 minutes to prepare it's spells.
Rapid Strike (Sp): [Once per day, plus an additional time per 5 Hit Dice], an Apocalypse may grant itself the effects of a haste spell (self only). Caster level [equals the dreadnaught’s Hit Dice].
Radiation Resistance (Ex): An Apocalypse has a +8 racial bonus on saves to resist any kind of radiation poisoning.
Rage (Ex) Once injured (which can't exactly happen but who cares), the bloodrager enters a frenzy, receiving a +2 morale bonus to Strength and Con, +1 morale bonus on Will saves, and a –2 penalty on AC. The frenzy lasts until either it or it's attackers are dead.
Regeneration (Ex) No form of attack deals lethal damage to the Apocalypse. The Apocalypse regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the Apocalypse fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or [#] hp). The Apocalypse is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
The Apocalypse can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or [#] hit points) and using a wish or miracle spell to keep it dead.
If the Apocalypse loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
[Resistance (Ex): Dreadnaughts have energy resistance
10 against one type of energy (acid, cold, electricity, fire, or
sonic) for every 4 Hit Dice it has (minimum 1 type). This
resistance can be applied to the same energy type more
than once, adding +10 to the overall amount of resistance
each time. For example, an 8-HD dreadnaught could have
both resistance to fire 10 and resistance to cold 10, or just
resistance to fire 20.]
Rejuvenation (Su): In addition to being apparently impossible to slay normally, Apocalypses can even survive death. A slain Apocalypse restores itself in 2d4 days. An Apocalypse that would otherwise be destroyed returns to the center of the planet (or where the center of the planet should be) with a successful level check (1d20 + [HD]) against DC 16. The only way to get rid of an Apocalypse for sure is to convince the gods to not annihilate existance.
Rush (Ex) Once per minute, the normally slow-moving Apocalypse can move at a speed of 150 feet.
Scented (Ex) The fumes of the acid in its blood, combined with destruction it leaves in its wake, make Apocalypse's very easy to track. Those following the Apocalypse gain a +5 circumstance bonus to Survival checks to track the creature. The bonus increases to +10 if the tracker has the Scent special quality.
See Spirits (Su): At will, a materialized Apocalypse can choose to see other spirits in an area (including incorporeal or ethereal undead, despite invisibility). The Apocalypse cannot see other creatures under invisibility spells or similar effects, only spirits.
Shadow Blend (Su): In any conditions other than full daylight, an Apocalyse can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Shared Senses (Su): At will, an Apocalypse can use another
Apocalypse's senses (sight, smell, or hearing) rather than its own. This ability works at a range of [25 feet +5 feet per point of Wisdom bonus the hiveling possesses] and can be maintained as a free action for [a number of minutes equal to 1 + the hiveling’s Wisdom bonus (minimum 1 minute)]. The shared sense link must then be re-established. The target’s tapped senses override the Apocalypse’s own for as long as this ability is in use.
Siphon Immunities (Su): While holding a form of energy from absorption or spell from spell absorption, the Apocalypse is immune to that form of energy or that specific spell. If the spell or energy is released completely, the immunity disappears. Immunity never applies to kinetic absorption.
Sleep Song (Su): As a full-round action, an Apocalyse can sing a lullaby that puts nearby creatures to sleep. Any creature within 100 feet of the Apocalyse that can hear its song must succeed on a Will save (DC [equals the dream creature’s Perform [sing] check result]) or fall asleep as though affected by a sleep spell for [a number of rounds equal to the dream creature’s character level]. A creature that successfully saves cannot be aff ected by the same Apocalyse's sleep song again for 24 hours. Apocalyses are immune to their own and other creatures’ sleep songs. Sleep song is a sonic, mind-affecting, sleep effect.
Smell Metal (Ex): An Apocalypse can smell the presence of any metal object within 90 feet. This distance doubles if the creature is downwind from a metallic object.
Smite Chaos (Su): Once per day the Apocalypse can make a normal melee attack to deal +20 extra damage against a chaotic foe.
Smite Good (Su): Once per day the Apocalypse can make a normal melee attack to deal +20 extra damage against a good foe.
Sorcery Eschewment: If an Apocalypse gains a level of Sorcerer, they gain Eschew Materials as a bonus feat.
Speech (Ex): An Apocalypse can speak like a human (though its voice sounds like no known being). It can learn to speak any language, but usually speaks Sylvan. The creature retains the ability to speak with tarrasque and Apocalypses.
Spell Absorption (Su): An Apocalypse can absorb spells specifically targeting it, so long as the spell does not involve energy. (If it does, the energy is absorbed, not the actual spell.) The Apocalypse can absorb [a number of spell levels equal to its Hit Dice (less than 1 means only 0-level spells)], so long as the spell’s individual spell level does not exceed [one-third of the siphon’s Hit Dice (0-level spells count as half levels for
this purpose; one 0-level spell minimum)]. Absorbed spells do not affect the Apocalypse. Stored spells dissipate harmlessly in [a number of minutes equal to the siphon’s Charisma bonus +3 (minimum 3 minutes)]. Rules for exchanging stored spells for incoming spells works as per absorption above, excepting that the Apocalypse is fully affected by any spell against which it fails a save, and it loses the spell it was attempting to release to absorb the incoming magic.
Spell Immunities (Su): An Apocalypse is immune to one spell of it's choice for each level from 1 to 9. Once chosen they cannot be changed. It is also immune to all forms of magical writing and the Apocalypse's presence doesn't trigger their effects.
Spell-Like Abilities (Sp) Constant - Featherfall, Heightened[/I] Mindblan.[/I] At-Will - bless, detect magic, detect thoughts, flare, guidance (self only), levitate, light, mage armour, mage hand, imbue with spell ability (costs one hit point permanently/use), read magic, shield of faith, sleep, true seeing, ventriloquism. [1/Day + 1/Day per 3 HD] - invisibility. 6/Day - dimension door, quench, waterwalk. 5/Day - clairaudience/clairvoyance (hearing only). 4/Day - dancing lights, daylight, detect secret doors. 3/Day - arcane eye, augury, blindness/deafness (blindness only), blindness/deafness (deafness only), calm emotions, clairaudience/clairvoyance (sight only), crushing despair, detect snares and pits, fire trap, flaming arrow, ghost sound, heal, moment of prescience, produce flame, remove fear, searing light, silence, speak with plants, telekinesis, wall of force. 2/Day - color spray, fear, good hope, hold person, rage, sympathetic vibration, wall of fire. 1/Day - animate plants, animate rope, analyze dweomer, antipathy, arcane sight, cause fear, command plants, continual flame, control plants, control water, darkness, delayed blast fireball, dream, entangle, faerie fire, fireball, firestorm, flameblade, flamestrike, flaming sphere, floating disk, foresight, gaseous form, greater arcane sight, greater shout, greater prying eyes, greater teleport (destination must be an area lit by sunlight or the daylight spell), heat metal, hideous laughter, hypnotic pattern, incendary cloud, locate creature, meteor swarm, phantasmal killer, prismatic sphere, prismatic spray, prismatic wall, prying eyes, pyrotechnics, rainbow pattern, repel metal or stone, repel wood, resilient sphere, reverse gravity, scare, scilliating pattern, scorching ray, see invisibility, shadow walk, shatter, shield, shout, sound burst, sympathy, symbol of fear, summon natures ally 2, summon natures ally 4, summon natures ally 6, summon natures ally 8, summon natures ally 9, sunbeam, sunburst, telekinetic sphere, telepathic bond, wail of the banshee, water breathing, zone of silence. Effective caster level is [HD]. The save DCs are Charisma-based.
[Spell-Like Abilities: A spellpowered creature gains a
number of points equal to twice its racial Hit Dice. These
points are spent on spells, which cost a number of points
equal to their respective levels, with first level spells costing
1 point, second level spells costing 2, and so on (0-level
spells cost ½ point). For example, fireball costs 3 points,
since it is a 3rd-level spell. Regardless, a spellpowered
creature cannot possess a spell that has a level exceeding
one-half the creature’s Hit Dice (round up).
Expending a number of points equal to the spell’s level
allows the creature to use the ability once per day. Paying
twice this amount allows the creature to use the ability
three times per day. Using three times the spell’s level in
points allows the creature to use the spell-like ability at
will. A point expenditure equal to four times the spell level
allows the creature to effectively have the ability constantly
in effect.
At will or constant abilities may be labeled supernatural
(Su), instead of spell-like, at your discretion. Constant effects
still have a caster level and may be temporarily dispelled.
If its constant power is dispelled, the spellpowered
creature can reestablish the power as a free action on its
turn.
Spellpowered creatures do not need a minimum score
in any ability to use their spell-like abilities. Caster level
equals the spellpowered creature’s Hit Dice. Saving throw
DCs are based on the creature’s highest mental ability
score.]
Spells: An Apocalypse has the ability to cast spells as [a druid of a level equal to its Hit Dice] and the ability to cast arcane spells as [a Sorcerer of a level equal to half of their racial Hit Dice (minimum 1st)].
Spell Focus (Su): The Apocalypse casts all it's spells as if it possessed the Spell Focus feat for all schools.
Spell Release (Su): The Apocalypse can release a spell it has stored as if it had cast the spell itself. The released spell is subject to saving throws (DC 10 + spell level + [the siphon’s Charisma modifier]) and spell resistance as per the spell cast. Spell release never requires a Concentration check, nor does it provoke an attack of opportunity. A released spell has a caster level equal to [the siphon’s Hit Dice] or the caster level of the original caster, whichever is lower. Once the Apocalypse releases a stored spell, it can no longer cast that spell, unless it has the same spell stored more than once or can cast that spell through another ability.
Spirit Touch (Su): The Apocalypse can attack material beings while incorporeal (not ethereal) and may attack incorporeal beings while materialized. When the Apocalypse makes such an attack, it uses its Dexterity modifier in place of Strength modifier on melee attack rolls for melee attacks, and it uses its Charisma modifier in place of its Strength modifier on damage rolls where Strength applies. An Apocalypse with this ability may also use its touch spells against material beings while incorporeal.
Skill Mastery (Ex): An Apocalypse chooses [number of skills equal to 3 + its Intelligence modifier]. It may take 10 on checks made with any of these skills, even if stress or distraction would normally prevent it from doing so.
Stirring Speech (Su): As a standard action, an Apocalypse can inspire greatness in its allies, granting them extra fighting capability. The Apocalypse can target [one ally plus one for every 3 character levels it possesses]. To inspire greatness, an Apocalypse must say a few inspiring words (or sounds, if it is incapable of speech), and the targeted allies must hear them. The
effect lasts for 5 rounds.
A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effects of spells such as sleep. Inspire greatness is a mind-affecting ability. The Apocalypse can use this ability [a number of times
per day equal to its Charisma bonus].
Summon Elemental (Sp): The Apocalyse can summon a Huge elemental of any type once per day, as described in the spell summon monster VII.
Sustenance Requirements (Su): Apocalypse's require ten times the amount of food and water a normal creature their size requires every day.
Swallow Whole (Ex) The Apocalypse can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the Apocalypse’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Apocalypse’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Apocalypse’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Swarm Attack (Ex): When operating within their hive mind, Apocalypse's get a +1 insight bonus on attack rolls for every two Apocalypse's attacking the same target.
Sun Savior (Ex): In sunlight or within the radius of a
daylight spell, each of the solaric Apocalypse’s speeds increases by +10 feet, and the Apocalypse gains a +2 morale bonus on attack rolls, checks, and saves.
Terrain Insight (Ex): An Apocalypse gains a +4 insight bonus on initiative rolls and Hide, Listen, Move Silently, Search, and Spot checks in any area with which it is very familiar (that is, a place that the Apocalypse has been to often and feels at home in).
Time Seer (Sp): At will—augury; 1/day—true strike, vision. Caster level equals [the character level]. Each time the Apocalypse wishes to use one of these abilities, it must make a successful Concentration check (DC 10 + spell level). Failure means the attempt produces no effect but that usage is wasted.
Toxic Flesh (Ex): The Apocalypse's flesh exudes a contact poison. Each time a Apocalypse makes physical contact with another creature, it delivers its poison (Fortitude DC [10 + 1/2 poisonous creature’s character level + poisonous creature’s Con modifi er, initial and secondary damage 1d6 points of Dexterity damage]). Such contact includes grappling and successful touch or natural attacks by either the Apocalypse or its foe, unless a glove or gauntlet prevents flesh-to-flesh contact. This contact poison loses its effectiveness when removed from the Apocalypse, so it is not effective when placed upon objects. In addition, any creature that eats a poisonous creature’s flesh or swallows it whole is affected by the poison as if it had touched the Apocalypse.
Trackless step (Ex) This ability works like the druid’s trackless step class feature.
Truth Be Told (Su): Magic used to determine whether an Apocalypse is telling the truth reveals its lies only if the Apocalypse would wish its words to be construed as a lie. This ability affects even spells such as detect lie and more powerful spells such as wish or miracle. Other creatures that are asked about the truth of what an Apocalypse says can represent the truth normally, so spells such as commune can allow characters to discover the truth, provided the creatures interviewed are privy to that truth.
Turn of Fate (Su): Once per day, an Apocalypse can reroll any failed roll it has just made. It must accepted the results of the second roll.
Turn Resistance (Ex): If nonshamans can turn spirits, an Apocalypse has +4 turn resistance against anyone besides a creature with the shaman class.
Vacuum Survival (Ex): An Apocalypse creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.
Warden Spells (Sp): An Apocalypse has two spells from 1st, 2nd or 3rd level as spell-like abilities that can be used [once per day per 5 HD], two spells of any level(s) between 1 and 6, each usable [once per day per 6 Hit Dice], two spells of any level(s) between 1 and 7, each usable [once per day per 10 Hit Dice], and [HD-19] spells of any level(s) between 1 and 7, each
as a spell-like ability usable once per day. All of these spell-like abilities use [HD] as it's caster level.
Waterball (Su): While water is within its reach, an Apocalypse can pick up a cohesive ball of water and throw it at a distant target as a ranged attack. If the Apocalypse can make multiple ranged attacks during a round, it can devote as many of them as it wishes to waterball attacks, so long as it has a ready source of water within reach. Waterballs can be thrown underwater or through a border between air and water with no penalties to range or on the attack roll.
A waterball is considered a thrown weapon with a range increment of 20 feet. It deals 4d8 nonlethal damage. As with other thrown weapons, the Apocalypse's full Strength bonus applies to the damage roll.
A waterball can be used to snuff out a nonmagical fire the size of a burning house or smaller instead of attacking a creature. To use it in this way, the Apocalypse must succeed on a ranged touch attack against the source of the fire.
Waterballs do not retain their cohesiveness when not grasped or thrown by a
Apocalypse. At the GM’s discretion, other liquids can be thrown in a similar matter, but the Apocalypse must touch the liquid and take any damage it deals if not immune to its particular dangers.
Waking Dreams (Su): An Apocalypse can cause the area within 100 feet of its position to become hazy and dreamlike at will. This effect penetrates solid objects and even crosses the boundary with the Ethereal Plane. Distances and speeds in the affected area become hard to judge. Bright areas seem dark, and dark areas appear to have some hazy illumination. Colors blend into one another in strange and unpredictable ways, and creatures seem to take on the features of objects or other creatures. Every creature in the affected area takes a –4 penalty on all attack rolls, checks, and saves as long as it remains in the area. A creature outside the area taking any action that would affect creatures within or on the other side of the area also takes a –4 penalty on any associated roll or check. Waking dreams is an illusion (figment) eff ect with no save, but creatures that are immune to illusion eff ects are immune to this eff ect.
True seeing and similar effects allow a creature to act in the affected area without taking the penalty. Apocalypses are immune to the penalties caused by their own waking dreams and those of other creatures.
Venomous Breath (Ex): Once every 1d4 rounds, an Apocalypse can spew forth a disorienting spray of contact poison in a 60-foot cone as a standard action. Each creature in the area must succeed on a Reflex save(DC [10 + 1/2 poisonous creature’s character level + poisonous creature’s Con modifi er]) to avoid contact with the spray. Failure means the poison affects the creature (Fortitude DC [10 + 1/2 poisonous creature’s character level + poisonous creature’s Con modifi er], initial damage 1d6 points of Intelligence damage and 1d6 points of Wisdom damage, secondary damage confusion for 1 hour).
Wall of Wind (Sp): The Apocalypse can, three times per day, create an invisible vertical curtain of wind 2 feet thick and up to 80 feet long and 100 feet high. Tiny and Small flying creatures cannot pass through the barrier. Ranged projectiles smaller than a catapult-hurled boulder are deflected upward and miss. Gases cannot pass through the wall. Other creatures, flying or not, attempting to pass through the wall must make a Fortitude save (DC [10 + half the elemental scion’s Hit Dice + elemental scion’s Charisma bonus]), or they are repelled and knocked down. The immobile wall lasts for [10 minutes per elemental scion Hit Die]. The scion can shape the wall so that it curves horizontally, even to form a cylinder (but not a sphere).
Water Walking (Su): The Apocalyse can walk (or even run) on water as if it were solid ground.
Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except an Apocalypse has a +4 racial bonus.
Windstorm Breath Weapon (Su): Once every 1d4 rounds, an Apocalypse can breathe a 60-foot-long cone of wind that mimics a terrible windstorm. Every creature within this area that is not flying must succeed on a Balance or Strength check (DC [10 + 1/2 air-infused creature’s character level + air-infused creature’s Cha modifi er]) or fall prone. A flying creature that fails is instead blown away from the Apocalypse, moving a distance equal to 5 feet per point by which it failed the check. If the creature encounters a large object (such as a wall) during this movement, it takes 1d6 points of damage per 5 feet the object prevented it from moving.
Wounding (Ex): The saliva of the Apocalypse causes a wound to bleed freely. If such is the case, the wound continues to bleed after the Apocalypse stops feeding, dealing 1d6 constitution damage each round. The bleeding lasts until the wounded creature makes a Fortitude saving throw (DC [10 + one-half of the vampiric creature’s HD + its Constitution modifier]). Any healing magic applied to the wound immediately staunches the blood loss.
Undetectable Alignment (Su): Magical effects used to determine an Apocalypse’s alignment automatically reveal it to be the same as that of the creature doing the detecting. If the Apocalypse is aware of the attempt, it can instead cause the magic to reveal any alignment it chooses. This ability also protects the Apocalypse from spells that detect only certain alignment components, such as detect evil. It defeats even the clerical version of true seeing, but a wish or miracle spell used to mimic true seeing or the various alignment detection spells reveals the truth.
Undetectable Thoughts (Su): Whenever a creature attempts to detect the Apocalypse’s thoughts (with a detect thoughts spell, for example), the Apocalypse is immediately aware of the attempt and can cause the effect to reveal any thoughts it chooses. A wish or miracle spell used to mimic detect thoughts or a similar effect reveals the truth.
Unholy Body (Su): An Apocalypse is healed by negative energy and harmed by positive energy like an undead creature. Thus, inflict light wounds would heal an Apocalypse and cure light wounds would harm it.
Unholy Spellcasting (Su): An Apocalypse's effective caster level for necromancy spells or spells with the evil descriptor increases by +1. This benefit stacks with itself, so the Apocalypse's effective caster level for a spell that fits both parameters is higher by +2.
Unnerving Attack (Su): A creature wounded by the Apocalypse must make a will save (DC [10 + 1/2 HD + Cha modifier]) or be shaken for 1 round.

