PDA

View Full Version : Reworking Elder Evils



Belial_the_Leveler
2008-02-21, 06:12 PM
WotC's book "Elder Evils" offered several world-ending threats. While the world-wide apocalyptic signs of those beings' coming were capable of ending the world, the "Elder Evils" themselves were wimps. Seriously, CR 16 world-eating horrors? :smallconfused:
Anyway, the basis of this thread is here.


Just follow these points:
1) An Elder Evil is a serious threat of such magnitude that, if left unchecked, has the ability to destroy a nation (if of the smaller evils), a continent (if of the medium evils) or the entire world (if of the greater evils)
2) An Elder Evil is supposed to be stronger than any other threat the PCs could face in a campaign.
3) An Elder Evil is supposed to be stronger than any individual creature of the world it threatens to destroy-otherwise such creatures would easily stop it.
4) The most powerful standard (non-advanced, non-templated) creatures in the world in most worlds are Dragons.
5) So far, no campaign setting lacked dragons.
6) Since all dragons eventually reach Great Wurm stage unless slain, it is safe to assume there's at least one Great Wurm Dragon, if not more.
7) The most powerful Great Wurms have a CR of 26-27.
Conclusion: Thus, for an Elder Evil to have even a chance of ending the world, it must be AT LEAST CR 26-27

Now, follow these points:
1) PCs at 20th level are supposedly capable of easily killing several CR 20 beings per day or a single CR 22-23 being.
2) PCs that know a being's strengths and weaknesses via divinations could kill beings of 1 CR higher.
3) PCs that specifically prepare through items and spells against an enemy could kill beings of 2 CR higher.
4) PCs that are willing to burn high-power expendable resources such as employ scrolls or cast 9th level spells, use rings of wishes, craft contingent spells and use rods and staves could kill beings of 2 CR higher.
5) PCs that bring in one-time allies such a Greater Planar Ally, a cohort or NPCs that owe major favors, could kill beings 1 CR higher.
Conclusion: Thus a group of 20th level PCs that find an enemy's strengths and weaknesses through Divinations, prepare accordingly with spells and items, gather and spend many expendable resources and bring in allies and cohorts could, in a very difficult for them fight, eliminate beings in the CR 28-29 range.

Final conclusion:
The CR 16-25 WotC Elder Evils are laughable both when compared to the CR 27 dragons that exist in any world (or equally powerful Archmages or classed creatures) and in what a forewarned, prepared, fully armed, optimised and supported party of 20th level PCs could kill. Thus, WotC Elder Evils-especially those at CR 20 and below-are wimps and must be upgraded with several doses of badass and a couple doses of awesome.


So, this thread is intended as a workplace for anyone wishing to remake existing Elder Evils, stat out the actual Elder Evils where WotC statted only an aspect of them (Atropus, Pandorym) or even make new ones (how about statting some Lovecraftian Horrors?)

