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| eelot08-10-07, 04:55 AM | This is one of my creatures of old. I made it with the thought that the PCs can't beat it when they first encounter it. Honestly, i just used it to transport the PCs to the Far Realm. But yeah... I wasn't entirely sure about epic monsters back then so i just used non-epic advancement. I just wanted some tips to make it more 3.5ish. If you guys could tell me whats good and not and where/what epic spell seeds i should use give it spell-like abilities rather than the random abilities i made. It spells were half-arsed sorry. Imina get around to it eventually. Ozma Colossal Elemental (Far Realm) Hit Dice:400d8+2940 (5340) Initiative:-3 (-3 Dex) Speed:160 ft fly (perfect) AC:107 (-8 size, -3 dex, +118 natural) Face/Reach:120 ft by 120 ft/60 ft Base Attack:+300/+300/+295/+290/+285/+280/+275 Grapple +367 Attacks:7 Slams (+342 when attacking with 1 slam) +338/+338/+332/+327/+322/+317/+312 Damage:Slam 5d12+49 (19-20/x2) Special Attacks:Rays, Assimilate, Orbit Matter Special Qualities:Far Realm Traits, Damage Reduction, Elemental Traits, Spell Negation, Spell Reflection, Spells, Swallow Whole, Negative Aura, Contort Space, Temporal Save, Confusion Field, Depravation Aura, Control Sphere of Annihilation, Control Umbral Blot, Warp Implosion, Swallow Whole, Improved Grab, Spatial Sense, Telepathy, Fast Healing, Spell Resistance Saves:Fort +265, Ref +231, Will +266 Abilities:Str 110 (+49), Dex 5 (-3), Con 62 (+25), Int 20 (+5), Wis 28 (+9), Cha 55 (+22) Skills: Hide -18, Diplomacy +425, Spellcraft +402 Feats:Improved Attack Capacity, Greater Attack Capacity, Final Attack Capacity, Superior Will Complex, Blind-Fight, Endurance, Improved Critical (Slam), Power Attack, Cleave, Improved Bullrush, Sunder, Greater Cleave, Spell Penetration, Damage Reduction x35, Greater Spell Penetration, Improved Spell Capacity x25, Fast Healing x20, Contingent Spell, Quicken Spell, Ignore Caster Limit, empower spell, maximize spell, Terrain:Any environment Organization:Solitary Challenge Rating: n/a Alignment:Always True Neutral Advancement:See assimilate This imense sphere is composed of some kinda liqiud that vibrates violently from even minor disturbances. It's surface constantly writhes and shifts with evry pattern and color combination possible. It's immense size gives it an event horizon of warping light around. It can stretch pillars forward from its surface to slam enemies. Ozma is an anomaly within the regular multiverse. It originates from the Far Realm and has an unbreakable determination to bring emptiness and entropy to the multiverse. Ozma is not a unique creature, but is created where ever reality has been broken. Combat Ozma starts out by trying to dominate or hold any threats. Then it start to fire rays and cast spells until it gets close enough to hit with it’s slam. It can also create spheres of annihilation and just kill that way. Rays (sp): As a full round action, Ozma can make 6 ranged touch attacks (+297/+292/+287/+282/+277/+272) and each one that hits deals 20d6 fire, 20d6 cold, 20d6 electricity, 20d6 acid, 20d6 sonic damage. Each ray has a range of 180 ft. Assimilate (su): Upon being swallowed whole, any creature inside Ozma starts drowning. When they die (if they do that is) Ozma has a 50% chance to send the PC into the Far Realm. There is a 25% chance that the body just stays foalting inside Ozma. An unlimited number of creatures can br stored like this. There is a 25% chance that Ozma absorbs the creature, instantly removing it from the multiverse, all that remains is it’s non-organic equipment. Not even a deity can restore the character. Upon absorbing a creature, add all of it’s ability modifiers to Ozma’s corresponding ability. For example, if a creature has 20 con, which is an ability modifier of +5, you add +5 to Ozma’s con score. Orbit Matter (sp): As a full round action, Ozma can loose a piece of it’s self off. The blob floats in orbit around Ozma. Within 3d6 tounds the blob suddenly turns into a Sphere of Annihilation permanently. Spheres created by Ozma send it’s victims to the Far Realm instead of destroying them. Far Realm Traits (ex): Immune to ability damage, ability drain, immune to all mind-affecting effects, immune to paralysis, flanking, sneak attacks, precision damage, death effects, critical hits, and death from massive damage. Darkvision 600 ft. Can’t be resurrected even with a miracle or wish and even deific and far plane beings. Damage Reduction (ex): Damage Reduction 30/+25 Elemental Traits (ex): n/n Spell Negation (sp):.Whenever a spell affects Ozma, Ozma has a 85% chance to instantly negate the spell, even if Ozma