Milo v3
2013-09-20, 09:28 PM
Skills The Apocalypse has a +14 racial bonus on Listen checks, +9 to spot checks, +5 racial bonus on Knowledge, Search checks, Sense Motive, and on Spellcraft checks made to identify spells as they are being cast, +8 racial bonus to Jump and Survival checks, +6 racial bonus to intimidate, diplomacy, and move silently checks, and a +10 racial bonus on Hide, and Tumble checks, and can use Tumble as though trained even if it possesses no ranks in the skill. +10 to intimidate checks. They gain a +8 competence bonus on Bluff checks, +5 on appraise, diplomacy, disable device, intimidate, open lock, search, use magic device, and survival checks to track creatures, +10 circumstance bonsu to knowledge (arcana) and spellcraft, +4 competence bonus on Sleight of Hand checks. +10 racial bonus to Appraise and Craft checks that relate to metal, and a +10 racial bonus on Diplomacy, Bluff, and Intimidate checks that affect Dwarves.
Because it has a climb speed, an Apocalypse receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. And because it has a swim speed it gains a +4 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Apocalypse's suffer a -5 penalty to Concentration
Furthermore, it can use all Knowledge skills, plus Decipher Script, Disable Device, Open Lock, and Use Magic Device untrained.
Finally an Apocalypse gains a +2 luck bonus on all skill checks. This bonus stacks with the luck bonus it gains on opposed checks.