General advice:
1) Elder Evils are world-ending threats. Even the weaker of them should be as strong as the strongest of dragons. Just like a Great Wurm Red Dragon is a serious threat for a kingdom, a kingdom-threatening Elder Evil should be just as strong. World-threatening Elder Evils should be much tougher.
2) Fighting an Elder Evil is an epic fight. Elder Evils should be either largely immune to cheap tricks or tough enough that a single cheap trick won't have much of an effect. Any such fight should be long and tough, requiring the PCs to spend all their resources to defeat the Elder Evil.
3) Elder Evils should be largely immune to any mundane danger and lesser threats, no matter the number of those threats. A realm should not be able to field an army to fight an Elder Evil as is now possible with many WotC Elder Evils that can be shot to death by ballistae, catapults or large numbers of troops with flaming arrows. High level powers and abilities should be required to harm them.
4) An Elder Evil is supposed to be opposed by PCs of lower ECL than its CR, often much lower if said PCs are prepared, forewarned, fully armed and supported by allies and the final battle is supposed to be really tough. As a result, do not give the Elder Evil attacks that spell instant-death to PCs of lower levels. Instead, boost its defences to the point that lower level PCs have to spend serious resources in a long, drawn-out battle to kill it even if they are prepared especially for it. Alternatively, you can give the Elder Evil some very powerful, very scary attacks that can be blocked fairly easily at very high levels. E.g. attacks based on Death effects or Compulsions. This means an unprepared party is dead meat but a prepared one can fight normally.
5) An Elder Evil should have a number of nasty, frightening attacks that cannot be blocked but aren't that powerful. Players tend to load up on defences then wade in combat carelessly, knowing they are protected by an enemy's defences if they research that enemy's abilities, rendering powerful enemies a cakewalk. E.g. resist elements and mind blank reduce the Balor to doing a whooping 30 damage per round to a single opponent unless he tries to dispel in which case he has less than 50% chance to dispel and does nothing in that round. An Elder Evil should be scary and the players should take it seriously. Giving it an attack or two that does some scary things but isn't totaling the PCs in one blow goes a long way into teaching them that they are not invulnerable.
6) While an Elder Evil may have followers, mortal or not, do not fill the final fight with its followers. There are several reasons for that. First, the more followers in the final fight, the weaker the Elder Evil has to be for the PCs not to be totaled. So, no followers means the strongest Elder Evil possible, which is what we want. Secondly, the PCs should have already fought a crapload of its followers during the campaign in an attempt to stop their plans to hasten the Elder Evil's attack. After a time, it becomes repetitive. In addition, most followers are mooks-they shouldn't be any challenge at all to a party that could take on an Elder Evil. Finally, and perhaps most important of all, Elder Evils want to destroy/eat/obliterate the entire world. They do not care for anything in the world, including any followers they might have. They don't need them. It would be ridiculous if Cthulhu, when eating... err fighting a group of great heroes and demigods that defend the world would rely on his followers to deal with them.
7) Elder Evils are unfair, TPK-equivalent encounters that the PCs have to make fair by greatly improving the odds in their favor. WotC will try to convince you that a weak, low-CR Elder Evil that can make a fair encounter is good and that, if you want a challenge, you could always bring in more followers or conditions favorable to the Elder Evil. Don't listen to them. Instead, make the Elder Evil in such a way that it is impossible to defeat by your group of PCs unless they employ divinations to find weaknesses, equip themselves with proper weapons, prepare the right spells, bring in all available expendable resources and call/summon/hire allies. If the Elder Evil is a fair encounter and brings in mooks and chooses a favorable, for it, battlefield so it can challenge the PCs the players will either feel that you're trying to cheat them out of a deserved victory or that the Elder Evil is yet another common opponent made tough only by those favorable conditions, therefore they haven't fought with anything special. On the other hand, if the PCs have to do anything in their power to better their odds just to be able to survive the encounter, when they finally defeat the Elder Evil their sense of accomplishment will make it a fight to remember for a very long time.

Stycotl
2008-02-21, 06:34 PM
if i remember right--and i don't have the book, so i dunno for sure--someone was mentioning that the statblocks were for the *aspects* of the elder evils, not the evils themselves.

that being said, i was dissappointed (one of the reasons i didn't pay it more attention), cuz i wanted to see the elder evil stats themselves.

someone, i don't remember who, came up with cthulhu's elder-evil stats a few months ago before the book actually came out. it was cool, and had some really good ideas.

Belial_the_Leveler
2008-02-21, 09:31 PM
PANDORYM

Here is a first attempt at an Elder Evil. Pandorym hasn't actually been statted fully by WotC-only his mind when separated from his body has.

What is Pandorym?
Pandorym is a being from beyond this reality or time, brought in by the ancient Imaskari as a last resort weapon to be used against the avatars of the Mulhorandi pantheon which they had challenged. [info from novel Darkvision]
What is Pandorym's power level, flavor-wise?
Pandorym in his physical form has world-destroying capabilities. Even his mind, when still half-imprisoned, was more than a match for an entire city of Imaskari, full of wizards of significant power. [info from novel Darkvision]
What is Pandorym's CR and intended fight level?
The level where Pandorym could be an average random encounter that a group of 4 PCs of that level could defeat him 4 times in a row without being prepared and without losing should be around 50. The level where Pandorym would be a very tough BBEG for a group of PCs fully prepared against him with the right items and spells, spending expendable resources and having gathered suitable allies should be no less than 30.
Note: Do not confuse CR in the ELH with CR as defined above. The Hecatoncheires, despite its supposed CR 57, is not even a challenge for a prepared 30th level party. Despite its powerful attacks, it lacks any magic whatsoever and has little defences.


