Revised Abominations [Archive] - Wizards Community

Post/Author/DateTimePost
DemonDragonJ

05-01-08, 10:19 AM
I find the abominations from the Epic Level Handbook to be some of the most fascinating and awe-inspiring creatures in Dungeons & Dragons, but I feel that they were an excellent concept that was poorly executed. In my opinion, they did not have quite enough variety and unique abilities to distinguish them as creatures, so I have revised them in a way that I feel better captures their awesome and badass natures.:evillaugh

First, I shall post my revision of the abomination traits, complete with flavor text :devil:.

Abomination
Abominations are the deformed, misbegotten, and unwanted offspring of deities or similarly powerful beings. They themselves possess incredible power, but are also incredibly rare in number, a fact for which all other inhabitants of the multiverse are thankful. Abominations are usually hated and unwanted by their parents, and are either cast aside or even imprisoned as a punishment for merely existing. Because of this, abominations are hateful and vengeful beings, and they continually seek to calm their tormented existence, even if that means unleashing their anger and hatred upon any being that might happen to cross their path. No two varieties of abomination are exactly alike, and each provides its own deadly challenge for adventurers. An abomination’s form and powers are usually somehow related to the portfolio and spheres of influence of its divine parents.
Abomination Traits
Although each type of abomination is unique, they each possess several traits that are common to all of them as offspring of divine beings.
Immunities (Ex)
An abomination is immune to one type of energy (acid, cold, electricity, fire, or sonic, depending upon the abomination) and polymorphing, petrifaction, disintegration, any form-altering attack (although any shapeshifitng powers that it may possess function normally on itself). It is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (including charms, compulsions, phantasms, patterns, and morale effects), death effects, fear effects, paralysis, stunning, or sleep effects. A deity or cosmic entity can ignore these immunities, although such an occurrence should be carefully regulated by the DM. If an abomination has any of the above immunities through its creature type, that immunity still applies even if the creature’s divine immunity to that attack or effect is ignored (and thus must be ignored twice). An immunity that is granted by a subtype, such as the fire or cold subtypes, cannot be ignored by any means.
Resistances (Ex)
An abomination typically has resistance 20 to two energy types (acid, cold, electricity, fire, or sonic) to which it has neither an immunity nor a vulnerability (although some abominations may have higher resistances) and also has significant damage reduction and spell resistance.
Special Qualities (Ex)
An abomination has a continuous true seeing effect, as the spell of the same name, at a caster level equal to its HD. An abomination cannot be detected by any forms of divination, magical or otherwise, as if it were continuously affected by a nondetection spell of a caster level equal to its HD. An abomination is not subject to death from massive damage or effects such as the devastating critical feat. A deity or cosmic entity can ignore these immunities, where applicable.
Telepathy (Su)
An abomination can communicate telepathically with any creature within 1,000 feet that has a language.
Summon Creature (Sp)
An abomination can summon creatures associated either with the portfolio of its divine progenitor or with its own powers. Summoned creatures serve the abomination without question, and then automatically return whence they came after 1 hour, although they will return sooner if they are slain. Summoned creatures cannot use their own summoning abilities, if any, during this period. See individual abomination entries for specific details on summoning.
Armor Class
All abominations have incredibly tough skin, which grants them a significant natural armor bonus. Usually, abominations with higher hit dice have higher natural armor bonuses, but there may be some exceptions to this rule. Many abominations also have other bonuses to armor class as well.
Fast Healing and Regeneration
Most abominations have some measure of fast healing and regeneration, ranging from 10 to 30 for both abilities. Usually, abominations with higher hit dice have higher values for fast healing and regeneration, although there are exceptions. If an abomination has regeneration, it is usually subject to normal damage from at least two sources, one of which is the antithesis for their subtype, and the other of which is somehow related to a unique feature of the abomination.
Spell-Like Abilities
All abominations have a variety of spell-like abilities, which vary with each variety of abomination. There is no rule that determines what spell-like abilities an abomination may have.
Unique Abilities
All abominations have at least one or more unique abilities related to either their divine parent’s portfolio or to their own specific powers.
Abominations speak Abyssal, Celestial, Infernal, and often a language associated with their imprisonment.

These traits are almost identical to how they appear in the Epic Level Handbook, but I made some minor alterations and reworded them slightly, as I felt that better grammar could have been used.

I shall not post any specific creatures just yet, to build an aura of suspense and hopefully attract more viewers to this thread, so I shall await your responses eagerly!
PrinceOfTheVoid

05-01-08, 11:23 AM
Your suggestions (and the ones in the ELH for that matter) do not scale and seem very arbirtrary. Things like Dr, Sr, Energy Resistance, Natural Armor, and the like should all with either HD or an ability score.

The Immortals Handbook Bestiary I has a very good reworking of the abomination template that allows for the easy creation of new abominations from scratch.

FOr scaling I would suggest,

Dr of x/epic and alignment, where X is equal to HD/2

Sr shoul dbe equal to CR + either 8, 10, 12, or 14 dependent on how resistant you want abominations to be to spells.

Energy Resistnce should be 1/2 HD

Natural Armor should be either 1/2 HD or = to HD

You should account for deflection, sacred, profane, etc modifiers to Ac as well

Maybe it wouldn't hurt to give Abominations 1 SDA for every 20 HD over 20 or something to that effect? They would of course have to qualify for it.

How about a means of developing ability scores for abominations? Base of 23 in each stat +HD and Level Bonuses to spread around as fit? (23= 18 + 5 inherent)

Those are just some suggestions on my part. Scaling is preferable to arbitrary though. Like I said, the I.H.E.B.I does a really good job with abominations.
DemonDragonJ

05-01-08, 11:55 AM
Your suggestions (and the ones in the ELH for that matter) do not scale and seem very arbirtrary. Things like Dr, Sr, Energy Resistance, Natural Armor, and the like should all with either HD or an ability score.

The Immortals Handbook Bestiary I has a very good reworking of the abomination template that allows for the easy creation of new abominations from scratch.

FOr scaling I would suggest,

Dr of x/epic and alignment, where X is equal to HD/2

Sr shoul dbe equal to CR + either 8, 10, 12, or 14 dependent on how resistant you want abominations to be to spells.

Energy Resistnce should be 1/2 HD

Natural Armor should be either 1/2 HD or = to HD

You should account for deflection, sacred, profane, etc modifiers to Ac as well

Maybe it wouldn't hurt to give Abominations 1 SDA for every 20 HD over 20 or something to that effect? They would of course have to qualify for it.

How about a means of developing ability scores for abominations? Base of 23 in each stat +HD and Level Bonuses to spread around as fit? (23= 18 + 5 inherent)

Those are just some suggestions on my part. Scaling is preferable to arbitrary though. Like I said, the I.H.E.B.I does a really good job with abominations.