Milo v3
2013-09-20, 09:29 PM
Seventh post reserved... just in case...

inuyasha
2013-09-20, 09:37 PM
mind if i ever post new templates here?

Grinner
2013-09-20, 09:45 PM
Hmmm...So this won't be a Tarrasque-themed World of Darkness gameline... :smallfrown:

Milo v3
2013-09-20, 11:08 PM
mind if i ever post new templates here?
Of course not, probably should copy the snail and sheep over here as well.


Hmmm...So this won't be a Tarrasque-themed World of Darkness gameline... :smallfrown:
Hehehe, didn't notice I used the whole "Tagline: The Monster" thing of World of Darkness.
Sadly, I don't play WoD, but I do think such an idea would be pretty cool. Though isn't Apocalypse already one of the things, werewolves or something.

EDIT: Darkness: The Sworn is something I am making though. Which is sorta... like WoD... I should definitely put a Tarrasque type thing in it :smallbiggrin:

inuyasha
2013-09-20, 11:56 PM
Twisted
Twisted creatures are the darker version of creatures, some humans have this, where one child is born and is dark, moody, violent, etc, but this applies to all creatures (even animals, EVEN HALIBUT :biggrin:
Twisted is an inherited template that can be added to any creature
Size and Type: Animals and vermin become magical beasts, humanoids become monstrous humanoids, and all creatures gain the evil subtype. If added to a creature with the good subtype, this subtype changes to evil. Twisted creatures seem larger than most of their kin, and if they can use weapons, they can use weapons of one size larger than normal
Armor Class: +2 natural armor bonus
Attacks: Creatures gain a bite and 2 claw attacks appropriate for a creature of their size, if these natural attacks are already possessed, increase them by one size catagory.
Special Attacks:
Spell like abilities
HD 1-5 cause fear 3/day ; HD 6-10 cause fear at will, scare 1/day ; HD 11-15 cause fear/scare at will, phantasmal killer 1/day, 16-20 phantasmal killer 2/day, 21+ phantasmal killer 3/day, weird 1/week
Special Qualities: Increase any damage reduction by 5 and add silver to the ways to bypass it, if no DR exists, the twisted creature gains DR 5/silver.
Abilities: +4 int, -2 wis
Skills: +4 on craft (depressing poetry and/or songs)
Environment: In dark and/or dusty/damp places, usually gloomy and scary
Organization: Always solitary
Challenge Rating: +4?
Treasure: same as base creature
Alignment: Always evil
Level Adjustment: –

Milo v3
2013-09-21, 12:05 AM
Twisted

The Damage Reduction as it is currently worded would probably weaken the Tarrasque because it'd go from damage reduction 15/epic to damage reduction 20/epic or silver. Not sure it's much of an issue since, if your stabbing the thing with a metallic weapon your going to lose it rather quick. And your probably dead anyway.

I was also going to disagree with the Cha penalty because I like to think that such individuals can be really charismatic and good looking, then I realised that might be just cause I'm one of them :smalltongue:

Kazyan
2013-09-21, 12:07 AM
Is there a list of the templates on this (404: noun not found)?

Milo v3
2013-09-21, 12:17 AM
Is there a list of the templates on this (404: noun not found)?

