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 Post subject: Abominations
PostPosted: Fri Feb 19, 2016 9:37 pm 

Joined: Wed Feb 17, 2016 10:20 pm
Posts: 13
There is a request for these. These were posted on the old board by Ulitharid_Lord in 2005.

Large Outsider (Abomination, Evil, Lawful)
Hit Dice: 36d8+504 (792 hp)
Initiative: +11
Speed: 80 ft., fly 240 ft. (perfect)
Armor Class: 38 (-1 size, +3 Dex, +24 natural, +2 deflection)
Base Attack/Grapple: +36/+58
Attack: Claw +52 melee (2d8+16)
Full Attack: 2 claws +52 melee (2d8+16)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Adaptation, adaptive energy resistance 30, deflection, DR 10/epic, learned spell immunity, learned weapon immunity, regeneration 10, SR 39
Saves: Fort +33, Ref +27, Will +27
Abilities: Str 42, Dex 16, Con 28, Int 12, Wis 16, Cha 14
Skills: Climb +35, Hide +14, Intimidate +22, Jump +35, Knowledge (the planes) +21, Listen +23, Move Silently +23, Search +21, Sense Motive +23, Spot +23, Survival +10
Feats: Cleave, Dodge, Flyby Attack, Improved Bull Rush, Improved Initiative, Mobility, Power Attack, Quicken Spell-like ability (Dimension Door), Spring Attack
Epic Feats: Blinding Speed (x2), Dire Change, Superior Initiative
Environment: Any
Organization: Solitary
CR: 27
Treasure: Standard
Alignment: Always Lawful Evil

Born of deities of change, survival or war, Dreadnoughts are the ultimate warrior. Dreadnoughts adapt to their surroundings, and learn from their mistakes. When a Dreadnought escapes from its prison, it brings about a time of change, and pluges nations into war.
Dreadnoughts appear as large, muscular, dark blue skinned humanoids with pitch black eyes, tearing claws and no mouth.

Dreadnoughts soften foes up with spell-like abilities before charging into melee. Dreadnoughts retreat when weakened, but return even stronger to plague its foes.
Adaptation (Su): After spending 1d6 minutes in a certain enviroment, a Dreadnought gain 1 special quality relating to the area. For example, if a Dreadnought stays on the Plain of Fire for 1d6 minutes, it will gain fire immunity. When it leaves the area, it loses this special quality and will adapt to its new enviroment.
Adaptive Energy Resistance (Su): A Dreadnought gains resistance 30 to the energy type it last took damage to. When it is affected by an energy-based attack, its adaptive energy resistance changes.
Deflection (Su): A Dreadnought gains a deflection bonus to AC equal to its Charisma bonus.
Learned Spell Immunity (Su): If a Dreadnought is affected by a spell cast by a particular spellcaster, the Dreadnought thereafter becomes immune to that spell when cast by that spellcaster.
Learned Weapon Immunity (Su): Each time a Dreanought is sucessfully damaged by a weapon, it gains DR 5/- against that specific weapon (not against similar or identical weapons). After each sucessful strike after the first with a weapon increases the Dreadnoughts DR against that weapon by 5. Chaotic, metalline, morphing or sizing weapons bypass this ability.
Regeneration (Ex): A Dreanought's regeneration is bypassed by chaotic, metalline, morphing or sizing weapons. Such weapons also ignore its learned weapon Immunity.
Spell-like Abilities: At will - Antimagic field, dimension door, plane shift, prying eyes, telekinesis, wall of force; 1/day - Gate, raise island, shapechange; Caster level 27th