I greatly dislike it when someone else thinks of something before I do, but surely, PrinceOfTheVoid, that is not a reason to not have my own interpretation of the same idea? Is that not the point of D&D, to give the players as much freedom and room for creativity and their own interpretations as possible?
The_Cheeseman

05-01-08, 01:36 PM
I don't think that giving salient divine abilities to abominations would be a good idea. Firstly, because they do not qualify for them as they don't have a divine rank of 1 or higher. Secondly, many SDAs reference divine rank as part of their effect equations, and having a rank of 0 would make them worthless. Finally, many of the SDAs are grossly overpowered for a monster that is meant to come into direct conflict with a PC, as opposed to deities whose stat blocks are often used as plot devices. I call out Alter Reality as a prime example.
PrinceOfTheVoid

05-01-08, 04:40 PM
@DDJ, sure, if you're interpretations are more than "pick a number between 20 and 60". Either way, your game, do what you want.

@Cheeseman, probably right, I was thinking of Immortals Handbook abominations and divine abilities. Sorry.
DemonDragonJ

05-02-08, 01:02 PM
Your suggestions (and the ones in the ELH for that matter) do not scale and seem very arbirtrary. Things like Dr, Sr, Energy Resistance, Natural Armor, and the like should all with either HD or an ability score.

The Immortals Handbook Bestiary I has a very good reworking of the abomination template that allows for the easy creation of new abominations from scratch.

@DDJ, sure, if you're interpretations are more than "pick a number between 20 and 60". Either way, your game, do what you want.

I hope that you do not think that I am being rude, PrinceOfTheVoid, because I am not intending to be. I like your suggestions, but I do not want to seem as if I am copying another person's work, even though revising these creatures in the first place may be considered doing that. Although I do like the idea of creating a scale for the abominations' power, such an act may also prove to be restrictive and not enable me to make the creatures as powerful as I wish for them to be (I also believe that the same is true with deities), so I am using an arbitrary method for revising them.

I had intended to post the first of my revised abominations in this post, but do not have enough time to do so now. I hope that I will be able to do so later today, so you will be kept in suspense for only a short while longer.
PrinceOfTheVoid

05-02-08, 01:32 PM
No, its fine, I was just trying to help. Those were my ideas though, not what's in the Immortals Handbook (I think. Hang on, let me check). Yes, his are much different. And seem more powerful in general. One fot he cool things he does though, is for elemental abominations, he gives them Divine Energy Damage, so a Xixecal would inflict 4d8 + 4d8 Divine Cold damage with his claw attack (assuming one uses the proper size table for damage)

Seriously, you should check the book out if you;re interested in epic play. It's without a doubt my favorite DnD tome; has some really crazy powerful stuff in it.

Maybe I'll get your point on arbitrary values once I see a sample of your work. Are you just fixing the ELH abominations or designing your own too?

Oh, one more thing. For the love of all things holy and unholy use some contractions when you type! This is a discussion forum, not an SAT essay.

Edit- Oh, not to slight your work or anything, but he also has a reworked automatic metamagic system that blows the ELH version away. I'm not sure which one ends up more powerful or balanced though, haven't run them against each other yet. I mean it though, you should check this book out. Here's (www.immortalshandbook.com) the link. Check his free stuff for samples.
DemonDragonJ

05-06-08, 12:52 PM
No, its fine, I was just trying to help. Those were my ideas though, not what's in the Immortals Handbook (I think. Hang on, let me check). Yes, his are much different. And seem more powerful in general. One fot he cool things he does though, is for elemental abominations, he gives them Divine Energy Damage, so a Xixecal would inflict 4d8 + 4d8 Divine Cold damage with his claw attack (assuming one uses the proper size table for damage)

Seriously, you should check the book out if you;re interested in epic play. It's without a doubt my favorite DnD tome; has some really crazy powerful stuff in it.

I have been to the homepage of The Immortals Handbook, but the material, from what I have observed, must be purchased and is not freely available, which prevents me from viewing it, as I must save money for college expenses.

Maybe I'll get your point on arbitrary values once I see a sample of your work. Are you just fixing the ELH abominations or designing your own too?

At this point in time, I am merely revising the abominations from the Epic Level Handbok, as I have not yet conceived of any others, although I do plan to create my own at some point in time.

Oh, one more thing. For the love of all things holy and unholy use some contractions when you type! This is a discussion forum, not an SAT essay.

I know that this is not an SAT essay, but that is how I speak. I believe that improper grammar is a very bad thing for society and that if a person does not avoid it on places such as internet discussion forums, they will begin to use improper grammar in other areas as well.

Anyway, I certainly have kept everyone waiting for a long enough duration (I have very been busy at school; this week is my final week of classes and next week is final exams week), so now I shall present the first of my revised abominations... :plotting: :evillaugh

Anaxim
Large Construct (evil, extraplanar, lawful)
Hit Dice: 42d10+123 (354 hp)
Initiative: +13
Speed: 50 ft. (10 squares)
Armor Class: 58 (-1 size, +10 dex, +3 dodge, +30 natural, +6 deflection), touch 28, flat-footed 45
Base Attack/Grapple: +32/+52
Attack: slam +50 melee (2d6+16 plus stun) or spinning blade +54 melee (2d8+16/19-20/X3) or spike +35 ranged (2d6+16) or electricity ray +35 ranged touch (4d6 electricity plus stun)
Full Attack: 2 slams +50 melee (2d6+16 plus stun) and 2 spinning blades +54 melee (2d8+16/19-20/X3) or 2 spikes +35 ranged (2d6+16) and 2 electricity rays +35 ranged touch (4d6 electricity plus stun)
Space/Reach: 10 ft./10 ft.
Special Attacks: breath weapon, rend 4d8+24, spell-like abilities, stun, summon clockwork horror
Special Qualities: abomination traits, battle mastery, construct traits, damage reduction 15/epic, good, and adamantine or epic, chaotic and adamantine, darkvision 60 ft., extra toughness, fast healing 10, immunity to sonic, low-light vision, resistance to acid 20 and electricity 20, rust immunity, spell resistance 40
Saves: fort +20, ref +33, will +26
Abilities: str 43, dex 31, con -, int 16, wis 22, cha 22
Skills: climb +58, jump +58, listen +48, search +45, spot +48
Feats: augmented critical (spinning blade), blind-fight, cleave, great cleave, greater weapon focus (spinning blade), improved bull rush, improved critical (spinning blade), improved sunder, improved toughness, power attack, weapon focus (spinning blade)
Epic Feats: devastating critical (spinning blade), epic toughness, epic weapon focus (spinning blade), overwhelming critical (spinning blade)
Environment: the Bleak Eternity of Gehenna, the Clockwork Nirvana of Mechanus, the Gray Waste of Hades, the Infernal Battlefield of Acheron, or the Nine Hells of Baator
Organization: solitary, pair, or command line (1-4 anaxims plus 4-10 clockwork horrors)
Challenge Rating: 28
Treasure: double standard
Alignment: always lawful evil
Advancement: 43-55 HD (large); 56-70 (huge)
Level Adjustment: -

Anaxims are the progeny of gods of blacksmithing, metallurgy, and warfare, beings that embody the concept of battle and conflict. Unlike most other abominations, anaxims are created rather than born, a fact that makes them all the more horrifying because their sole purpose for existing is to be a machine of war and destruction. Some scholars say that anaxims are inevitables that have been corrupted by evil energies, twisting their natural task of enforcing the laws of the multiverse into a single-minded mission to either destroy their enemies or force them into submission and conformity. Regardless of their actual origins, an army of anaxims is considered by many to be one of the most terrifying sights that an adventurer could possibly experience: row upon row of strictly regimented mechanical monsters in flawless formations, marching forward to devastate everything before them, their movement an inexorable progress that cannot be stopped except by the greatest of heroes.
An anaxim is a massive, fearsome humanoid being composed entirely of black, red, and golden metal, with an amalgamated mass of gears and other clockworks parts creaking and whirring like metallic innards within an exterior that surpasses even the strongest of armor. Its body seems to be nothing but a multitude of weapons, including two massive, fearsome blades on its back and sharp spikes on its fists and body. Its body continually crackles and glows with electrical energy, and its footsteps cause the ground to tremble whenever it moves. An anaxim is approximately 15 feet tall and weighs approximately 4,500 pounds. Despite its seemingly ponderous bulk, an anaxim is remarkably swift and agile and can dodge attacks, both magical and mundane, with the ease and efficiency of a creature much smaller and lighter than itself. An anaxim rarely speaks, but when it does, its voice is a deep metallic rumble, like the movement of gears or of metal striking metal, a slow, deliberate monotone that contains no emotion or inflection, a clear indication of its function to destroy its enemies without compassion or qualm.

Combat
An anaxim is an emotionless and extremely efficient combatant, attacking its enemies with ruthless, mechanical precision. It uses its fists and blades for melee combat and fires spikes and rays of electrical energy from its body for ranged attacks. If an anaxim finds itself unable to defeat its opponents alone, it shall summon other constructs and attack its foes with their combined overwhelming force.
An anaxim’s natural weapons, as well as any weapons that it wields, are treated as being evil-aligned and lawful-aligned epic adamantine weapons for the purposes of overcoming damage reduction.
Battle Mastery (Ex)
An anaxim’s only reason for being is to function as an engine of warfare, and thus it is designed to be a perfect and invincible warrior. It gains an insight bonus on initiative checks, a dodge bonus to armor class, and a competence bonus on reflex saves and attack rolls (including touch attacks and attack rolls made to confirm critical hits) equal to its intelligence modifier (these bonuses are included in the statistics block above).
Breath Weapon (Su)
As a standard action, an anaxim can unleash a blast of crackling electricity combined with explosive sound, which fills a 60-foot cone shaped burst, starting from the anaxim’s square. This blast deals 20d6 points of damage, half of which is electricity damage and half of which is sonic damage. After using this ability, an anaxim cannot use it again for 1d4 rounds. Creatures that succeed on a DC 37 fortitude save take only half damage from this ability; the save DC is charisma-based.
Electricity Ray (Ex)
An anaxim’s electricity ray attack has a maximum range of 300 ft., with no range increment. The damage dealt by this attack ignores damage reduction of any type, but resistance and/or immunity to electricity apply to it as normal.
Extra Toughness (Ex)
An anaxim gains 1 bonus hit point per 2 HD that it has.
Rend (Ex)
If an anaxim successfully strikes a creature with both of its spinning blades in the same round, it slices that creature particularly viciously, dealing an additional 4d8+24 points of damage.
Rust Immunity (Ex)
Despite being composed of metal, an anaxim is not affected by any rust effects, whether they are magical or otherwise. At the discretion of the DM, however, a deity or cosmic entity can ignore this immunity.
Spell-Like Abilities (Sp)
At will-blade barrier, dimension door, disintegrate, greater dispel magic, displacement, flashbang**, lightning bolt, magic missile, radiant shield, scintillating sphere*, sonic boom**, wall of gears*, wall of iron; 5/day-blade shield**, blast of force*, chain lightning, chain missile*, greater flashbang**, fly, greater invisibility, teleport, true strike, wall of force; 3/day-big bang**, lightning fury**, epic magic missile**, greater teleport; caster level 36th; save DC 34; the save DC is charisma-based. *-See the Spell Compendium for the description of these spells. **-see below for the description of these spells.
Spikes (Ex)
An anaxim’s body is covered with numerous spikes, blades, and cutting edges. Any creature that strikes it with natural weapons or weapons without reach takes 1d6 points of piercing and slashing damage (creatures striking with weapons that have reach, such as longspears, do not take this damage). A creature that grapples an anaxim takes 2d4 points of piercing and slashing damage at the beginning of each round that it maintains the grapple. As part of a standard attack or full-attack action, an anaxim can launch its spikes as a ranged attack, dealing 2d6+16 points of piercing damage. The spikes are treated as a projectile weapon with a range increment of 60 feet and a maximum range of 600 feet.
Stun (Ex)
A creature that is struck by an anaxim’s slam or electricity ray attacks must succeed on a fortitude save (DC 37 for the ray or 47 for the slams) or be stunned for 1d6 rounds; the save DC is charisma-based for the ray or strength-based for the slams. On a successful critical hit, the creature is instead stunned for 2d6 rounds. A creature that is already stunned does not suffer from this effect.
Summon Clockwork Horror (Sp)
Twice per day, an anaxim can summon 1d8 electrum horrors with 14 HD each, 1d6 gold horrors with 18 HD each, 1d4 platinum horrors with 24 HD each, or 1d2 adamantine horrors with 28 HD each. See the Monster Manual II for the description of these creatures.
Unearthly Grace (Su)
An anaxim gains a resistance bonus on all saves and a deflection bonus to AC equal to its charisma modifier (the statistics block above includes these bonuses).
Advancement
If an anaxim advances sufficiently to increase its size to huge, the range of its breath weapon increases to 90 feet.

First, my conception of the anaxim is that it is both an evil and more powerful version of the inevitables and the closest thing that Dungeons & Dragons has to a battlemech (such as those seen in Mech Warrior, Gundam, or Zoids), so I attempted to make its flavor text match that conception. Second I increased its hit dice and ability scores, gave it many more abilities, and changed its alignment to lawful evil. I understand that not every abomination needs to be evil in alignment, but not enough of them are by default and I felt that lawful evil fit the creature well. Finally, the advancement that I gave it was arbitrarily assigned, as the normal rules for advancement would, in my opinion, allow it to be advanced to insanely high levels, which would quite possibly make it too powerful.

I shall now explain any spells or feats that I have designed myself (although I shall also make a separate thread for them at some point in the near future).

Flashbang
Evocation [light, sonic]
Level: bard 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 swift action
Range: medium (100 ft. + 10 ft./caster level)
Area: 20-ft. radius spread, centered on any point within range
Duration: 1 round/caster level
Saving Throw: fortitude negates
Spell Resistance: yes

This spell unleashes a bright flash of light accompanied by a loud blast of sound. All creatures caught within the area must make a fortitude save or be blinded and deafened for 1 round per caster level.

Flashbang, Greater
Evocation [light, sonic]
Level: bard 6, sorcerer/wizard 6
Range: long (400 ft. + 40 ft./caster level)
Area: 40-ft. radius spread, centered on any point within range

This spell functions similarly to flashbang (see above for the description of this spell), except that it has a greater distance and larger area, as noted above, and that it also counters and dispels all darkness effects within its area of a level equal to or lower than its own.

Sonic Boom
Evocation [air, force, sonic]
Level: bard 5, sorcerer/wizard 6
Components: V, F
Casting Time: 1 full-round action
Range: 40 ft.
Area: 40-ft. radius spread, centered on caster
Duration: instantaneous
Saving Throw: fortitude partial
Spell Resistance: yes

This spell combines air, force, and sound into an invisible yet powerful blast of concentrated, compressed energy that damages and knocks back all creatures caught within its area. Such creatures take 1d6 points of damage per caster level (maximum 20d6), half of which is force damage and half of which is sonic damage, and are then knocked prone. A successful fortitude save reduces the damage by half and negates the knocked prone effect.
Focus: a cone made of metal, through which the caster shouts as he casts this spell.

Blade Shield
Evocation [force]
Level: cleric 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: personal
Target: caster

This spell surrounds the caster with a swirling swarm of razor-sharp blades made of pure force that both protect him and damage his enemies. These blades deflect attacks made against the caster, causing all melee attacks made against him to have a 20% percent miss chance and all ranged attacks made against him to have a 50% miss chance. Touch attacks, including any spells or spell-like effects that require touch attack rolls, such as scorching ray or shocking grasp, do not incur this miss chance. Any creature that strikes the caster with a natural or handheld weapon deals damage normally, but also takes 1d6 points of damage +1 additional point of damage per caster level (maximum +15; the creature’s spell resistance applies to this damage). Half of this damage is slashing damage; the other half is force damage and thus is not subject to damage reduction. Creatures that strike with weapons that have exceptional reach (such as longspears) do not take this damage.
Material Component: a razor-sharp piece of metal.

Big Bang
Evocation [sonic]
Spellcraft DC: 90
Components: V, S, XP
Casting Time: 1 standard action
Range: 600 ft.
Area: 60 ft.-radius spread, centered on any point within range
Duration: instantaneous
Saving Throw: fortitude partial
Spell Resistance: yes
To Develop: 810,000 gp, 16 days, 32,400 XP; seed: energy (deals 20d6 points of sonic damage in a 20-foot radius spread; DC 19); factors: increase area by 200% (+8 DC), increase range by 100% (+2 DC), increase damage by 15d6 (+30 DC), increase damage by one die size (+10 DC), cause creatures to become stunned and deafened (ad hoc +10 DC), reduce casting time to 1 standard action (+20 DC), change save type from reflex to fortitude (ad hoc +0 DC); mitigating factors: caster takes 5d6 points of backlash damage (-5 DC), burn 400 XP (-4 DC).

This spell unleashes an enormous explosion of sound that deals 35d8 points of sonic damage to all creatures within the spell’s area. Such creatures are then stunned for 2d8 rounds and permanently deafened due to the intense sonic energies of this spell. A creature that succeeds on a fortitude save takes half damage, is stunned for only 1d8 rounds, and is deafened for only 1d4 hours. Unattended, nonmagical objects that are composed of glass, ceramic, stone, crystal, or other brittle substances are instantly shattered and destroyed. Magical and/or attended brittle objects are entitled to fortitude saves to resist being destroyed. The caster takes 5d6 points of backlash damage upon completion of casting this spell from its intense sonic energies.
XP Cost: 400 XP.

Lightning Fury
Evocation [electricity]
Spellcraft DC: 85
Components: V, S
Casting Time: 5 rounds
Range: 900 ft.
Targets: 1 creature/round
Duration: concentration (up to 20 rounds)
Saving Throw: fortitude partial
Spell Resistance: yes
To Develop: 810,000 gp, 16 days, 32,400 XP; seed: energy (deals 20d6 points of electricity damage; DC 19); factors: increase damage by 30d6 (+60 DC), change from area to target (+4 DC), increase range by 200% (+4 DC), reduce casting time by 5 rounds (+10 DC), change duration to concentration (ad hoc +20 DC), cause creatures to become stunned (ad hoc +10 DC), change save type from reflex to fortitude (ad hoc +0 DC); mitigating factors: burn 2,500 XP (-25 DC), caster is exhausted for 5 minutes (-10 DC), caster is fatigued for 2 minutes (-2 DC).

This spell evokes the power of lightning in all of its awesome fury. Once per round during this spell’s duration, the caster may gather the ambient electrical energy from inside his body and the air around him and focus into an intense bolt of lightning, which he can fire at any creature within range. A creature struck by one of these bolts takes 50d6 points of damage and is stunned for 2d6 rounds due to the intensity of this spell’s energies. A creature that succeeds on a fortitude save takes only half damage and is stunned for only 1d6 rounds. The caster is exhausted for 5 minutes and then fatigued for 2 additional minutes at the end of this spell’s duration from the massive force of its incredible electrical power.
XP Cost: 2,500 XP.

Magic Missile, Epic
Evocation [force]
Spellcraft DC: 70
Components: V, S, XP
Casting Time: 1 standard action
Range: 1,500 ft.
Targets: up to 30 creatures, no two of which can be more than 750 ft. apart
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
To Develop: 630,000 gp, 13 days, 25,200 XP; seed: force (fires a barrage of 20 force missiles; DC 17); factors: add 10 additional missiles (+20 DC), increase range by 400% (+8 DC), increase damage by one die size (+10 DC), reduce casting time to 1 standard action (+20 DC); mitigating factors: caster takes 5d6 points of backlash damage (-5 DC).

This spell creates a massive barrage of missiles shaped from pure magical force. The caster may fire up to 30 missiles, and have all missiles strike the same creature, each missile strike a different creature, or have a certain number of missiles strike a certain number of creatures. The missiles strike unerringly, unless the creatures have total cover or total concealment. Each missile deals 1d8+1 points of force damage. The caster must designate the targets of this spell before rolling to overcome spell resistance. The caster takes 5d6 points of backlash damage from the energies of this spell upon completion of its casting.

Seed: Energy
Evocation [acid, cold, electricity, fire, or sonic; see text]
Spellcraft DC: 19 (see text)
Components: V, S
Casting Time: 1 minute
Range: 300 ft., touch, or personal (see text)
Area, Target, or Effect: 300-ft. line, starting from caster’s square, 20-ft. radius spread, centered on any point within range, 10-ft. radius emanation, centered on object touched or any point within range, or a wall whose area is up to one 200-ft. square (see text)
Duration: instantaneous, 20 minutes (D), or 20 hours (D; see text)
Saving Throw: reflex half or fortitude half (see text)
Spell Resistance: yes or no (see text)

This seed manipulates magical energy, either acid, cold, electricity, fire, or sonic, enabling the caster to achieve one of the effects listed below. This seed has the descriptor that matches the energy type that is used. Multiple uses of this seed are necessary to use more than one type of energy.
First, the caster may create an instantaneous blast of energy that fills either a line-shaped area 5 feet wide and 300 feet long or a 20-foot radius spread centered on any point within range, dealing 20d6 points of the chosen energy damage to all creatures within this area. Creatures within this area may attempt reflex saves to take half damage. For each additional +1d6 points of damage dealt, increase the spellcraft DC of this seed by +2.
Second, the caster may cause an emanation of energy to radiate out from either an object or any point within the seed’s range to a 10-foot radius for up to 20 hours. If the radius is centered on an object, it will move if the object is moved. This emanation deals 2d6 points of the chosen energy damage at the beginning of each round to all creatures within its area, with a fortitude save allowed each round for half damage. Spell resistance does not apply to this effect. For each additional 1d6 points of damage dealt each round this way, increase the spellcraft DC of this seed by +4.
Fourth, the caster may surround himself with a protective aura of the chosen energy type for up to 20 rounds. Any creature that strikes the caster with a melee weapon (including unarmed strikes and natural weapons, but not longspears or other weapons with exceptional reach) takes 2d6+25 points of the chosen energy damage. For each additional +5 points of damage dealt this way, increase the spellcraft DC of this seed by +2. While the caster is surrounded by this aura, he takes only half damage from attacks that deal damage of the same type as his shield, or no damage on a successful save, if such an effect allows for a save.
Finally, the caster may create a wall of energy anywhere within this seed’s range that emanates this energy for up to 20 hours. One side of the wall, chosen by the caster, radiates the energy out to 20 feet. This energy deals 2d4 points of the chosen energy damage at the beginning of each round to all creatures within the first 10 feet of the wall, 1d4 points of the chosen energy damage per round to all creatures within the next 10 feet, and 2d6+20 points of the chosen energy damage to all creatures that pass directly through it, with no save. For each additional 2d4 points of damage dealt to creatures within the first 10 feet, each additional 1d4 points of damage dealt to creatures within the next 10 feet, and each additional 1d6+5 points of damage dealt to creatures who pass directly through the wall, increase the spellcraft DC of this seed by +4. The wall’s maximum default area is a 200-foot square. For each additional 10 feet added to the wall’s area, increase the spellcraft DC of this seed by +2.
Alternatively, the caster may use the energy seed to manipulate fluctuations of heat and wind, altering the weather as with a control weather spell (see the Player’s Handbook for the description of this spell), in which case this seed has a base spellcraft DC of 25. The altered weather manifests in a 2-mile radius, centered on the cast’s location as he uses this seed, remaining in place even if the caster moves or leaves the area, and lasts for 20 hours.

Seed: Force
Evocation (see text) [force]
Spellcraft DC: 17
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Effect or Targets: ray, a wall of force whose maximum area is a 200-foot square, or up to 20 creatures, no two of which can be more than 150 ft. apart (see text)
Duration: instantaneous or 20 hours (D; see text)
Saving Throw: none, fortitude partial, or will negates (harmless; see text)
Spell Resistance: yes

This seed manipulates magical force, enabling the caster to perform one of several functions, as noted below.
First, the caster may create a barrage of missiles shaped from pure force. The caster may fire up to 20 missiles this way, and have all missiles strike the same creature, each missile strike a different creature, or have a certain number of missiles strike a certain number of creatures. The missiles strike unerringly, unless the creatures have total cover or total concealment, each dealing 1d6+1 points of force damage. The caster must designate the targets of this spell before rolling to overcome spell resistance. Because these missiles are composed of magical force, they can strike incorporeal and ethereal creatures in additional to corporeal creatures. For each additional missile fired, increase the spellcraft DC of this seed by +2.
Second, the caster may fire a powerful ray of force at any creature within range, requiring that he succeed on a ranged touch attack in order to strike the creature. A creature that is struck by this ray takes 20d6 points of force damage and must then succeed on a fortitude save or be knocked back 10 feet and then fall prone (size and stability modifiers apply to the saving throw as if the ray were a bull rush made by the caster). Because this ray is composed of magical force, it can strike incorporeal and ethereal creatures in additional to corporeal creatures, although such creatures cannot be knocked back. For each additional 1d6 points of force damage dealt and each additional 5 feet that the creature is knocked back, increase the spellcraft DC of this seed by +2.
Third, the caster may create an invisible yet impregnable wall of magical force that resists almost all effects anywhere within this seed’s range that lasts for up to 20 hours. No physical or magical attack or effect can pass through, damage, or affect this wall in any way, although gaze attacks still function through it and teleportation spells will bypass it. Since the wall is made of magical force, it blocks incorporeal and ethereal creatures in addition to corporeal creatures, although such creatures can typically fly around it. A spell developed with the destroy epic spell seed instantly and automatically destroys it, as does a rod of epic cancellation or a sphere of annihilation. A disintegrate or Mordenkainen’s disjunction spell will also destroy this wall, but only if the caster of such spells succeeds on a caster level check against the spellcaster who created it. The default maximum area of this wall is a 200-foot square. For each additional 10 feet added to the wall’s area, increase the spellcraft DC of this seed by +2.
Finally, the caster may grant a creature (including himself) a protective field of invisible force, providing it with a +6 deflection bonus to its armor class for 20 hours, in which case this seed is of the conjuration (creation) school and has a spellcraft DC of 14. Unlike mundane armor, this intangible protection entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures cannot ignore this bonus as they can ignore normal armor. For each additional point of AC bonus granted in this manner, increase the spellcraft DC of this seed by +2.

Augmented Critical [general]
Choose a weapon with which you are proficient. With that weapon, you deal even more damage than normal when you score a critical hit.
Prerequisites
Proficiency with selected weapon, weapon focus with selected weapon, base attack bonus +14.
Benefit
When you wield the chosen weapon, that weapon’s critical hit multiplier is increased as follows: X2 to X3; X3 to X5; X4 to X7.
Special
The effects of this feat do not stack with other effects that increase a weapon’s critical multiplier, such as the deadly property or the deadly strike spell. Effects that are dependent upon a weapon’s critical multiplier, such as the flaming burst property, are not affected by this feat (for example, a +1 flaming burst longsword wielded by a character with this feat would still deal only +1d10 additional points of fire damage on a critical hit despite its increased critical multiplier). You can select this feat multiple times, choosing a different weapon each time. A fighter may select augmented critical as one of his fighter bonus feats.

I do not have time to explain each of these spells, spell seeds, or feats right now, but I shall do that in a thread dedicated to them individually. I will be logging off after I finish with this post, as I have homework to do, but I shall be back sometime later. I have spent a great amount of time and effort on this creature and the others as well, so I sincerely hope that you enjoy them. Thank you very much.
Upper_Krust

05-11-08, 01:07 PM
Howdy DemonDragonJ! :)

I have been to the homepage of The Immortals Handbook, but the material, from what I have observed, must be purchased and is not freely available, which prevents me from viewing it, as I must save money for college expenses.

I posted some of the monsters (two of the abominations) from my book on the website:

http://www.immortalshandbook.com/IHpreview1.htm
http://www.immortalshandbook.com/IHpreview2.htm

You can see the illustrations for the other abominations in the book here:

http://www.immortalshandbook.com/IHpreview3.htm

Good luck with your abomination revision. :)

I also have some other free monsters (Godzilla, Galactus, Talos, Final Fantasy Weapons etc.) on the website - links on this page.

http://www.immortalshandbook.com/blessings.htm
DemonDragonJ

05-17-08, 07:58 PM
Those two abominations in the links that you have provided, Upper Kurst, are very impressive. I like both their flavor text and their statistics. :cool:

I also forgot to mention that I removed the anaxim's fly speed and instead gave it the ability to use fly at will as a spell-like ability, because I felt that it did not quite fit the creature the way it previously was.

Here is the next of my revised abominations, the atropal.

Atropal
Medium Undead (evil, extraplanar)
Hit Dice: 48d12+672 (984 hp)
Initiative: +12
Speed: 5 ft. (1 square), fly 90 ft. (perfect)
Armor Class: 62 (+8 dex, +30 natural, +14 deflection), touch 32, flat-footed 54
Base Attack/Grapple: +24/+30
Attack: claw +31 melee (1d4+6 plus constitution drain/19-20/X3) or tentacle +30 melee (1d6+6 plus energy drain) or eye ray +25 ranged touch (1d4 plus exhaustion/19-20)
Full Attack: 2 claws +31 melee (1d4+6 plus constitution drain/19-20/X3) and tentacle +30 melee (1d6+6 plus energy drain) or 2 eye rays +25 ranged touch (1d4 plus exhaustion/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: constitution drain, constrict, energy drain, exhaustion, improved grab, spell-like abilities, summon undead
Special Qualities: abomination traits, damage reduction 15/epic, good, and silver, darkvision 120 ft., fast healing 12, immunity to cold, negative energy aura, rebuke undead, resistance to acid 20 and electricity 20, spell resistance 46, turn immunity, undead traits, unholy grace, unholy toughness
Saves: fort +30, ref +38, will +50
Abilities: str 23, dex 26, con -, int 34, wis 30, cha 38
Skills: bluff +65, concentration +65, diplomacy +65, hide +59, intimidate +65, knowledge (arcana, history, religion, the planes) +63 each, listen +61, move silently +59, search +63, sense motive +61, spellcraft +63, spot +61
Feats: augmented critical (claw), cleave, combat expertise, great cleave, improved critical (claw), improved critical (eye ray), improved initiative, mobility, power attack, quicken spell-like ability (finger of death), spring attack, weapon focus (claw), weapon focus (eye ray)
Epic Feats: devastating critical (claw), overwhelming critical (claw), undead mastery, zone of animation
Environment: the Bleak Eternity of Gehenna, the Gray Waste of Hades, the Infinite Layers of the Abyss, the Nine Hells of Baator, or the Tarterian Depths of Carceri
Organization: solitary
Challenge Rating: 36
Treasure: double standard
Alignment: always neutral evil
Advancement: 49-60 HD (medium); 61-75 HD (large)
Level Adjustment: -

The stillbirth of a child, a child dying even as it leaves its mother womb, is one of the supreme and most terrible violations of the natural cycle of life. Although an occurrence such as this is terribly tragic, it is also very rare, for which all beings in the multiverse are thankful, and the souls of the stillborn children usually are able to rest in peace, for they had committed no sins and thus have no reason to suffer. Unfortunately, this is not the case with deities, however. Even as powerful as deities are, their children can also be stillborn, but, because deities are beings of such awesome power, their children do not always rest in peace after being stillborn, but instead rise as terrible, unnatural creatures with a twisted form, beings known as atropals. Atropals bear an unfathomable hatred toward living beings, even for undead creatures, which results from their jealousy of them for having normal lives that they themselves never had, and they seek to quell this hatred by killing the living beings and absorbing their life-force as sustenance for their unnatural, insatiable appetite.
An atropal is a hideous being, resembling an oversized, deformed, and fearsome humanoid infant, with dried, blackened skin, wickedly sharp teeth and fingernails, disproportionate, atrophied limbs, a shriveled, skeletal body, and a massively swollen head. Adding to this already disturbing appearance is a long umbilical cord protruding from the creature’s abdomen, which has developed into a prehensile tentacle that the atropal can use to attack its victims and siphon away their life-force in a bizarre and repulsive perversion of an umbilical cord’s natural nurturing function. An atropal’s weak legs are nearly useless for walking, hanging below its body like decayed tree branches, so it always flies to move around, using its innate powers to defy gravity. An atropal is approximately 4 ½ feet from head to toe and weighs only 60 pounds due to its withered body. An atropal’s voice is like a terrible mockery of an infant’s wail, a horrific sound that seems to be too low-pitched and unnatural to belong to a being such as it, expressing its hatred and resentment for its condition.

Combat
An atropal cannot fight well in melee combat because of its underdeveloped and feeble body, so it attacks its enemies from afar with its eye rays and spell-like abilities before closing in on them to drain away their vitality with its claws and tentacle. If the atropal finds itself in danger, it will summon other undead creatures to occupy its enemies while it moves away to heal itself.
An atropal’s natural weapons are treated as being evil-aligned epic weapons for the purpose of overcoming damage reduction.
Constitution Drain (Su)
A living creature that is struck by an atropal’s claw attack must succeed on a DC 48 fortitude save or take 1d6 points of constitution drain. An atropal heals 5 hit points whenever it uses this ability, gaining any excess as temporary hit points, which last for up to 1 hour. On a critical hit, the creature instead takes 2d6 points of constitution drain and the atropal heals 10 hit points. The save DC for this ability is charisma-based.
Constrict (Ex)
An atropal deals its tentacle damage automatically with a successful grapple check.
Energy Drain (Su)
A living creature that is struck by an atropal’s tentacle attack must succeed on a DC 48 fortitude save or gain 1d4 negative levels. An atropal heals 5 hit points whenever it uses this ability, gaining any excess as temporary hit points, which last for up to 1 hour. On a critical hit, the creature instead gains 2d4 negative levels and the atropal heals 10 hit points. If the creature retains the negative levels for 24 hours, it must then succeed on a DC 48 fortitude save for each negative level that it has. Success on a saving throw means that that negative level is restored with no further ill effect; failure means that that level is permanently drained. The save DC for this ability is charisma-based.
Exhaustion (Su)
A living creature that is struck by an atropal’s eye ray attack must succeed on a DC 48 fortitude save or take be exhausted for 1d6 minutes. On a critical hit, the creature instead is exhausted for 2d6 minutes. A creature that is already exhausted does not suffer from this effect. The save DC for this ability is charisma-based.
Eye Rays (Su)
An atropal’s eye rays have a maximum range of 300 ft., with no range increment. They deal 1d4 points of damage, which results directly from negative energy (in the same manner as a harm or inflict spell) and thus cannot be reduced or prevented by energy resistance and/or immunity or damage reduction. However, such effects as the death ward and protection from negative energy spells or any other effect that wards a creature from negative energy will prevent or reduce the damage.
Improved Grab (Ex)
To use this ability, an atropal must strike a creature with its tentacle attack, and can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on its grapple check, it can then establish a hold of the creature and constrict it (see above).
Negative Energy Aura (Su)
An atropal continually produces an aura of life-draining negative energies that form a 40-ft. radius emanation, centered on itself. All living creatures that enter this aura are treated as if they had 10 negative levels, incurring all the usual penalties for having negative levels. These negative levels never result in actual level loss, but they cannot be overcome in any way while the creatures remain in the aura. Living creatures with 10 or fewer HD that enter the area of this aura die instantly, with no save. A creature that has protection from negative energy (such as from a death ward spell) does not gain these negative levels. Undead creatures that enter the area of this aura gain +10 turn resistance and fast healing 10 for as long as they remain within the aura.
Rebuke Undead (Su)
An atropal can rebuke, command, and/or bolster undead as a cleric of a level equal to (its HD + 6).
Spell-Like Abilities (Sp)
At will-animate dead, blasphemy, greater consumptive field*, create greater undead, create undead, cone of cold, desecrate, greater dispel magic energy drain, finger of death, greater invisibility, speak with dead, spectral hand, greater teleport, unhallow, unholy aura, unholy blight; 5/day-haste, horrid wilting, greater plane shift, project image, reanimation**, slow, weird; 3/day-epic consumptive field**, destruction, epic enervation**, memento mori**, true reanimation **, wail of the banshee; caster level 42nd; save DC 45; the save DC is charisma-based. *-see the Spell Compendium for the description of this spell; **-See below for the description of these spells.
Summon Undead (Sp)
Twice per day, an atropal can summon 1d6 atropal scions with 27 HD each or 1d4 angels of decay with 36 HD each. See the Libris Mortis for the descriptions of these creatures.
Turn Immunity (Ex)
An atropal cannot be turned or rebuked by clerics or similar characters, although a powerful being such as a deity or cosmic entity may be able to do so, as determined by the DM.
Unholy Grace (Su)
An atropal gains a deflection bonus to AC and a resistance bonus on all saving throws equal to its charisma modifier (this bonus is included in the statistics block above).
Unholy Toughness (Ex)
An atropal gains bonus hit points equal to (its HD X its charisma modifier), which are included in the statistics block above.
Advancement
If an atropal advances sufficiently to increase its size to large, the radius of its negative energy aura increases to 60 feet.

Reanimation
Necromancy [evil]
Level: cleric 7, sorcerer/wizard 7
Casting Time: 5 minutes

This spell functions similarly to revive undead (see the Spell Compendium for the description of this spell), except that it restores perfect animation and complete strength to any destroyed undead creature.
The condition of the creature’s remains is not a factor; as long as even a small portion of the creature’s body still exists, it can be reanimated, but the portion receiving the spell must have been part of the creature’s body at the time of its destructions. (The remains of an undead creature destroyed by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 1 month per caster level.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the creature loses 1 level or 2 points of charisma if it was already at 1st level (if this reduction would bring its charisma score to 0 or lower, it cannot be revived). This loss of a level or charisma cannot be repaired by any means.
Unlike revive undead, this spell can revive an undead creature that was destroyed by a turning effect.
Material Component: a sprinkle of unholy water and black pearls worth a total of at least 10,000 gp.

True Reanimation
Necromancy [evil]
Level: cleric 9, sorcerer/wizard 9
Casting Time: 10 minutes

This spell functions similarly to revive undead (see the Spell Compendium for the description of this spell), except that the caster can reanimate an undead creature that has been destroyed for as long as 1 year per caster level. This spell can even reanimate undead creatures whose bodies have been destroyed, provided that the caster unambiguously identifies the destroyed creature in some fashion (reciting the creature’s time and place of creation or destruction is the most common method).
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or charisma points) or prepared spells.
Unlike revive undead, this spell can revive an undead creature that was destroyed by a turning effect.
Material Component: a sprinkle of unholy water and black pearls worth a total of at least 25,000 gp.

Consumptive Field, Epic
Necromancy [death, evil]
Spellcraft DC: 80
Components: V, S
Casting Time: 1 minute
Range: 60 ft.
Area: 60-ft. radius emanation, centered on caster
Duration: 20 rounds (D)
Saving Throw: fortitude negates
Spell Resistance: yes
To Develop: 720,000 gp, 14 days, 28,800 XP; seed: slay (DC 25); factors: change from target to area (20-ft. radius; +10 DC), increase area by 200% (+8 DC), allow caster to gain bonuses from creatures being slain (ad hoc +25 DC), change duration to 20 rounds (ad hoc +20 DC), dismissible by caster (+2 DC); mitigating factors: add evil descriptor to spell (ad hoc -4 DC), creatures suffer no ill effects on a successful save (ad hoc -6 DC).

This spell causes the caster to radiate an aura of unholy energies that drain away the life-force of living beings who enter its area. Each living creature within the aura at the time of the spell’s casting, or those who enter the area before the duration has expired, must make a fortitude save or die. For each creature slain by this spell, the caster gains a +2 bonus to his strength and dexterity scores, gains +2d6 temporary hit points, and gains a +1 profane bonus to his armor class, which stacks with all other bonuses to his AC except for other profane bonuses. Additionally, the caster’s effective caster level increases by +1 for each creature slain by this spell, to a maximum of half again his original caster level, improving spell effects that are dependent upon caster level (such as duration, damage, save DC’s, range, targets, and so forth), although he does not actually gain more spells per day or access to new spells, as if he had gained a level in his spellcasting class. These bonuses are cumulative (meaning that the caster gains greater bonuses if more creatures are slain by this spell), and last for the duration of this spell, disappearing when it expires. No creature can be affected by this spell more than once per casting, even if they leave and enter its area multiple times.

Enervation, Epic
Necromancy
Spellcraft DC: 35
Components: V, S, XP
Casting Time: 5 rounds
Range: 300 ft.
Target: 1 living creature
Duration: instantaneous
Saving Throw: fortitude partial
Spell Resistance: yes
To Develop: 315,000 gp, 6 days, 12,600 XP; seed: slay (bestows 2d4 negative levels; DC 23); factors: add 3d4 additional negative levels (+12 DC), decrease casting time by 5 rounds (+10 DC); mitigating factors: caster is fatigued for 5 minutes (-5 DC), burn 500 XP (-5 DC).

This dreadful spell drains away the target’s life force, bestowing 5d4 negative levels upon the creature (with a fortitude save allowed for half as many negative levels). If the creature gains a number of negative levels equal to a greater than its HD, it dies. If the creature survives and the negative levels remain for 24 hours or longer without being removed, the creature must make a fortitude save (DC equal to the original spell’s DC) for negative level that it currently has. If a save is successful, the negative level is restored without any ill effect, but if a save is unsuccessful, that level is permanently drained. The caster is fatigued for 5 minutes upon completion of casting this spell from its necromantic energies.
XP Cost: 500 XP.

Memento Mori
Necromancy [death]
Spellcraft DC: 55
Components: none
Casting Time: 1 swift action
Range: 900 ft.
Target: 1 living creature
Duration: instantaneous
Saving Throw: fortitude partial
Spell Resistance: yes
To Develop: 495,000 gp, 10 days, 19,800 XP; seed: slay (DC 25); factors: reduce casting time to 1 swift action (+22 DC), remove verbal and somatic components (+4 DC), increase range by 200% (+4 DC).

This spell enables the caster to slay a creature without word or gesture, but with merely a thought. A creature that fails its fortitude save against this spell dies instantly, while a creature succeeds on a fortitude save against this spell instead takes 5d6+30 points of damage, which may kill it anyway.

Seed: Slay
Necromancy [death]
Spellcraft DC: 25 (see text)
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Target: 1 living creature
Duration: instantaneous
Saving Throw: fortitude partial
Spell Resistance: yes

This seed extinguishes the life force of a living creature, killing it instantly. The subject is entitled to a fortitude save to survive the attack, instead taking 5d6+30 points of damage if the save is successful. For each additional +5 points of damage dealt on a successful save, increase the spellcraft DC of this seed by +2. A creature slain this way may be resurrected only by an epic spell developed with the life seed. The miracle, resurrection, true resurrection, and wish spells can also restore to life a creature that has been slain in this manner, but the caster of such spells must succeed on an opposed caster level check against the caster of the slay seed in order to do so. The caster of this seed may also cause a creature slain by it (but not its equipment) to be utterly consumed, leaving no body as if it had been affected by a destruction spell (see the Player’s Handbook for a description of this spell) by increasing its spellcraft DC by +6. A creature slain this way can be revived only by an epic spell developed with the life seed that has been factored to perform such a function. Miracle, true resurrection, and wish can also restore to life a creature that has been slain in this manner, but the caster of such spells must succeed on an opposed caster level check against the caster of the slay seed in order to do so.
Alternatively, a caster can use the slay seed to instead merely siphon away the life force of the target by bestowing 2d4 negative levels upon the creature (or half as many negative levels on a successful fortitude save), in which case this seed has a base spellcraft DC of 23 and does not have the death descriptor. For each additional 1d4 negative levels bestowed, increase the spellcraft DC of this seed by +4. These negative levels can be removed only by an epic spell developed with the heal seed that has been factored to do so. The greater restoration non-epic spell can also remove these negative levels but caster of such a spell must succeed on an opposed caster level check against the caster of the slay seed in order for this attempt to be successful. If the subject gains a number of negative levels equal to or greater than its HD, it dies. If the subject survives and the negative levels remain for at least 24 hours, the subject must then make a fortitude save (DC equal to the original spell’s DC) for each negative level that it currently has. If a save is successful, that negative level is restored without any further ill effect, but if a save is unsuccessful, that level is permanently drained.
As another option, a caster can use the slay seed to instead deplete the target’s physical or mental vitality by dealing 2d6 points of ability damage to that creature, in which case this seed has a base spellcraft DC of 21 and does not have the death descriptor. When used in this manner, this seed allows a save for half that damage (fortitude if the seed deals strength, dexterity, or constitution damage or will if the seed deals intelligence, wisdom, or charisma damage). For each additional 1d6 points of ability damage dealt, increase the spellcraft DC of this seed by +2. This seed can also deal ability damage, in which case it has a base spellcraft DC of 23 and deals 2d4 points of ability drain. For each additional 1d4 points of ability drain dealt, increase the spellcraft DC of this seed by +4. The ability damage or ability drain inflicted by this seed can be removed only by an epic spell developed with the heal seed that has been factored to do so. The greater restoration non-epic spell can also cure this ability damage or ability drain, but the caster of such a spell must succeed on an opposed caster level check against the caster of the slay seed in order for this attempt to be successful. Multiple uses of this seed are necessary to deal damage or drain to more than one ability score. A creature’s ability scores can be reduced to a minimum of 0 in this manner. If the subject’s constitution score decreases to 0, it dies.

I actually reduced the atropal's HD, because most deities have 60 HD and it makes little sense to me for a deity's child to have more HD than the deity itself does, but I have done my best to compensate for that loss of HD by giving it many more abilities. I also reduced its size, since it makes little sense to me for an infant to be larger in size than most common people. I gave the atropal the ability to attack with its umbilical cord, because I felt that that would help to make the atropal even more disturbing. I decreased its strength and charisma scores, because I felt that its strength score was too high for a feeble and infantile creature and because its charisma score was too high overall, but increased all of its other ability scores. In summary, I made my best attempt at making the atropal more powerful overall.

That is all for today, but I hope to get the next abomination posted sometime within the next few days.
Kain_Darkwind

05-18-08, 12:22 AM
CR is about 10 points too high. +34 melee isn't ever going to hit a PC at 36th level. 984 hp is going to be gone in probably one full round from a party's attacks. Saves are horribly low, it is all kinds of vulnerable to a disintegrate. Fast healing 12 is a foolish amount, both too low and rather silly when humans use base 10 mathematics.

The damage dealt by the natural attacks is minor at best, more likely non-existent against any PCs with damage reduction. The Con drain, energy drain and negative energy aura are useless against PCs with death ward, and that spell becomes common even before epic levels. By high epic levels, it is likely permanent through a magic item or persistent spell. This renders the atropal's best (only, in your revision) attack forms worthless. With no way to dispel the effect (greater dispel magic does not function on spells with a caster level of 29th or higher.), your atropal is helpless at the CR you've pegged it at.

Your atropal is in almost no way more powerful than the original, and in most ways, very much weaker.