Here is it so far, but it's only a very small amount done (there was over 150 templates on my list):


Legion (Book of Templates)
Flying Creature (Book of Templates) 2 to be Added!
Quickling (Advanced Bestiary) 3 to be added!
Fiendish Creature (SRD)
Guardian monster (Dungeonscape)
Phrenic (SRD)
Extra-terrestrial (MSRD)
Space Creature (MSRD)
Elder Beast (Book of Template)
Bloodrager (Bestiary of Krynn)
Forest Master (Bestiary of Krynn)
Tainted Blood Creature (Bestiary of Krynn)
Beast of Xvim (Monsters of Faerun)
Saurian (Advanced Bestiary)
Faerzress Infused Creature (Underdark)
Woodling (MM3)
Lolth Touched (MM4)
Imix Blooded (MM5)
Draconic Creature (RotD)
Ti-Khana (Fiend Folio)
Shadow Creature (Lords of Madness)
Lost (Magic of Incarnum)
Elemental Scion (Legacy of the Dragons)
Envenomed (Creature Collection 3)
Multi-Armed (Creature Collection 3)
Iron Souled (Hammer & Helm)
Tempered (Hammer & Helm)
Half-Drow (Advanced Bestiary)
Id Beast (Hyperconscious)
Dream Creature (Advanced Bestiary)
Element Infused Creature (Advanced Bestiary)
Element Infused Creature (Advanced Bestiary)
Element Infused Creature (Advanced Bestiary)
Element Infused Creature (Advanced Bestiary)
Fortune Blessed Creature (Advanced Bestiary)
Half-Plant (Advanced Bestiary)
Inveigler (Advanced Bestiary)
Metal Clad (Advanced Bestiary)
Nightmare (Advanced Bestiary)
Plague Bearer (Advanced Bestiary)
Poisonous Creature (Advanced Bestiary)
Primitive (Advanced Bestiary)
Prismatic (Advanced Bestiary)
Phantom (MM5)
Spirit (Book of Templates)

inuyasha
2013-09-21, 10:12 AM
The Damage Reduction as it is currently worded would probably weaken the Tarrasque because it'd go from damage reduction 15/epic to damage reduction 20/epic or silver. Not sure it's much of an issue since, if your stabbing the thing with a metallic weapon your going to lose it rather quick. And your probably dead anyway.

I was also going to disagree with the Cha penalty because I like to think that such individuals can be really charismatic and good looking, then I realised that might be just cause I'm one of them :smalltongue:

I had some struggles with that one, Im one of them to, so yea, remove the cha penalty

also, just let me know if you ever want me to stop making templates

toapat
2013-09-21, 11:18 AM
if you applied any other Half Dragon template then Half platnium, you will have to change that, Immunity to Ability drain pretty much is impossible to template in otherwise without penalty

Djinn_in_Tonic
2013-09-21, 11:29 AM
Needs Psuedonatural and Paragon, both from the Epic Level Handbook.

Also, man would this thing get taken out by a party of 4 level 98 characters. It wouldn't even be funny. :smallbiggrin:

toapat
2013-09-21, 02:17 PM
Needs Psuedonatural and Paragon, both from the Epic Level Handbook.

Also, man would this thing get taken out by a party of 4 level 98 characters. It wouldn't even be funny. :smallbiggrin:

which is why when i did the project linked in my sig, i eventually pointed out that basically, CR caps at 20.

Epic Pseudonatural can be replaced, more effectively, with Half clay golem and Half-farspawn.

Milo v3
2013-09-21, 08:07 PM
if you applied any other Half Dragon template then Half platnium, you will have to change that, Immunity to Ability drain pretty much is impossible to template in otherwise without penalty
Hmm.... Monster of Legacy to get it a constant Death Ward effect could work...


Needs Psuedonatural and Paragon, both from the Epic Level Handbook.

Also, man would this thing get taken out by a party of 4 level 98 characters. It wouldn't even be funny. :smallbiggrin:
It will be getting both of those templates, though I'm specifically putting Paragon at the end so that it affects all the abilities it could get rather than just a small amount of them. Pseudonatural changes its type to Outsider so the order I place it is also important.

And yes, it would be anihillated by epic characters. Though when I'm done it'll have epic spellcasting, more hitdice, epic leadership, and the ability to split into more of it when dealt any points of slashing damage, which can then spawn more tarrasque, some of which can then be freed, a small percentage of which will turn into Apocalypses which can then be cut, turning on into two, and the cycle repeats :smallbiggrin:


which is why when i did the project linked in my sig, i eventually pointed out that basically, CR caps at 20.

Epic Pseudonatural can be replaced, more effectively, with Half clay golem and Half-farspawn.
Half-Golem replaces the current Natural Armor with a ridiculously low bonus which means the creature would be weaker. So I decided to not use it. Half-Farspawn is on the list.

Milo v3
2013-09-21, 08:56 PM
I had some struggles with that one, Im one of them to, so yea, remove the cha penalty

also, just let me know if you ever want me to stop making templates

Yay totally using an attractive Twisted character for my new campaign :smalltongue:

And I'm fine with you just keep making them over and over again until you wanna stop. Templates are one of my favourite things in 3.5e, and it just makes more potential for the Template Based Shapechanging class I made.

toapat
2013-09-21, 09:36 PM
Hmm.... Monster of Legacy to get it a constant Death Ward effect could work...

not if you can figure out how half Platnium dragon's DR0 could be inflated into a divine Rank 16, at which point the perma-spell turning is more appealing

Milo v3
2013-09-21, 10:21 PM
not if you can figure out how half Platnium dragon's DR0 could be inflated into a divine Rank 16, at which point the perma-spell turning is more appealing

I don't know where Half-Platinium is? I didn't see it in any of my books, I may have missed it.

toapat
2013-09-21, 10:38 PM
I don't know where Half-Platinium is? I didn't see it in any of my books, I may have missed it.

its half dragon, you need to reference Faiths and Pantheons (you need Bahamut's statblock) for the breath attack, while Dragonomicon/Races of the Dragon (cant remember the exact one) says that they outright have <Anything> as their immunity.

whichever book it mentions Platnium dragon in notes that this is not technically a legal template, by all standards of third, however, i highly doubt "Legal" is within the terms of applying templates for this guy

Milo v3
2013-09-21, 11:03 PM
its half dragon, you need to reference Faiths and Pantheons (you need Bahamut's statblock) for the breath attack, while Dragonomicon/Races of the Dragon (cant remember the exact one) says that they outright have <Anything> as their immunity.

whichever book it mentions Platnium dragon in notes that this is not technically a legal template, by all standards of third, however, i highly doubt "Legal" is within the terms of applying templates for this guy

Ohh... Your meaning how it says Platinum in that table about Dragon Heritage in Races of the Dragon :smalltongue:

That is just for the Feats I think, cause in the List of Half Dragons and stuff it doesn't mention anything about Platinum at all.

I'm trying to follow RAW with this (Thus the amazingly stupid CR :smallsigh:), so I likely wont be adding Half-Platinum. Though I can easily add all the other Half-Dragons at once, so that should help abit...

EDIT: Though I do plan to be doing two versions of this, one RAW and one Homebrew Allowed, I can totally add in the Half-Platinum with Homebrew Allowed.

EDIT2: Also, I'm pretty sure I can get this guy a Divine Rank without doing that anyway. Monstrous Lycanthrope, with picking most powerful stated up deity as the form.

toapat
2013-09-21, 11:52 PM
Ohh... Your meaning how it says Platinum in that table about Dragon Heritage in Races of the Dragon :smalltongue:

That is just for the Feats I think, cause in the List of Half Dragons and stuff it doesn't mention anything about Platinum at all.

I'm trying to follow RAW with this (Thus the amazingly stupid CR :smallsigh:), so I likely wont be adding Half-Platinum. Though I can easily add all the other Half-Dragons at once, so that should help abit...

it violates RAW in that Platnium isnt actually a Species of dragon, its a single god. which is actually what RotD means. its also there so that players know not to ask for it, because DR0 means you are automatically lvl 60 with at least 40 class levels.



Also, dont forget to keep the attributes of the Plant type when you overwrite Greenbound Creature.


edit: you should change treasure from "none" to "Your Lives"

Milo v3
2013-09-22, 12:00 AM
it violates RAW in that Platnium isnt actually a Species of dragon, its a single god. which is actually what RotD means. its also there so that players know not to ask for it, because DR0 means you are automatically lvl 60 with at least 40 class levels.
Following the rules in some books on creating Half-Templates you can have Half-Templates of specific individuals, so IMO the main problem with it is more that Bahamut isn't a true dragon.


Also, dont forget to keep the attributes of the Plant type when you overwrite Greenbound Creature.
The Apocalypse already has Plant Traits, regardless of if it's type changes.


edit: you should change treasure from "none" to "Your Lives"
Oohh good idea :smallbiggrin:

toapat
2013-09-22, 12:11 AM
Bahamut isn't a true dragon.

Oohh good idea :smallbiggrin:

um, how? other then never being a non-divine dragon

well, i did that on my own attempt to make a doom tarrasque, i think yours would crush mine, if only for more templates (second link in siggy)

Milo v3
2013-09-22, 12:19 AM
um, how? other then never being a non-divine dragon
Doesn't have age categories like every other true dragon in existance, technically Dragonwroughts are closer to being True Dragons than Bahamut.

Silva Stormrage
2013-09-22, 12:30 AM
Wow this is hilarious XD. I might have to introduce it in an epic campaign of mine. Probably not as that would just be a TPK though :smallbiggrin:


Out of curiosity what template gives the Tarresque druid casting equal to its HD?