Living Forge
Colossal Construct (Abomination)
Hit Dice: 75d10 +80 (830 hp)
Initiative: +0
Speed: 140 ft.
AC: 47 (-8 size, +45 natural)
Base Attack/Grapple: +56/+100
Attack: Claw +84 melee (8d8+28)
Full Attack: 2 Claws +84 melee (8d8+28) and Bite +79 melee (16d6+14)
Face/Reach: 40 ft./25 ft.
Special Attacks: Breath weapon, improved grab, spell-like abilities, summon iron colossus, swallow whole, triple damage against objects
Special Qualities: Abomination traits, construct traits, DR 50/epic and adamantine, fast healing 30, forge constructs, rebuke/command constructs, self-improvement, SR 46
Saves: Fort +25, Ref +25, Will +26
Abilities: Str 67, Dex 10, Con -, Int 10, Wis 12, Cha 10
Skills: –
Feats: –
Environment: Any
Organization: Solitary plus created constructs
Challenge Rating: 35
Treasure: None (except molten metal)
Alignment: Always Chaotic Evil
Advancement: 76-225 HD (Colossal)

The furnace of a god of the forge given life, Living Forges seek to build construct armies to ravage the material world. They seek to someday destroy their creators and melt down the material plane into an army of constructs.
A Living Forge is made of adamantine, and glows with heat. It has a scorpion-like head and instead of legs, it has a serpentine tail. It has razor-sharp claws and blades jutting out of its elbows and back.

Living Forges use their breath weapon and spell-like abilities before attempting to eat their foes and melt down their equipment. Living Forges target the foes with the most metallic equipment first.
Breath Weapon (Su): As a standard action, a Living Forge can breath forth a 300 foot cone of fire. The fire deals 35d8 damage and gives a reflex save (DC 47) for half damage. After using its breath weapon, a Living Forge must wait 1d4 round before using it again.
Improved Grab (Ex): When a Living Forge hits with a successful bite attack, it can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.
Spell-like Abilities: At will – Blade barrier, fireball, fly, heat metal, greater construct energy ward, iron construct, repair critical damage, telekinesis, toughen construct, wall of force, wall of iron; 3/day – Fire storm, mordenkainen’s disjunction, total repair, true creation; Caster level 34th
Summon Iron Colossus (Sp): Once a day a Living Forge can summon an Iron Colossus.
Swallow Whole (Ex): A Living Forge can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. The opponent takes 4d6 +17 points of bludgeoning damage and 8d6 points of fire damage per round. It takes two successful grapple checks to escape from a Living Forge's gizzard. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. A swallowed creature must deal 50 damage to the gizzard (AC 45, DR 50/epic and adamantine), and each creature must cut its own way out. A Living Forge can hold 2 Gargantuan, 8 Huge, 32 Large or 128 Medium or smaller creatures. Constructs that are being forged as treated as swallowed until they are finished, though they do not take damage.
Triple Damage Against Objects (Ex): A Living Forge that makes a full attack against an object or structure deal triple damage.
Forge Constructs (Su): A Living Forge can melt down metal and form it into constructs. A Living Forge only has to supply material (by eating it) and automatically succeeds craft checks to make constructs, but the construct still takes the normal amount of time to create though a Living Forge can act normally while a construct is being forged and forge multipul constructs (see swallow whole). For example, if a Living Forge eats 45,000 pounds of adamantine, it can form an adamantine golem. Since it can only melt down metal, a Living Forge can only create metal constructs (Iron Golem, Mithral Golem, Adamantine Golem, Ironwyrm Golem, Dread Guard, etc.).
Self-Improvement (Su): A Living forge can use 5,000 pounds of metal to give itself 1 extra HD. Once a Living Forge reaches 150 HD, its gizzard can hold 1 Colossal creature.
Rebuke/Command Constructs (Su): A Living Forge can rebuke and command constructs as a 75th level cleric rebukes undead. A Living Forge can control an unlimited number of constructs in this manner.