Pandorym
Size/Type: Huge Aberration (Chaotic, Evil, Extraplanar)
Hit Dice: 66d8+1898 (2442 hp)
Initiative: +18 (+10 Dex, +8 superior initiative)
Speed: fly 100 ft.
Armor Class: 58 (-2 size, +20 deflection, +20 insight, +10 dexterity)
Base Attack/Grapple: +44/+67
Attack: Black Tentacle +59 touch, 6d6+15
Full Attack: 10 Black Tentacles touch
Space/Reach: 15 ft./150 ft.
Special Attacks: Black Tentacles, Psionics, Cast to the Void, Mindlink
Special Qualities: DvR 5, Prime Evil traits, Resist Energy 50, DR 36/Epic good law and deep crystal, Horror ouf of Time, Incomprehensible, Indestructible, Void Incarnate, Fragmented Mind, Regeneration 40, SR 55
Saves: Fort +74, Ref +59, Will +59
Abilities: Str 40, Dex 30, Con 68, Int 50, Wis 30, Cha 50
Skills: Climb +, Diplomacy +, Hide +, Intimidate +, Jump +, Knowledge (history) +, Listen +, Search +, Sense Motive +, Spot +, Survival +
Feats: Improved Natural Attack (tentacle), Deflect Arrows, Combat Reflexes, Improved Initiative, Thick-Skinned 3x
Epic Feats: Great Constitution 8x, Exceptional Deflection, Infinite Deflection, Tenacious Magic (Bestow Greater Curse, Dominate Monster, Temporal Stasis), Improved Combat Reflexes, Superior Initiative
Environment: The Celestial Nadir
Organization: Solitary plus dominated minions
Challenge Rating: 50
Intended Encounter Level: ~30
Treasure: the world
Alignment: none


Prime Evil Traits: Pandorym is immune to ability damage, ability drain, negative energy, energy drain, hold, paralysis, stun, critical hits, sneak attack, mind-affecting effects, death effects, form-altering attacks, antimagic, dispel magic and any effect that specifically affects organs (such as heartcluch, gutwrench and blindness/deafness) or souls (such as trap the soul and souleater) because he doesn't have organs or a soul.
Like most immortals, Pandorym does not fail on a natural 1. Like most immortals, Pandorym's senses extend for a number of miles equal to his rank and cannot be blocked except by deities of higher rank.

Indestructible: Pandorym has neither a physical body that can be destroyed nor a soul that can be forced to the beyond and die. If it takes enough damage to be reduced to 0 HP or would be otherwise destroyed, its body becomes inert for 1d6 hours after which time it restores itself to full health and power. Other effects that trap, immobilise or imprison Pandorym gradually fade in power, resulting in their failure after 24 hours. In order to defeat Pandorym you must banish it beyond this reality (with an Epic Banishment). Alternatively, to keep it inert you must separate the mind from the body and cast Imprisonment on them separately. Persumably, deities may be able to devise spells or employ divine powers to truly destroy Pandorym-but that is beyond the capabilities of mortals.

Void Incarnate (Cs) : Pandorym's physical body is a huge sphere-shaped void similar to a Sphere of Annihilation. Any nonmagical object touching it is instantly destroyed. Magical objects except for Major Artifacts and creatures are dealt 20d6 points of damage per touch with a fortitude save DC 43 for half. No matter what defences a creature or object has, they always take at least half damage and that damage is always lethal. A being taking damage from Pandorym's touch equal to or higher his maximum HP total is completely annihilated, its body mind and soul vanishing into the void. No power can restore life to such creatures and they don't appear in the outer planes to their Afterlife destination-they are gone forever. Beings that disperse instead of dying when their physical forms are destroyed (such as outsiders) do not suffer this fate.

Cast to the Void (Cs) : As a full-round action, Pandorym may begin absorbing air into his void of a body simply by destroying the air he comes in contact with. This causes tornado-force winds that draw everything within 150 feet towards Pandorym's body. Every corporeal creature within 150 ft must make a reflex save DC 43 or be forcibly moved towards Pandorym's form and touch it. Flying creatures do not get a saving throw. Every free object weighting less than a ton (or every secured object that would break by such forces) is also drawn into the void. Due to his nature, Pandorym is immune to destruction effects such as a Sphere of Annihilation, an Epic Destroy spell, a disintegrate spell or a deity's annihilating strike. However, he is succeptible to Gate, such a spell cast on him dealing 20d6 points of damage if it bypasses his SR.