Milo v3
2013-09-22, 12:34 AM
Wow this is hilarious XD. I might have to introduce it in an epic campaign of mine. Probably not as that would just be a TPK though :smallbiggrin:

Out of curiosity what template gives the Tarresque druid casting equal to its HD?

Forest Master from Bestiary of Krynn.

Arcanist
2013-09-22, 01:11 AM
Doesn't have age categories like every other true dragon in existance, technically Dragonwroughts are closer to being True Dragons than Bahamut.


Whoa... You just blew my mind... :smallconfused:

Milo v3
2013-09-22, 01:13 AM
Whoa... You just blew my mind... :smallconfused:

It really shouldn't be true.... But it is. If you follow the arguments that are against kobolds being True Dragons, all of them apply to Bahamut himself. Which is wrong, in many many ways.

Amechra
2013-09-22, 04:00 AM
But Bahamut isn't a True Dragon; he's an Outsider, for one.

It's like Zarus not being Human, or Gruumsh not being an Orc.

Milo v3
2013-09-22, 04:08 AM
But Bahamut isn't a True Dragon; he's an Outsider, for one.

It's like Zarus not being Human, or Gruumsh not being an Orc.

That was my point. :smallconfused:
I think the unexpected part of it though was that Kobolds are closer to being true dragons than Bahamut.

toapat
2013-09-22, 08:34 AM
ok, so bahamut technically occupies a space where the arguments around him being a true dragon or not basically lead to an infinite loop of yes he is/no he isnt because of divine rank

Milo v3
2013-09-22, 09:21 AM
ok, so bahamut technically occupies a space where the arguments around him being a true dragon or not basically lead to an infinite loop of yes he is/no he isnt because of divine rank

I don't think I understand. Where does Divine Rank come into it?

toapat
2013-09-22, 09:25 AM
I don't think I understand. Where does Divine Rank come into it?

the forced celestial type

because he is stated to be a Great Wyrm platnium dragon

Milo v3
2013-09-22, 09:35 AM
the forced celestial type

because he is stated to be a Great Wyrm platnium dragon

Where does it say he's a Great Wyrm? I'm looking at his stats and details in Deities and Demigods and I don't see anything like that.

Ionbound
2013-09-22, 09:41 AM
Can I get points for killing this thing? I think I know how.

Milo v3
2013-09-22, 09:43 AM
Can I get points for killing this thing? I think I know how.

It's only about 1/3 complete.... but sure why not :smallbiggrin:

toapat
2013-09-22, 09:43 AM
Where does it say he's a Great Wyrm? I'm looking at his stats and details in Deities and Demigods and I don't see anything like that.

not sure its mentioned in rulebooks



Can I get points for killing this thing? I think I know how.

only counts if you can do it with a level 20 (gestalt doesnt disqualify) as well as without ability removal

Milo v3
2013-09-22, 10:06 AM
not sure its mentioned in rulebooks
Then it's not a rule thingy, making Dragonwrought Kobolds (with age categories) closer to being True Dragons than Bahamut. I guess, he's just above True Dragon so it's not like it makes him weaker or anything (though his stats are pretty crap (the apocalypse could easily slaughter him IMO)).


only counts if you can do it with a level 20 (gestalt doesnt disqualify) as well as without ability removal
I don't see why the level cap. I'd just say take Epic Spellcasting off the table for both the character and the tarrasque for the point of this, since the Apocalypse can easily do it as well.

Volthawk
2013-09-22, 03:23 PM
I noticed you've only used a few templates from the Book of Templates. Due to not wanting the others, or for stacking purposes? Since I see a ton that could be used here.

Ionbound
2013-09-22, 04:11 PM
I can do it with one 6th level spell and one feat, both core. Any guesses?

Kazyan
2013-09-22, 04:39 PM
Major Creation + Eschew Materials? But that can take out anything.

toapat
2013-09-22, 05:10 PM
Major Creation + Eschew Materials? But that can take out anything.

have people ever done optimization to figure out what is the most destructive material one can create with Major/True creation?

Volthawk
2013-09-22, 05:28 PM
I can do it with one 6th level spell and one feat, both core. Any guesses?


Major Creation + Eschew Materials? But that can take out anything.

If you guys are talking antimatter bomb, it still may not necessarily work. For one thing, it may be incorporeal (it can still fight in melee/use touch attacks and it can use spells from the Ethereal). Since the boom isn't magical, no chance of affecting it. As a tarrasque, it can't be outright killed that way anyway. It also has Foresight and a ton of magic (including other divinations) which helps with not getting killed.

Silva Stormrage
2013-09-22, 05:59 PM
Forest Master from Bestiary of Krynn.

Ah thanks. Though, wow...full druid casting + other bonuses for +3 cr. That thing is lethal :smalleek:

Ionbound
2013-09-22, 06:04 PM
If you guys are talking antimatter bomb, it still may not necessarily work. For one thing, it may be incorporeal (it can still fight in melee/use touch attacks and it can use spells from the Ethereal). Since the boom isn't magical, no chance of affecting it. As a tarrasque, it can't be outright killed that way anyway. It also has Foresight and a ton of magic (including other divinations) which helps with not getting killed.

Nah, the antimatter bomb kills the Tarrasque by destroying the world. It would work no matter where it's set off.

Volthawk
2013-09-22, 06:07 PM
Nah, the antimatter bomb kills the Tarrasque by destroying the world. It would work no matter where it's set off.

How does that kill it? It can survive in vacuum with no problems.

Ionbound
2013-09-22, 06:15 PM
Oh right. I was thinking 4e where it's tied to the earth, not the entire plane. That said, I'm surprised there's not a massive damage rule for stuff like this.

Amechra
2013-09-22, 06:31 PM
There is. The same exact massive damage rule that applies to everyone else.

EDIT: I know how to kill this thing with a 1st level spell. I'd need to convince it to sleep first, though (now to find a non-magical sleep effect!)

Milo v3
2013-09-22, 06:53 PM
I noticed you've only used a few templates from the Book of Templates. Due to not wanting the others, or for stacking purposes? Since I see a ton that could be used here.
This is only about 1/3 complete, there are tonnes of Book of Template templates I plan to add. But I'm going down a list, and on that list I'm still in the Advanced Bestiary, Book of Templates is next after Beyond Countless Doorways.


There is. The same exact massive damage rule that applies to everyone else.

EDIT: I know how to kill this thing with a 1st level spell. I'd need to convince it to sleep first, though (now to find a non-magical sleep effect!)
To survive the massive damage the Apocalypse would only have to make a DC 15 fortitude save. Considering it's bonus is +42....

Though this thing does raise an interesting question, as I'm not sure how it's Rejuvenation ability would react to the planet not existing.

Also, tell me if you find a sleep effect that would work.

inuyasha
2013-09-22, 07:16 PM
what if we hit it with those no save eggshell grenades?

Amechra
2013-09-22, 07:37 PM
Well, my method works as long as the Apocalypse is willing to die.

Sleeping creatures are always willing; so, in other words, if this thing took a nap, I could traipse up to it and kill it.

Now, if only not sleeping had penalties...

Arcanist
2013-09-22, 07:39 PM
Oh right. I was thinking 4e where it's tied to the earth, not the entire plane. That said, I'm surprised there's not a massive damage rule for stuff like this.

There would be no damage, massive or otherwise, from an Anti-matter explosion because there are no rules for anti-matter, to my knowledge. Hell, in a D20 world a massive anti-matter explosion wouldn't even harm a plane or planet because of this lack of a rule for it. Anything thereafter would be homebrew in which case you are in the right place.

My house rule
I declare that anti-matter deals 10d6 divine damage for every cubic foot of the anti-matter interacting with the matter (5ft radius explosion per cubic foot). It is only obtainable through the use of True Creation because XP why not?

Milo v3
2013-09-22, 07:40 PM
what if we hit it with those no save eggshell grenades?

Then it would be blind, and then it detects where you are with Mindsight and kills you because you annoyed it.


Well, my method works as long as the Apocalypse is willing to die.

Sleeping creatures are always willing; so, in other words, if this thing took a nap, I could traipse up to it and kill it.