Huge Outsider (Abomination, Chaotic, Evil)
Hit Dice: 52d8 +572 (988 hp)
Initiative: +6
Speed: 100 ft., fly 280 ft.
AC: 43 (-2 size, +25 natural)
Base Attack/Grapple: +52/+84
Attack: Claw +74 melee (4d8+24/19-20 plus maiming)
Full Attack: 2 Claws +74 melee (4d8+24/19-20 plus maiming)
Face/Reach: 10 ft./10 ft.
Special Attacks: Final strike, maiming, masochism, reopen wounds, sadistic glee, spell-like abilities, summon Shredstorm
Special Qualities: Abomination traits, DR 20/epic, negative energy affinity, regeneration 40, SR 40
Saves: Fort +45, Ref +36, Will +33
Abilities: Str 51, Dex 14, Con 33, Int 10, Wis 8, Cha 24
Skills: Bluff +62, Hide +44, Intimidate +62, Knowledge (the planes) +50, Listen +49, Move Silently +52, Search +50, Spot +49, Tumble +32
Feats: Awesome Blow, Cleave, Great Cleave, Greater Weapon Specialization (Claw), Greater Weapon Focus (Claw), Improved Critical (Claw), Improved Initative, Improved Power Attack, Power Attack, Weapon Specialization (claw), Weapon Focus (Claw)
Epic Feats: Blinding Speed (x4), Devastation Critical (Claw), Dire Charge, Overwhelming Critical (Claw)
Environment: Any
Organization: Solitary
Challenge Rating: 28
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 53-58 HD (Huge); 59-70 HD (Gargantuan); 71-140 HD (Colossal)

Born of pain and suffering, Teradolors inflict pain on mortals and deities alike with sadistic glee. They seek to cause as much pain as possible, to themselves and to others. Teradolors appear as a vaguely humanoid creature covered in razor-sharp spikes. They have silver skin and a draconic head and wings. They have claws are as sharp as knifes and eyes that constantly bleed black blood (though this does not block their sight).

Teradolors charge into combat, tearing their foes to pieces with their claws. Against powerful foes, Teradolors first use their spell-like abilities and summon shredstorms to help them.
Final Strike (Su): When a Teradolor is killed, it explodes in a 100 ft. radius burst of destructive force. This burst deals 20d6 negative energy damage and 35d6 force damage.
Reopen Wounds (Su): As a free action, a Teradolor can reopen any wounds that the opponent it targets has been healed within the last hour.
Maiming (Su): All of a Teradolor's natural weapons, and any weapon it holds, is treated as a maiming weapon (see this thread).
Masochism (Sp): All Teradolors are constantly under the effect of a masochism spell.
Sadistic Glee (Su): Whenever a Teradolor deals 50 damage or 5 ability damage to any opponent, it gains a +10 bonus to damage for the rest of the battle. If a Teradolor kills a creature, it automatically gain the effects of death knell. Soul Bind is automatically used on creatures that are killed by a Teradolor. All trapped souls are bound in the Teradolor. If the Teradolor currently has temporary hit points from death knell equal to its current hit dice times 20, it permanently gains 1 HD.
Spell-like Abilities: at will - Blade barrier, destruction, disintegration, harm, symbol of pain; 3/day - Greater ruin, implosion; Caster level 28th
Summon Shredstorm (Sp): Three times per day, a Terdolor can summon 4d6 Shredstorms.
Regeneration (Ex): A Teradolor's regeneration is bypassed by positive energy and holy weapons.
Negative Energy Affinity (Su): A Teradolor is harmed by positive energy and healed by negative energy, as if it was undead.