isn’t the direct target (i.e. the radius of a fireball spell). Spell Reflection (sp): Whenever a spell affects Ozma, even if Ozma isn’t the direct target (i.e. the radius of a fireball spell) Ozma has a 50% chance to negate the affect on it’s self and copy the spell targeting the caster. Check this effect before the spell negation effect. Spells (sp): Casts spells as an 80th level sorcerer. Spells per Day 16/16/15/15/15/15/14/14/14/14/1/1/1/1/21 0th Daze x16, 1st Charm Person x16, 2nd Hypnotic Pattern x7; Invisibility x8, 3rd haste x7; lightning bolt x3; fireball x4, 4th dimensional anchor x3; scrying x3; charm monster x3; phantasmal killer x6, 5th dismissal x3; dominate person x6; hold monster x3; teleport x3, 6th greater dispelling x2; true seeing x2; chain lightning x10, 7th finger of death x6; plane shift x3; reverse gravity x3; teleport without error x2, 8th polymorph any object x14, 9th dominate monster x14, 10th-13th contingent repulsion x5, 14th ignore caster level chain lightning x10 Spell save DC 62/63/64/65/66/67/68/69/70/71/72/ 73/74/75 Swallow Whole (ex): Ozma only needs to hit an opponent with it’s slam and successfully grapple to instantly swallow whole (no opposed check). The creatures swallowed are held inside it’s semi-liquid body. While inside, the creature can’t breath and drown’s accordingly. All magical/psionic powers as well as magic/psionis items (artifacts have a 50% chance to be affected), are negated instantly and the process of assimilation begins (see assimilation). Two gargantuan sized creature can fit inside, or 4 huge, 8 large, 16 mediums and 32 fine or smaller. Negative Aura (sp): The space around Ozma is infused and warped with mental thoughts originating from the Far Realm. Anyone within 160 ft of Ozma must make a will save (DC 32) or are bestowed with 2 negative levels. These don’t ever result in actual level loss. The negative levels go away if the creature moves sufficiently further away from Ozma. Each round, a character that doesn’t have any negative levels must make the Will save again or get the negative levels. Contort Space (sp): The space around Ozma is distorted and warped greatly by Ozma’s great mass. All creatures within 180 ft of Ozma on each of Ozma’s turn are subject to a bullrush attempt. The bullrush tries to pull all creatures closer at 25 ft per round, toward Ozma. Ozma gets it’s str modifier to it’s bullrush attempt. Temporal Save (sp): As an immediate action can shift backwards in time a redo any roll using the d20. Ozma must take the new roll whatever it is. Ozma can do this 9 per/day. Also, once per day, Ozma can jump backwards and dominate the spacetime continuum and altering it to it’s most preferred outcome, giving it an instant 20 on any roll using the d20. Confusion Field (sp): All creature’s within 160 ft of Ozma are introduced to mental thoughts and beyond deific knowledge dripping from the Far Realm. A will save (DC 32) shrugs off the untold information as nothing, but those that fail are rushed with unknowable information and becomes confused while remaining inside the confusion field. Depravation Aura (su): Ozma slowly rips out creature’s mental abilities slowly while they are within 160 ft. For each round within the limit, a will save (DC 42) negates this effect. A failed save result in Ozma draining 1 point of either int, wis or cha (Ozma”s choice) permanently. Control Sphere of Annihilation (ex): Ozma can effortlessly control spheres of annihilation, moving as many as it wants/haves up to 60 ft each per round. Arcane spellcaster’s can still fight Ozma for control if they wish. Control Umbral Blot (su): Ozma can also effortlessly control umbral blots as if they were spheres of annihilation. Arcane spellcasters can try to vie for control of one, but once Ozma loses control, it starts acting as a regular umbral blot. Stasis Implosion (su): Upon being killed, Ozma pulls everything within a 15 mile radius into an extraplanar dimension and everything stays frozen in time as if in a temporal stasis spell for 1d4 centuries. A 30 mile wide crater is all that is left behind. After the duration, all the stuff that was sucked into the extraplanar dimension return to exactly where it once was. All the magic items and creature inside Ozma once it was killed float in it’s place at the center of the 30 mile chunk. The creatures are still dead, but can be restored to life normally. Improved Grab (ex): Initiates grapple upon every successful slam attack as according to improved grab. Also, any creatures touching Ozma getting grappled in the same manner as above. Spatial Sense (ex): Ozma can automatically distinguish all object within 600 ft. Telepathy (su): Ozma