Now, if only not sleeping had penalties...
I think there were rules in Elder Evils about not sleeping....
But even then, Dream Travelling. If it does to sleep it creates an ethereal copy of itself which can then guard it's body and kill you :smallbiggrin:

Ionbound
2013-09-22, 07:57 PM
There would be no damage, massive or otherwise, from an Anti-matter explosion because there are no rules for anti-matter, to my knowledge. Hell, in a D20 world a massive anti-matter explosion wouldn't even harm a plane or planet because of this lack of a rule for it. Anything thereafter would be homebrew in which case you are in the right place.

My house rule
I declare that anti-matter deals 10d6 divine damage for every cubic foot of the anti-matter interacting with the matter (5ft radius explosion per cubic foot). It is only obtainable through the use of True Creation because XP why not?

Actually, in the thread where this idea came from, the guy who postulated it came up with a formula based on the conversion of the TNT rule. It was actually quite clever. It ended up with something like 685 quadrillion force damage for a 50th level caster. Since we're talking a level 20, max, I'd have to convert the maths, but it's pretty lethal to planets.

toapat
2013-09-22, 08:12 PM
Actually, in the thread where this idea came from, the guy who postulated it came up with a formula based on the conversion of the TNT rule. It was actually quite clever. It ended up with something like 685 quadrillion force damage for a 50th level caster. Since we're talking a level 20, max, I'd have to convert the maths, but it's pretty lethal to planets.

quick note, hes immune to all spell damage except that of the Good, Chaos, or Vile types.


Assuming Milo remembers to add Half Time Dragon, then even Time Stop is useles

Arcanist
2013-09-22, 08:27 PM
quick note, hes immune to all spell damage except that of the Good, Chaos, or Vile types.


Assuming Milo remembers to add Half Time Dragon, then even Time Stop is useles

Ooo... Where is the Half-Time Dragon? :smallbiggrin:

Amechra
2013-09-22, 08:31 PM
I think there were rules in Elder Evils about not sleeping....
But even then, Dream Travelling. If it does to sleep it creates an ethereal copy of itself which can then guard it's body and kill you :smallbiggrin:

Eh, I can figure out a way to deliver a single touch attack once. It'll be harder, but I can do it.

toapat
2013-09-22, 08:38 PM
Ooo... Where is the Half-Time Dragon? :smallbiggrin:

same as most versions of half dragon, you get the general parts from the MM1 and the specifics from the dragon's entry, in this case, Dragon #359

Milo v3
2013-09-22, 08:43 PM
same as most versions of half dragon, you get the general parts from the MM1 and the specifics from the dragon's entry, in this case, Dragon #359
Considering I don't have any issues of Dragon Magazine (only the Dragon Magazine compedium), that may be difficult.

toapat
2013-09-22, 08:48 PM
Considering I don't have any issues of Dragon Magazine (only the Dragon Magazine compedium), that may be difficult.

the Resistance of Half-Time dragon is DR 10/Epic and Free action Haste SLA + Immunity to slow effects. which unfortunately excludes the Time stop every 2d4 rounds

Milo v3
2013-09-22, 08:56 PM
the Resistance of Half-Time dragon is DR 10/Epic and Free action Haste SLA + Immunity to slow effects. which unfortunately excludes the Time stop every 2d4 rounds

Half-Dragonness doesn't grant DR or SLA's.... :smallconfused:
Only breath weapon, an additional immunity, and alignment come from the Base Dragon.

toapat
2013-09-22, 09:30 PM
an additional immunity

except, in the case of Time dragons, the Haste SLA with immunity to Slow Effects, and DR 10/Epic is the immunity.

Ionbound
2013-09-23, 06:40 AM
quick note, hes immune to all spell damage except that of the Good, Chaos, or Vile types.


Assuming Milo remembers to add Half Time Dragon, then even Time Stop is useles

That's the beauty of Antimatter. It's force damage.

Milo v3
2013-09-23, 06:45 AM
That's the beauty of Antimatter. It's force damage.

Even then, it just comes back to life after 2d4 days. So... you destroyed the planet for nothing :smalltongue:

Ionbound
2013-09-23, 06:47 AM
Yeah...well, if this "neutralizes" it, then it would be child's play to planeshift/gate/whatever what's left to another plane, killing it permanently.

Milo v3
2013-09-23, 06:50 AM
Yeah...well, if this "neutralizes" it, then it would be child's play to planeshift/gate/whatever what's left to another plane, killing it permanently.

Not exactly neutralizing it... If you kill it, then it explodes. Then comes back after 2d4 days.

And how does putting it on another plane permanetly kill it?

Volthawk
2013-09-23, 06:51 AM
Yeah...well, if this "neutralizes" it, then it would be child's play to planeshift/gate/whatever what's left to another plane, killing it permanently.

How would planeshifting kill it?

Also, Milo, did you just add a load of templates? I didn't see Hypermitotic before. That's a big deal. As in, exponentially increasing numbers big deal.

Plus now he has sorcerer casting so he can get some nice arcane spells that his SLAs/druid casting misses.

Milo v3
2013-09-23, 06:57 AM
Also, Milo, did you just add a load of templates? I didn't see Hypermitotic before. That's a big deal. As in, exponentially increasing numbers big deal.

Plus now he has sorcerer casting so he can get some nice arcane spells that his SLAs/druid casting misses.

Yeah. I added in 8 more templates today. Would've done more but I've got a huge project in making a whole new system, mental stress, and the annoyingness of having to edit three to four posts simultaneously slowing me down.

EDIT: Hypermiotic is also the reason their Organisation says that one is equal to infinite.

Ionbound
2013-09-23, 07:31 AM
Not exactly neutralizing it... If you kill it, then it explodes. Then comes back after 2d4 days.

And how does putting it on another plane permanetly kill it?

IIRC, the Tarrasque dies if it leaves the Prime Material Plane. That and wish are the two ways to kill it. I suppose you could antimatter bomb it and Wish for it not to reappear.

Milo v3
2013-09-23, 07:36 AM
IIRC, the Tarrasque dies if it leaves the Prime Material Plane. That and wish are the two ways to kill it. I suppose you could antimatter bomb it and Wish for it not to reappear.

Your thinking of 4e Tarrasque, where it can only be permanently killed when off the material plane. The Apocalypse has no such weakness.

Also, considering Wish required is to kill it non-permanently. Wouldn't permanently killing it be out of the power range of Wish? Even then, they could wish that no one can ever wish that.

Having an entire species able to cast wish multiple times per day can easily ruin most plans of defeating it.

Volthawk
2013-09-23, 07:59 AM
Also, Hypermitotic. Seriously, I cannot stress enough how much worse this makes things.

Milo v3
2013-09-23, 08:01 AM
Also, Hypermitotic. Seriously, I cannot stress enough how much worse this makes things.

At least it takes 21% of a year for them to start spliting. Unless the first one cuts itself alot... like if it say... got cultists to pointlessly cut at its flesh so that it split far sooner than it should....

Amechra
2013-09-23, 08:54 AM
How old is this thing?

I could bootstrap back before it was created, and bitchslap whatever made it in the first place.

inuyasha
2013-09-23, 11:48 AM
Made using the first two columns of this (http://www.giantitp.com/forums/showthread.php?t=105151)

Seven knuckled!
Seven knuckled creatures have many abilities exclusive to monks, but they are insane, always yelling and screaming, and hitting things! No one knows why they exist, but they just do. Animals and similar things become semi-humanoid with this template, walking on two legs and attacking with fists, claws, and everything they might have!

Seven knuckled creature is an inherited template that can be added to any living creature

Size and Type: Animals, vermin, and magical beasts become monstrous humanoids
Speed: Add speed as per a monk of the base creatures HD (epic if necessary)
Armor Class: Adjust for dex
Attacks: Gain 2 fists that do damage as per a monk of the base creatures size and HD
Special Attacks:
Stunning fist and flurry of blows as per a monk of the base creatures hd
Abilities: +2 strength, +4 dex, -4 wisdom, -2 cha, if intelligence is less than 3, increase it to 8
Challenge Rating: +3
Alignment: usually chaotic
Level Adjustment: -


when I rolled this I loll'd

toapat
2013-09-23, 11:54 AM
That's the beauty of Antimatter. It's force damage.

except that Force is a type of Spelldamage, and half Amethyst dragon takes care of it with a Force Fireball breath attack

Volthawk
2013-09-23, 12:09 PM
At least it takes 21% of a year for them to start spliting. Unless the first one cuts itself alot... like if it say... got cultists to pointlessly cut at its flesh so that it split far sooner than it should....