Tiny Outsider (Abomination, Evil, Incorporeal)
Hit Dice: 21d8 +63 (231 hp)
Initiative: +6
Speed: fly 200 ft. (perfect)
AC: 31 (+2 size, +6 dexterity, +13 deflection)
Base Attack/Grapple: +30/-
Attack: Arcane ray +36 ranged touch (1d8 Int drain plus 1d8 Cha drain plus spell drain)
Full Attack: 4 arcane rays +36 ranged touch (1d8 Int drain plus 1d8 Cha drain plus spell drain)
Face/Reach: 2.5 ft./0 ft.
Special Attacks: Arcane ray, spellcasting, spell drain, spell-like abilities, spell mastery, summon Eldritch Giant
Special Qualities: Abomination traits, DR 20/epic, fast healing 20, regeneration 20, spell immunity, SR 36
Saves: Fort +17, Ref +20, Will +23
Abilities: Str -, Dex 23, Con 16, Int 36, Wis 28, Cha 36
Skills: Appraise +37, Bluff +37, Concentration +27, Diplomacy +37, Escape Artist +30, Hide +38, Intimidate +37, Knowledge (arcana, geography, history, local, nobility, the planes) +37, Listen +33, Move Silently +30, Search +37, Sense Motive +33, Spellcraft +37, Spot +33, Survival +33, Tumble +30
Feats: Combat Casting, Empower Spell, Enlarge Spell, Greater Spell Focus (any one school), Maximize Spell, Spell Focus (any one school), Spell Penetration
Epic Feats: Epic Spell Focus (any one school)
Environment: Any
Organization: Solitary
Challenge Rating: 24
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 22-63 HD (Tiny)

Born from the nightmares of deities of arcane magic or spawned from dark spell rituals of legendary power, Arcanoths weild powerful arcane might. Arcanoths seek to use their arcane magic to rule over non-spellcasters, and they believe those who have arcane magic should rule over others. Arcanoths hate psions, divine spellcasters and "cowards" who do not use their arcane power to destroy, munipulate and control.
Arcanoths appear are small, floating orbs of silvery mist.

Arcanoths summon Eldritch Giants to protect them while firing arcane rays and casting spells to destroy all adversaries.
Arcane Ray (Su): An Arcanoth can fire bolt of arcane energy, drain 1d8 points of Intelligence and Charisma (Will DC 33 negates) and draining spells (see spell drain, below). An Arcanoth can fire 1 ray as a standard action or 4 rays as a full-round action.
Spellcasting: An Arcanoth can cast spells as a Socerer with levels equal to its hit dice (the average Arcanoth casts as a 21st level Socerer).
Spell Drain (Su): When an Arcanoth hits a target with an arcane ray, the target must make a DC 33 will save or lose 2d6 of its highest level prepared spells (or spells slots).
Spell-like abilities: At will - Antimagic field, forcecage, gate, magic missile, mordenkainen's disjunction, spell turning, telekinesis, wall of force; 3/day - Epic mage armor, peripety, spell worm, wish; Caster level 24th.
Spell Mastery (Su): All Arcanoths are powerful arcane spellcasters, and gain automatic quicken spell (0-9), automatic silent spell (0-9), automatic still spell (0-9), multispell, epic spell penetration and epic spellcasting as bonus feats. They know all socerer spells listed in the Player's Handbook, and numerous others from different sources and of their own design. Arcanoths can cast spells normally in antimagic fields.
Summon Eldritch Giant (Sp): Twice a day, an Arcanoth can summon 2d4 Eldritch Giants.
Regeneration (Ex): An Arcanoth's regeneration is bypassed by epic weapons that are enchanted through divine magic or psionics, not arcane magic.
Spell Immunity (Su): An Arcanoth is immunity to all arcane spells (divine spells and psionics affect the Arcanoth normally).

Aranoths as Familars
An evil Arcane spellcaster of at least level 50 and DvR 0 or better with the improved familiar feat may take an Arcanoth as a familiar. The Arcanoth gains familar abilities as if its master was 49 levels lower. The Arcanoth retains its original Intelligence. The Arcanoth may turn against its master if its master does not use its arcane power to destroy, munipulate and control.