Black Tentacles: Pandorym itself is a featureless spherical void. However, he can create a number of tentacles out of his own shadow up to his dexterity modifier. These function like physical limbs, being able to manipulate objects normally, perform attacks and combat maneuers. The Black Tentacles cannot be harmed but a Disjunction, Rod of Cancellation, or Epic Dispel instantly destroys them. Pandorym can reform them as a standard action. In any event, attacking the tentacles does not harm Pandorym itself and neither does being touched by the tentacles count as being touched by Pandorym.

Horror out of Time (Cs) : Pandorym is a being beyond this reality and the normal rules of time do not apply to him. In order to affect this reality he normally has to conform to the normal flow of time but when that flow is disrupted, Pandorym may take advantage:
Pandorym always acts during a Time Stop or any other effect moving anyone within a faster time stream as long as such effects happen within 20 miles. Even if someone stops time and then moves close to Pandorym, Pandorym begins acting in the Timestop effect as soon as the affected creature comes within 20 miles.
Pandorym always benefits from effects giving anyone extra actions as long as either the effect is employed within 20 miles or anyone affected by it comes within 20 miles during those extra actions. Pandorym does not suffer the normal drawbacks of those effects even if the original caster does.
Pandorym always exists in the pesent. If time is turned back, he retains knowledge of the undone events and may act accordingly. If someone travels back in time, the past Pandorym immediately senses that a being has arrived from the future and where and also gains the knowledge of the future that that being has.

Fragmented Mind (Cs) : Pandorym's mind does not follow the same rules as the mind of a mortal, being able to take a course of thought for a time then revert in time and take another, effectively thinking in several different directions at the same time and looking at every possible solution for any problem. As a result, Pandorym functions continually as if under a Hypercognition effect. In addition, it may take a number of mental actions every round equal to its intelligence modifier.
Whenever Pandorym makes a mindshard (see Elder Evils), its number of additional mental actions reduces by 1.

Incomprehensible (Cs) : The minds of mortal creatures simply refuse to form the image of Pandorym because Pandorym, being an evil beyond this Reality, does not exactly follow the rules of space and time.
At the beginning of each turn, mortal creatures looking at Pandorym must make a will save DC 66 or become permanently insane as their minds are lost in the impossible task of trying to comprehend Pandorym's physical existence.
Creatures that succeed in the save or are not required to save due to blindness or visual barriers are still unable to use their other senses to pinpoint Pandorym's exact location. Every time such creatures try to attack or target Pandorym, there's a 66% chance that they attack or target a figment of their own imagination.

Mindlink (Cs) : Pandorym's mind enslaves all beings under his influence much more thoroughly than most mortal mages can manage. Any being under his Dominate Monster SLA, bearing a Mindshard or mentally communicating with Pandorym (e.g. via telepathy) is a link through which the Elder Evil can exert its power. Pandorym may share senses at any time with a number of creatures equal to his intelligence modifier minus the number of mindshards he has active. Pandorym may employ any purely mental action such as his SLAs through the victim-or even on the victim. In addition, as long as he can dominate the victim, he can employ his Cast into the Void ability by turning the victim's mouth into a portal.
Mindlink's line of effect can be blocked by a barrier of force, a prismatic barrier or a divine shield. Mindlink does not work across planar boundaries.

Psionics:
Pandorym can cast the following spells and powers. The following abilities are considered psionic in nature with a manifester level of 50 and, if they are psionic powers, always fully augmented. DC is 30+power level.

At will: Time Stop, Extended Dominate Monster*, Weird, Reach Temporal Stasis*, Reach Greater Bestow Curse*, Uncapped Dispel Magic, Apopsi, Metafaculty, Mind Seed**, Mass Ectoplasmic Coccon, Mindrape, Greater Teleport, Fate of One, Spell Resistance.

*tenacious
**creates Mindshard instead

1/minute: Greater Planeshift, Twin Time Regression, Gate (nonepic creatures only up to 144 total HD), Reality Revision, Persistent Timeless Body