Hm. From thoughts spawned by this, worked out the minions it would currently have (assuming it takes Epic Leadership with its crapton of feats):

With a +27 cha mod and 49 HD, it has a base leadership score of 76.
It can have a level 43 cohort.
It has 4,600 1st level followers, 460 2nd level followers, 230 3rd level followers, 115 4th level followers, 58 5th level followers, 29 6th level followers, 15 7th level followers, 8 8th level followers, 4 9th level followers, 2 10th level followers and 1 11th level follower.
Three birthed tarrasques that are forced to obey its commands (something to note is that it spawns 1d20 tarrasques each time it uses the ability - 13 times a day in fact, so if it's pumping out as many as possible, that's 13d20 tarrasques a day - but can only control those three automatically)

This is just using Leadership+Epic Leadership. Circumstantial modifiers (reputation and the like) aren't taken into consideration, and all the various feats chaining off Leadership and cohorts are also not used (stuff like Legendary Commander and that feat that increases cohort level).

It's also not considering minions obtained through magic/psionics or other abilities is possesses and general skill usage. Hypermitosis is also not included since it makes free-willed apocalypses with just as much power as the original, so not really minion material.

Thunderfist12
2013-09-23, 12:45 PM
Yes, I know I posted this elsewhere, but if this is the same thing from the other Tarrasque thread...

... You know this thing could slaughter the entire D&D pantheon, right? I'd make it the one god in a setting if it were used, a primordial beast locked away by the forces of Void themselves for a thousand or so years, after it slaughtered the gods that created it...

It needs a divine rank (at least 5), and a portfolio.

Domains: Cold (Complete Divine), Death, Deicide (:smallamused:), Destruction, Earth, Evil, Fire, Magic, and Tarrasque (:amused:).
Favored Weapons: Horns/Twin Daggers.
Influence: That depends on the setting... and the amount of them that exist

Just my ideas on this thing.

By the way, can I use this thing?:smallbiggrin:

Volthawk
2013-09-23, 12:45 PM
Domains: Cold (Complete Divine), Death, Deicide (:smallamused:), Destruction, Earth, Evil, Fire, Magic, and Tarrasque (:amused:).


This domain has to be a thing.

Thunderfist12
2013-09-23, 12:49 PM
Which one: Tarrasque or Deicide?

Edit: Oh, yeah, you bolded Tarrasque. Didn't catch that.

By the way, capstone spell for Tarrasque domain:

Tarrasque Ex Machina
Basically it will summon a tarrasque 10 ft per spellcaster level above the designated target. It then falls on the target for Xd6 damage and immediately begins attacking all the caster's combat opponents.

toapat
2013-09-23, 03:24 PM
capstone spell

Incorrect, thats the Orison for Tarrasque Domain

the Capstone is Ragnarok: Destroy target plane

Thunderfist12
2013-09-23, 03:52 PM
No, I was seriously trying to make a balanced list. I actually want to use this idea.:smallbiggrin:

inuyasha
2013-09-23, 04:32 PM
so hows the template I made milo? im gonna make more using those charts :)

Razanir
2013-09-23, 04:43 PM
This thing eats pantheons for breakfast. It NEEDS a divine rank. And preferably at least 6, so it can have casty clerics.

Milo v3
2013-09-23, 04:51 PM
How old is this thing?

I could bootstrap back before it was created, and bitchslap whatever made it in the first place.
I was planning it to be fluffed as the first creation of the gods, designed to remove existance once they have grown bored or dissatisfied with it, so that a new multiverse can be made.


Made using the first two columns of this (http://www.giantitp.com/forums/showthread.php?t=105151)
Ok... I totally need to use that at some point in my webcomic :smalltongue:


Seven knuckled!
Seven knuckled creatures have many abilities exclusive to monks, but they are insane, always yelling and screaming, and hitting things! No one knows why they exist, but they just do. Animals and similar things become semi-humanoid with this template, walking on two legs and attacking with fists, claws, and everything they might have!

Seven knuckled creature is an inherited template that can be added to any living creature

Size and Type: Animals, vermin, and magical beasts become monstrous humanoids
Speed: Add speed as per a monk of the base creatures HD (epic if necessary)
Armor Class: Adjust for dex
Attacks: Gain 2 fists that do damage as per a monk of the base creatures size and HD
Special Attacks:
Stunning fist and flurry of blows as per a monk of the base creatures hd
Abilities: +2 strength, +4 dex, -4 wisdom, -2 cha
Challenge Rating: +3
Alignment: usually chaotic
Level Adjustment: -


when I rolled this I loll'd
Are we going to end up giving this thing every class ability eventually? Cause we've already given him spellcasting twice and now he's a monk :smalltongue:


except that Force is a type of Spelldamage, and half Amethyst dragon takes care of it with a Force Fireball breath attack
firedaemon33 was saying how you can kill it now. The Apocalypse doesn't have immunity to force damage yet.


Yes, I know I posted this elsewhere, but if this is the same thing from the other Tarrasque thread...

... You know this thing could slaughter the entire D&D pantheon, right? I'd make it the one god in a setting if it were used, a primordial beast locked away by the forces of Void themselves for a thousand or so years, after it slaughtered the gods that created it...

It needs a divine rank (at least 5), and a portfolio.

Domains: Cold (Complete Divine), Death, Deicide (:smallamused:), Destruction, Earth, Evil, Fire, Magic, and Tarrasque (:amused:).
Favored Weapons: Horns/Twin Daggers.
Influence: That depends on the setting... and the amount of them that exist

Just my ideas on this thing.

By the way, can I use this thing?:smallbiggrin:

Of course you can use it.

Though two things; firstly I don't agree with having it's Horns as favored weapons, the thing has tonnes of claw attacks and will soon have even more bite attacks (it was in the thirties I think).
As for the Tarrasque domain, what sorta spells would be in there. Regenerate, Gate (Restricted to call in a form of Extraplanar Tarrasque) and Earthquake are the only ones I can think of.

EDIT:
so hows the template I made milo? im gonna make more using those charts :)
I liked it, gives the Apocalypse even more natural attack overkillness. And it's perfect for my Shifter class to use. Though I am abit worried what sorta stuff could come from those charts :smalleek:


This thing eats pantheons for breakfast. It NEEDS a divine rank. And preferably at least 6, so it can have casty clerics.
It'll likely get one from it being a Lycanthropic god. Anyone have any suggestions for which god it's a lycanthrope of? :smallbiggrin:

inuyasha
2013-09-23, 06:36 PM
I was planning it to be fluffed as the first creation of the gods, designed to remove existance once they have grown bored or dissatisfied with it, so that a new multiverse can be made.


Ok... I totally need to use that at some point in my webcomic :smalltongue:


Are we going to end up giving this thing every class ability eventually? Cause we've already given him spellcasting twice and now he's a monk :smalltongue:


firedaemon33 was saying how you can kill it now. The Apocalypse doesn't have immunity to force damage yet.



Of course you can use it.

Though two things; firstly I don't agree with having it's Horns as favored weapons, the thing has tonnes of claw attacks and will soon have even more bite attacks (it was in the thirties I think).
As for the Tarrasque domain, what sorta spells would be in there. Regenerate, Gate (Restricted to call in a form of Extraplanar Tarrasque) and Earthquake are the only ones I can think of.

EDIT:
I liked it, gives the Apocalypse even more natural attack overkillness. And it's perfect for my Shifter class to use. Though I am abit worried what sorta stuff could come from those charts :smalleek:


It'll likely get one from it being a Lycanthropic god. Anyone have any suggestions for which god it's a lycanthrope of? :smallbiggrin:

But it was a valid template right? not too stupid or anything?

Milo v3
2013-09-23, 07:04 PM
But it was a valid template right? not too stupid or anything?

Yeah it's definitely valid, I especially like how they actually become humanoid (monstrous in type though) if they were an animal. Though, you might want to put that they lose mindlessness if they were vermin and have a minimum intelligence score. It's automatically implied but just in case.

inuyasha
2013-09-23, 09:07 PM
Axe breathing crocodile wrestling creature

Axe breathing-crocodile wrestling (hereafter referred to as ABCW) is an acquired template that can be added to any living creature with the ability to breathe (the template is still kept if they become undead however) and a strength of at least 12

Size and Type: Animals and vermin become magical beasts, and all creatures gain the (awesome) subtype

Special Attacks:
Breath weapon (Su)
Every 1d4 rounds, as per the blade barrier spell (CL=HD)

Special Qualities:
Crocompanions
Every ABCW creature has a number of crocodiles equal to its strength modifier. These are loyal to the ACBW creature because he has wrestled them into submission

abilities[b] +2 str, +2 con, -4 cha
[b]Challenge Rating: eyeball it, this template is a little hard, but can be fun, usually +3 or 4, but sometimes more
LA -

Milo v3
2013-09-23, 09:24 PM
Axe breathing crocodile wrestling

First reaction: ... What the.... :smallconfused:
Second reaction: Ok... that's ridiculous... :smalltongue:
Third reaction: .... Flavouring that is going to be so hard... But so worth it. :smallbiggrin:
Fourth Reaction: It shoots swords out of its mouth and has an army of crocodiles!!!