Medium Outsider (Abomination, Chaotic, Evil, Incorporeal)
Hit Dice: 36d8 +252 (540 hp)
Initiative: +4
Speed: fly 200 ft. (perfect)
AC: 37 (+4 dexterity, +14 profane, +9 deflection)
Base Attack/Grapple: +36/-
Attack: -
Full Attack: -
Face/Reach: 5 ft./5 ft.
Special Attacks: Bane of the divine, intercession, profane blast, spell-like abilities, summon quells
Special Qualities: Abomination traits, divine immunity, DR 26/epic and silver, regeneration 30, sacrilegious, SR 36
Saves: Fort +31, Ref +28, Will +38
Abilities: Str -, Dex 18, Con 25, Int 22, Wis 38, Cha 28
Skills: Appraise +42, Bluff +48, Concentration +46, Diplomacy +48, Intimidate +48, Knowledge (religon, the planes, undead) +45, Listen +53, Move Silently +43, Sense Motive +53, Spellcraft +45, Spot +53
Feats: Ability Focus (Profane Blast), Combat Casting, Quicken Spell-like Ability (Flame Strike), Thick-Skinned (x3), Spell Pentration
Epic Feats: Blinding Speed (x3), Great Wisdom (x2), Tenacious Magic (Unhallow)
Environment: Any
Organization: Solitary
Challenge Rating: 24
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 36-108 HD (Medium)

The children of deities, Necodius have been abandoned by their divine parents. Driven by their hatred towards their divine parents, Necrodius seek to kill all deities and all who worship them, especially divine spellcasters. Necodius appear as pale skinned, bald, emaciated humanoids. They have a single glowing green eye, and their ribcage is torn open, exposing their black heart.

Necodius target deities and divine spellcasters before attacking other foes.
Bane of the Divine (Su): Necodius gain a profane bonus to AC equal to their wisdom bonus.
Intercession (Su): A Necodius can cut divine spellcasters off from their source of power. To do so, the Necodius makes a turning check as if it were a cleric of a level equal to the Necodius' Hit Dice. The result indicates the highest-level divine spellcasters the quell can cut off from their deity. The turning damage result indicates the maximum total Hit Dice of divine spellcasters within 60 feet the ability can affect. Affected spellcasters cannot turn undead or cast divine spells for 1 minute, unless the Necodius has at least twice as many Hit Dice as the spellcaster has levels, in which case the spellcaster cannot turn undead or cast divine spells for 24 hours. Deities can be affected by this ability (even if they are not divine spellcasters) but gain effective turn resistance equal to their divine rank. If the deity is affected, it is reduced to divine rank 0 for 1 minute, or 24 hours if the Necodius has at least twice as many Hit Dice. Quells can use their coupled intercession ability to increase the effective cleric level of the Necodius by 1.
Profane Blast (Su): As a standard action, the Necodius can make a ranged touch attack against any creature within 100 feet. The subject takes 15d6 points of vile damage, 2d6 points of Wisdom drain and (if the target is a deity) permanently reduces the subject's divine rank by 1d4 (if this bring the target's divine rank to less than zero, the target becomes mortal). A sucessful Will save (DC 39) halves the vile damage and negates the Wisdom drain and divine rank loss.
Spell-like Abilities: At will - blasphemy, desecrate, dimensional anchor, dispel good, flame strike, harm, soul bind, unhallow, unholy blight; 3/day - Storm of vengeance, trap the soul; 1/day - Wish; Caster level 24th
Summon Quells (Sp): Three times a day, as a standard action, the Necodius can summon 2d10 quells.
Divine Immunity (Su): The Necodius is immune to all divine magic and Salient Divine Abilities.
Regeneration (Ex): The Necodius takes normal damage from holy weapons and weapons forged by a deity.
Sacrilegious (Su): The Necodius may now cause the destruction of any number of holy (or unholy) symbols within 60 ft. of it as a free action. Such symbols may combust, melt, shatter, bend or snap in half, or otherwise be ruined, rendering them useless for turning or rebuking attempts, as spell foci, and so on. If the symbol was magical, it is entitled to a Fortitude save to avoid destruction. The Necodius may employ this ability not just against priest's symbols, but against books, tabards, tapestries, or other objects that bear such an image (often ruining the decorated item in the process). A creature with such an image branded or tattooed onto its skin may suffer if the Necodius employs this ability against them - they take 3d6 points of damage, and 3 point of Constitution damage, as the profane abomination causes the skin beneath the image to crack open and ooze blood. This is exactly like the death knight ability of the same name.

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