rarely communicates, but when it does it can communicate telepathically with any living creature within 600 ft. Fast Healing (ex): Restore 60 HP each turn Spell Resistance (su): Spell resistance 118 Here is a description of all the feats I created for my old campaign and used in this monster: Improved Attack Capacity: You are capable of great speed while swinging around or launching your favorite weapon. Prerequisites: Base Attack Bonus +12 or higher. Benefit: You may make another attack during one of your full-attacks. All attacks gets -2. Greater Attack Capacity: You become even faster granting another attack. Prerequisites: Improved Attack Capacity, Base Attack Bonus +18 or higher. Benefit: You may make another attack along with the one granted by Improved Attack Capacity during a full-attack. All attacks get -4 in total. final Attack Capacity: You improve still more, granting you an additional attack. Prerequisites: Greater Attack Capacity, Base Attack Bonus +24 Benefit: You can make an additional attack at you full attack bonus when you use a full attack-round. This feat doesn’t add another -2 penalty. Superior Will Complex: Prerequisites: Int, wis, cha score all at 20 or more, HD 80+ Benefit: You add your int, wis and cha modifier to your will saveing throw Contingent Spell (metamagic): Prerequisites: HD 20+, ability to cast 6th level arcane spells, 2 other metamagic feats Benefit: When you cast the contigent spell, it takes affect normally and you have a second copy of the spell as a contigency spell. You determine what the activation criteria are when you cast the spell. You can still only have 1 spell under contigency at a time, so a newer contigency spell/effect overwrites the previous one. A contingent spell takes up a spell slot four levels higher than normal Ignore Caster Level (metamagic): Prerequisites: HD 80+, improved spell capacity, 2 other metamagic feats Benefit: When combined with a spell, this metamagic feat lets you ignore any limit place on variables direvied from your caster level. For example, a fireball spell normally has a limit to 10d6 but with this epic feat, the damage is your caster level times d6. Ignore Caster Level spells take up the two highest available spell slots you currently possess. |
| archerpwr08-10-07, 09:08 AM | That thing doesnt know scintillating scales (SC)? It really should. |
| LeuktheSavior08-10-07, 10:28 AM | thats just sick...I mean, i love it dont get me wrong...but sick. |
| Tequila_Sunrise08-10-07, 11:21 AM | So...this thing is supposed to be a plot device rather than a challenge to overcome? |
| eelot08-10-07, 07:16 PM | Scintillating scales? I'll put it in, thanks And it's only a plot device at first. Just to get the PCs to the far realm, and through *insane* challenges can they get an artifact to help defeat ozma. |
| Angus Cotton08-10-07, 10:00 PM | Pretty sweet, but only the 2nd most powerful creature I have seen stated out. |
| archerpwr08-11-07, 03:01 PM | Pretty sweet, but only the 2nd most powerful creature I have seen stated out. I take it that the first is pun pun and the second is the omnificer? OP: what is the CR supposed to be? I'm thinking in the high 90s. |
| eelot08-11-07, 09:39 PM | i'm not sure what the CR would be... i don't know how to calculate it :D |
| archerpwr08-11-07, 10:10 PM | i'm not sure what the CR would be... i don't know how to calculate it :D Usually SR is determined by CR, so that SR 118 has me curious. I have no clue how to calculate CR objectively though. |
| Taeldrin Laesrash08-11-07, 11:52 PM | Generally, for elementals it's something like 1/4 HD. So this thing would be around CR 100, and SR tends to be CR+12. |
| Angus Cotton08-12-07, 05:42 PM | I take it that the first is pun pun and the second is the omnificer? Actually no, but I was actually referring to monsters, not someones character build. I suppose creature could be a PC, so I'll put Pun-Pun first, the one I was talking about second, the Omnificer and all the other crazy builds 3rd...I dont know where Ozma woul fit into it all. |
| archerpwr08-12-07, 09:57 PM | Actually no, but I was actually referring to monsters, not someones character build. I suppose creature could be a PC, so I'll put Pun-Pun first, the one I was talking about second, the Omnificer and all the other crazy builds 3rd...I dont know where Ozma woul fit into it all. Oh, I was just joking around for humor's sake. |
| TheHarrow08-12-07, 10:25 PM | your trying to hard, son (daughter). Learn to make 1st level chars before jumping into epic. If everyone jumped off the bridge into epic, would you do it too? Youyr BBEG shouldn't have stats, IMHO. Just a way to be defeated by PCs and DM will... |