Though I think the name should have the Creature bit at the end so the Template would be "Axe breathing Crocodile Wrestling Creature".

inuyasha
2013-09-23, 10:01 PM
First reaction: ... What the.... :smallconfused:
Second reaction: Ok... that's ridiculous... :smalltongue:
Third reaction: .... Flavouring that is going to be so hard... But so worth it. :smallbiggrin:
Fourth Reaction: It shoots swords out of its mouth and has an army of crocodiles!!!

Though I think the name should have the Creature bit at the end so the Template would be "Axe breathing Crocodile Wrestling Creature".

so you like it I assume? :tongue:

btw, if it wasn't obvious, it was generated with those charts

Milo v3
2013-09-23, 10:18 PM
so you like it I assume? :tongue:

btw, if it wasn't obvious, it was generated with those charts

Yes. I liked it. And I realised that it was from those charts. Would've be even more confused if you didn't :smalltongue:

Hanuman
2013-09-24, 04:25 AM
When I think ultimate BBEG I always thing giygas.

Sure this torresque is a baffling tactical challenge to overcome the sheer resilience and mortal deadliness of it's physique, but not even being able to understand what's going on, now that's a challenge.

Milo v3
2013-09-24, 04:27 AM
When I think ultimate BBEG I always thing giygas.

Sure this torresque is a baffling tactical challenge to overcome the sheer resilience and mortal deadliness of it's physique, but not even being able to understand what's going on, now that's a challenge.

I literally don't know how/what giygas is.

Hanuman
2013-09-24, 05:04 AM
I literally don't know how/what giygas is.

https://www.youtube.com/watch?v=wQ4AictvRdU

As the video explains, if you don't know what giygas is then you shouldn't be told.

The rom is easy to get but the cart is worth hundreds now.


In all honesty you'll probably be confused about giygas even after you play, but you should experience it THEN research the writing direction instead of the other way around.

Milo v3
2013-09-24, 05:06 AM
https://www.youtube.com/watch?v=wQ4AictvRdU

As the video explains, if you don't know what giygas is then you shouldn't be told.

The rom is easy to get but the cart is worth hundreds now.


In all honesty you'll probably be confused about giygas even after you play, but you should experience it THEN research the writing direction instead of the other way around.

My laptop has blocks from the government so I can't see youtube on it. Though from your text, I'm guessing it's an eldritch abomination from a game.

Hanuman
2013-09-24, 05:14 AM
My laptop has blocks from the government so I can't see youtube on it. Though from your text, I'm guessing it's an eldritch abomination from a game.

I would call it a far realms elder evil if I were to actually make it in DnD.

Beyond comprehension.

Milo v3
2013-09-27, 11:12 PM
Ok, now my issues have been fixed I've got more time to this. Already added in 11 today, but just wondering on peoples opinions on a few things:

Should the Apocalypse be an Abomination or Elder Evil?
Should I get breath weapons from the Breath Weapon Template for the Breath Weapons the Apocalypse already possesses a version of?
What deity should the Apocalypse have as it's lycanthropic form?

toapat
2013-09-27, 11:17 PM
Ok, now my issues have been fixed I've got more time to this. Already added in 11 today, but just wondering on peoples opinions on a few things:

Should the Apocalypse be an Abomination or Elder Evil?
Should I get breath weapons from the Breath Weapon Template for the Breath Weapons the Apocalypse already possesses a version of?
What deity should the Abomination have as it's lycanthropic form?


1: neither, he is a dragon
2: both
3: Himself

Milo v3
2013-09-27, 11:26 PM
1: neither, he is a dragon
2: both
3: Himself

1. He will be a dragon, but Outsider stuff goes over the Dragonness doesn't it in the pyramid?
2. That's what I was thinking, just checking if I should do it though, since it's more work.
3. Yeah... That wouldn't work because he isn't a god. So it wouldn't give him the divine abilities. I need something actually stated out for this.

Amechra
2013-09-28, 01:22 AM
The pyramid is only in 3.0; 3.5 did away with it.

Milo v3
2013-09-28, 01:29 AM
The pyramid is only in 3.0; 3.5 did away with it.

Ok, guess I'll leave the Half-Dragon templates till last, then the Evolved Creature and Paragon templates.

inuyasha
2013-09-28, 08:24 PM
Ok, now my issues have been fixed I've got more time to this. Already added in 11 today, but just wondering on peoples opinions on a few things:

Should the Apocalypse be an Abomination or Elder Evil?
Should I get breath weapons from the Breath Weapon Template for the Breath Weapons the Apocalypse already possesses a version of?
What deity should the Abomination have as it's lycanthropic form?


Neither
both
a rock (how else has he managed to hide for so long?)

Milo v3
2013-09-28, 08:43 PM
a rock (how else has he managed to hide for so long?)

Again, I'm pretty sure that isn't a deity :smalltongue:

inuyasha
2013-09-28, 09:08 PM
Again, I'm pretty sure that isn't a deity :smalltongue:

No but rule 0, you as the DM/creator of this beast can twist and bend the rules in whatever direction you want, and if the players argue...then send them against this

Milo v3
2013-09-28, 09:23 PM
No but rule 0, you as the DM/creator of this beast can twist and bend the rules in whatever direction you want, and if the players argue...then send them against this

Part of the point of this is to follow RAW though. If I just used rule 0 then I could add this ability:
Rock Falls (Ex): Whenever the Apocalypse hits an opponent with a natural attack, it can decide for that creature to be completely and utterly destroyed as a free action (No save), this also stops the creature from being resurrected or raised in any way (including and surpassing divine intervention).

Thunderfist12
2013-10-02, 03:28 PM
Rock Falls (Ex): Whenever the Apocalypse hits an opponent with a natural attack, it can decide for that creature to be completely and utterly destroyed as a free action (No save), this also stops the creature from being resurrected or raised in any way (including and surpassing divine intervention).

Mother of God...

We have the capstone spell for deicide, ladies and gentlemen.

Milo v3
2013-10-02, 08:48 PM
Mother of God...

We have the capstone spell for deicide, ladies and gentlemen.

That sounds abit powerful for a 9th level spell. :smalltongue:

toapat
2013-10-02, 09:32 PM
That sounds abit powerful for a 9th level spell. :smalltongue:

well, it is being cast by a beast intended to kill, everything

JBPuffin
2013-12-04, 08:43 PM
It ought to have an atropal as its were-form; barring that, Tiamat

Milo v3
2013-12-04, 09:06 PM
It ought to have an atropal as its were-form; barring that, Tiamat

Tiamat has stats? :smallconfused:

toapat
2013-12-04, 09:12 PM
Tiamat has stats? :smallconfused:

i think her statblock is in a late 2003 issue of dragon magazine

shes also in the first post release Third Edition Dragon Magazine

Milo v3
2013-12-04, 09:16 PM
i think her statblock is in a late 2003 issue of dragon magazine

shes also in the first post release Third Edition Dragon Magazine

I have neither of those, so that's disappointing...

inuyasha
2013-12-05, 09:16 AM
I have neither of those, so that's disappointing...

What about deities and demigods or manual of the planes? She's in those too :)

illyahr
2013-12-05, 12:56 PM
So Pun-Pun and the Tarrasqualypse walk into a bar...

Durazno
2013-12-05, 05:19 PM
If the Apocalypse becomes an Elder Evil, s/he'd need a set of signs, right?

Milo v3
2013-12-05, 06:52 PM
What about deities and demigods or manual of the planes? She's in those too :)
Ooh, I forgot about that.


So Pun-Pun and the Tarrasqualypse walk into a bar...
Have to be a damn big bar...


If the Apocalypse becomes an Elder Evil, s/he'd need a set of signs, right?

Yeah... Wonder what they'd be though....

illyahr
2013-12-06, 07:42 AM
Have to be a damn big bar....

Well, it used to be. :smallbiggrin: