News:

"The truth is stranger than fiction, but not stranger than fanfiction."

Main Menu

Characters and monsters

Started by Anastasia, April 28, 2014, 12:08:23 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Anastasia

#225
Ice Kraken

Fluff:
Spoiler: ShowHide


Ecology

Ice krakens are a distant cousin to krakens. They inhabit icy climates and patrol deep seas hidden beneath vast sheets of polar ice. They are cautious and have little use for other creatures, save other ice krakens to mate.

Generally, an ice kraken interacts with creatures for two reasons. They are either hunting them as prey, or they have some unusual reason to parley with explorers and adventurers. A party that approaches an ice kraken respectfully will at least be heard out the majority of the time.

As apex predators, ice krakens are carnivores that feast on fish, dolphins, seals and penguins. However, they'll consume any creature they can capture.

Environment

The natural environment for ice krakens are polar seas and similar places of great cold. Few venture to warmer waters, even with their icy aura to keep nearby water cold.

Typical Physical Characteristics

An ice kraken is similar to a kraken, but with a pale blue coloration and with a coat of ice all over its body. This ice never impedes the ice kraken, and in fact protects it from harm. Ice krakens tend to be the same size as krakens otherwise, with few other distinguishing characteristics.

Alignment

Most ice krakens are neutral evil, as they are naturally self centered and disdainful creatures. However, this is not fixed and individual ice krakens can be whatever alignment they wish. Most variants are neutral, lawful evil or chaotic evil. There are rare reports of good aligned ice krakens, often as a tribal protector to arctic sea elves, mermen or other aquatic variant races.

Advancement

Ice krakens advance by racial hit dice. Generally, most reach 25 hit dice and no higher, with exceptions being powerful servants of Umberlee, Auril or other dark deities. However, those are the exceptions and advanced ice krakens are uncommon. Ice krakens with secondary templates and mutations are more common.

Gestalt

Ice krakens favor no particular class or prestige class with one exception: ice kraken spellcasters almost always take the Frost Mage prestige class. Such ice krakens are known as terrible harbingers of winter, who can freeze the waves and entomb entire whales in ice.


Notes:
Spoiler: ShowHide


- Ice krakens are careful hunters. Most favor either long range iceball barrages or inflicting poison followed by jetting away, all with the hopes they'll return in a few minutes to paralyzed prey. Most of them prefer to avoid fights, and will liberally use their jet ability to evade them.

- It's worth noting that ice krakens developed poison, but in the process lost improved grab. Likewise, they do not have the ink cloud of a normal kraken, as any ink they have is frozen solid. They resemble krakens but are a different beast to fight.

- A typical ice kraken is probably CR20 range if played intelligently, moreso with a gestalt to add more punch. They're intended for open seas encounters, where they have lots of room to maneuver.



Size/Type: Gargantuan Magical Beast (Aquatic, Cold)
Hit Dice: 23d10+299+23 (454 hp)
Initiative: +4
Speed: Swim 30ft
Armor Class: 46 (-4 size, +22 natural, +18 armor)
Base Attack/CMB/CMD: +23/+41/51
Attack: Tentacle+33 (2d8+14 plus poison)
Full Attack: 6 tentacles+33 (2d8+14 plus poison) and bite+28 (4d6+7)
Space/Reach: 15ft/15ft (60ft with tentacle)
Special Attacks: Spell-like abilities, poison.
Special Qualities: Immunity to cold, vulnerability to fire, darkvision 60ft, jet.
Saves: Fort +26, Ref +13, Will +14
Abilities: Str 39, Dex 11, Con 36, Int 23, Wis 21, Cha 21
Skills: Bluff+31, Concentration+39, Diplomacy+31, Intimidate+31, Knowledge(Arcana)+32, Knowledge(Geography)+32, Knowledge(Nature)+32, Listen+31, Sense Motive+31, Spot+31, Survival+31, Swim+48, Use Magic Device+31
Feats: Toughness(1), Ability Focus(Poison)(3), Improved Initiative(6), Iron Will(9), Empower Spell-Like Ability(Iceball)(12), Maximize Spell-Like Ability(Iceball)(15), Quicken Spell-Like Ability(Iceball)(18)
Epic Feats: Epic Ability Focus(Poison)(21)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-cone of cold, iceball*, sleet storm, wall of ice. 3/day-polar ray. Caster level 23rd. The save DCs are 15 + spell level.

*As fireball, but cold damage.

Icy Aura (Su)

An ice kraken is surrounded by an aura of deep cold in a 60ft radius. Any creature within this radius takes 3d6 points of cold damage per round. This cold chills the waters around the ice kraken, but does not freeze it. Additionally, exposure to these waters inflicts a -10 penalty to any saving throws against cold damage or spells and spell-like abilities with the cold descriptor, or any other ability that uses ice or cold. This penalty lasts for as long as the creature is within the icy aura.

Iced Body (Su)

A thick layer of ice gathers on an ice kraken's body. This grants them a great deal of protection and a +18 armor bonus to armor class. Should the ice kraken take 30 or more points of fire damage in a single attack, the armor bonus to armor class is lost until the end of the kraken's next turn.

Jet (Ex)

This ability is identical to a kraken's jet ability, except the ice kraken can move up to 420ft.

Poison (Ex)

Injury, Fortitude DC 41, Initial damage 1d6 Dex, secondary damage 1d6 Dex and paralysis for 1d4 hours. The save DC is Constitution based.



Gear:
Spoiler: ShowHide


Ice krakens cannot use the majority of equipment that humanoids can. Nonetheless, they are able to force magical rings, anklets, bracelets and so on to their tentacles. They may wear up to 6 of these and benefit from all of them at once. A successful ice kraken usually has an array of such things they wear, with protection against fire being particularly prized.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Moradin, the Soulforger

Notes:
Spoiler: ShowHide


- Moradin's flavor isn't meaningfully changed, so no fluff block is needed.

- The main gimmick in play is that there isn't one. He's very straightforward with a very high AC (probably the highest default AC in Balmuria of anything that gets publicly posted) and with divine dodge, but no fancy tricks. He's not a Morwel who uses her dream in various interesting ways or a Selune who changes like the phases of the moon. He hits hard, he's hard to hurt and that's the long and short of it. In other words, he's every dwarf stereotype.

- Soulhammer's ability to attack at range probably bumps Moradin's CR up by a few by itself. It mostly cuts out range and control games, so he can attack from afar. Not that he doesn't have a variety of clerical spells and SLAs that can do the same, but it lets him apply his A game in case someone tries to kite him.

- All of Moradin's various cleric spells aren't provided here, as he casts spontaneously. Nonetheless a single custom spell is provided as an example. He tends to specialize in ways to increase Constitution through magic, which is what you'd expect from a dwarf deity.

- Good luck getting a spell through Moradin's defenses. The dwarves came by their resistance to magic honestly.

- At the end of the day Moradin's not impossible to stop offensively relative to his challenge level. Hurting him is another matter and is the true challenge of the battle. Of course, as a deity and as a cleric, Moradin can ensure anyone with another AC to avoid his attacks quickly finds it insufficient, as he has powerful spells to augment his attack rolls in a pinch.

- Just to be clear, Moradin's strongly on the big numbers side of design versus trickiness. Morwel's much more on the trickiness side if you'd like a comparison. The only thing truly out of line is his AC, but it's nicely boosted for sure.



Moradin
Soulforger, The Dwarf Father, All-Father
Greater Deity
Symbol: Hammer and anvil
Home Plane: Dwarfhome
Alignment: Lawful Good
Portfolio: Dwarves, creation, smithing, protection, metalcraft, stonework
Worshipers: Dwarven defenders, dwarves, engineers, fighters, miners, smiths
Cleric Alignments: LG, LN, NG
Domains: Cavern, Craft, Creation, Dwarf, Earth, Endurance, Forge, Good, Law, Metal, Protection, Wrath
Favored Weapon: Soulhammer (warhammer)

Fighter 20/Dwarven Defender 48//Cleric 68

Size/Type: Medium Outsider (Dwarf, Good, Lawful)
Divine Rank: 19
Hit Dice: 10d10+58d12+1904+68+408 (3176 hp)
Initiative: +34
Speed: 60ft, burrow 60ft, fly 200ft (perfect)
Armor Class: 198 (+28 con, +33 armor, +20 shield, +19 divine, +48 natural, +19 deflection, +22 dodge, +1 ws)(+4 vs giants)(69% miss chance)
Base Attack/CMB/CMD: +68/+95/247
Attack: Soulhammer+146 (1d8+75 plus 3d6 holy (12d6 and 4 negative levels on crit) plus 3d6 bludgeoning plus -2 armor class 18-20 x4)
Full Attack: Soulhammer+146/+146/+141/+136/+131 (1d8+75 plus 3d6 holy (12d6 and 4 negative levels on crit) plus 3d6 bludgeoning plus -2 armor class 18-20 x4)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smite giants 24/day, channel energy 22/day (34d6; DC 63), channel earth 22/day (34d6; DC 63), divine blast 22/day (38d12)
Special Qualities: Damage reduction 45/-, immunity to acid and fire, spell resistance 105, fast healing 39, darkvision 120ft, fortification, defensive stance 24/day, improved uncanny dodge, trap sense+12, mobile defense, hammer specialist, earthen spell power, evasion, tremorsense 190ft, divine traits.
Saves: Fort +95, Ref +109, Will +88 (+2 racial vs poison, +2 racial vs spells/slas)
Abilities: Str 64, Dex 40, Con 66, Int 53, Wis 59, Cha 49
Skills: Appraise+111, Balance+105, Concentration+118, Craft(All)+111, Craft(Stonemasonry)+153, Diplomacy+113, Gather Information+113, Handle Animal+114, Heal+114, Intimidate+113, Knowledge(All)+111, Listen+114, Ride+105, Sense Motive+114, Spellcraft+111, Spot+114, Survival+114, Tumble+105, Use Magic Device+114
Feats: Great Fortitude(B), Skill Focus(Craft: Stonemasonry)(B), Weapon Focus(Warhammer)(B), Endurance(1), Dodge(F1), Toughness(F2), Combat Reflexes(3), Weapon Specialization(Warhammer)(F4), Versatile Craftsman(6), Heavy Armor Optimization(F6), Melee Weapon Mastery(Bludgeoning)(F8), Greater Heavy Armor Optimization(9), Power Attack(12), Jaela's Gambit(F12), Craft Magic Arms and Armor(15), Greater Weapon Focus(Warhammer)(F16), Craft Wondrous Item(18), Greater Weapon Specialization(Warhammer)(F20), Weapon Supremacy(Warhammer)(21), Forge Ring(24), Craft Rod(27), Empower Spell(30), Shield Specialization(33), Shield Ward(36)
Epic Feats: Epic Crafting(B), Epic Spell Capacity(C23), Spectral Strike(C26), Armor Skin(C29), Intensify Spell(C32), Epic Heavy Armor Optimization(C35), Bulwark of Defense(DD15), Shield Barrier(C38), Spellcasting Harrier(39), Improved Combat Reflexes(DD20), Shield Evasion(C41), Epic Weapon Focus(Warhammer)(42), Armor Skin(C44), Epic Weapon Specialization(Warhammer)(45), Damage Reduction(DD25), Improved Spell Resistance(C47), Epic Skill Focus(Craft:Stonemasonry)(48), Epic Toughness(C50), Damage Reduction(DD30), Epic Fortitude(51), Armor Skin(C53), Great Ability(Strength)(54), Epic Toughness(DD35), Damage Reduction(C56), Pulverize(57), Armor Skin(C59), Epic Reputation(60), Damage Reduction(DD40). Armor Skin(C62), Epic Will(63), Armor Skin(C65), Epic Toughness(DD45), Epic Reflexes(66), Armor Skin(C68)
Salient Divine Abilities: Area Divine Shield, Automatic Metamagic(Empower), Control Creatures(Dwarves), Craft Artifact, Divine Blast, Divine Dodge, Divine Earth Mastery, Divine Fast Healing, Divine Shield, Divine Skill Focus(Craft:Stonemasonry), Divine Weapon Focus(Warhammer), Divine Weapon Master, Divine Weapon Specialization(Warhammer), Dwarven Mettle, Dwarven Might, Extra Domain(Cavern), Extra Domain(Good), Extra Domain(Law), Extra Domain(Metal), Extra Domain(Protection), Extra Domain(Wrath), Govern the Children, Increased Spell Resistance, Life or Death, Mass Divine Blast, Master Crafter, Overlord
Alignment: Lawful Good

Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, animate rope, antimagic field, bear's endurance, blade barrier, bull's strength, calm emotions, create food and water, create water, darkness, detect secret doors, dictum, dispel chaos, dispel evil, earthquake, elemental swarm (earth only), endure elements, fabricate, fantastic machine, find the path, forcecage, globe of invulnerability, glyph of warding, greater fantastic machine, greater magic weapon, greater plane shift, greater shout, greater teleport, hardening, heat metal, heroes feast, hold monster, holy aura, holy smite, holy word, imprisonment, iron body, keen edge, magic circle against chaos, magic circle against evil, magic stone, magic weapon, major creation, mass bear's endurance, maw of stone, meld into stone, mind blank, minor creation, minor image, order's wrath, passwall, pavilion of grandeur, permanent image, prismatic sphere, protection from chaos, protection from energy, protection from evil, protection from spells, rage, refreshment, repel metal or stone, repulsion, rhino's rush, righteous might, rusting grasp, sanctuary, secure shelter, shield of law, shield other, shout, soften earth and stone, song of discord, spell immunity, spell resistance, spell turning, spike stones, stone shape, stoneskin, stone tell, summon monster 9 (good or lawful only), sustain, transformation, transmute metal to wood, true creation, wall of iron, wall of stone, wood shape. Caster level 68th. The save DCs are 58 + spell level.

Alter Reality (Su)

Moradin exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Moradin can use wish when doing so can help him promote dwarves, crafting, forges and earth. Note that in the situation where Moradin and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

Moradin may cast any cure wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Cavern: Stonecunning bonus rises to +4.
Craft: Cast conjuration (creation) spells at +1 CL.
Creation: Cast conjuration (creation) spells at +1 CL.
Dwarf: Great Fortitude as a bonus feat.
Earth: Turn air creatures 22/day.
Endurance: 19/day gain a +34 enhancement bonus to Constitution as a free action for 1 minute. (Net +5 con)
Forge: +2 insight bonus for Craft checks for stone or metal items.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Metal: Weapon Focus (Warhammer) as a bonus feat.
Protection: 19/day touch and grant +68 resistance bonus to next save.
Wrath: 19/day make a free AoO counter against an opponent who hits you in melee.

Divine Aura (Ex)

The save DC against Moradin divine aura is 48 and the radius is 19 miles.

Immunities: Moradin is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers he might have function normally on herself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Moradin is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Moradin gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Moradin does not automatically fail on a natural attack roll or saving throw roll of 1. He automatically receives a 20 on any check she makes. He automatically gets the best result possible on any dice roll he makes. In the case of an attack roll or another roll where a natural 20 provides automatic success, he may still roll to see if he manages automatic success. Likewise, he must roll to see if an attack is a possible critical threat.

Communication: Moradin can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within twenty miles of himself.

Remote Communication: As a standard action, Moradin can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as a gruff father's voice offering advice. In this case, anyone within earshot of the sound can hear it.

Create Items: Moradin can create any wondrous item with power related to dwarves, forges, craft and caverns; the maximum is 400,000 gold.

Portfolio Sense: Moradin is aware of any act of good, chaos, renewal or dreams.



Cleric powers:
Spoiler: ShowHide


Moradin casts as a 68th level cleric with access to the Cavern, Craft, Creation, Dwarf, Earth, Endurance, Forge, Good, Law, Metal, Protection and Wrath domains (caster level 69th for earth, good and law spells). The save DCs are 34 + spell level. All of Moradin's spells are automatically empowered. His metamagic option is Intensify Spell (+7).

Moradin does not prepare spells, but instead casts them spontaneously. He is capable and willing to create new spells on the spot should he need to.



Gear:
Spoiler: ShowHide


Soulhammer

In the beginning, it is said that Moradin forged the dwarves from stone, metal and gemstones. Legends claim that he withdrew a warhammer from the ember of flame that is his soul to temper his people in the heavenly forges. That is one legend, popular with dwarfkind Another legend claims that the Soulhammer is the first weapon Moradin forged. They say it was created when the gates and paths to Chronias were yet unsealed and was blessed by that eternal light. That is another legend, often spoken of by archons and dwarves who call Celestia home. These and a thousand other stories circulate about the Soulhammer. The truth of it is lost to the ages, but all the legends agree on one key point: that the Soulhammer is the tool with which Moradin forged the dwarven race.

Soulhammer is an adamantine warhammer+18, holy power and speed with a critical hit rate of 18-20 that deals quadruple damage on a critical hit. As a standard action, Soulhammer may be thrown as a ranged weapon that never provokes attacks of opportunity from being thrown. Soulhammer may be thrown up to 1900ft with no penalty for range. It is treated as a melee attack by Moradin in all ways, including the attack roll and the use of any feats for a melee attack, such as power attack. Alternately as a full round action, Moradin may throw Soulhammer and make a full attack against a single creature instead.

As the hammer that forged the dwarven race, Soulhammer is a superb tool for any sort of forgework or craftwork. It grants a +70 competence bonus to any Craft checks it is used in, such as Craft(Armorsmithing), Craft(Weaponsmithing) or Craft(Stonemasonry).

Finally, the Soulhammer is capable of forging souls. The details of this are not clear, but it is known that Moradin can forge up to 68 hit dice of dwarves to life as a standard action. These may be any type of dwarf or creature with the dwarf subtype, be it ones that already exist or ones that are yet known to Creation. These dwarves obey Moradin and see him as their father.

Shield of the Mountains

This shield is said to be made of the adamantine heart of a great mountain range, forged hundreds of times until it was compressed into the shape of a shield. Indeed, for any but Moradin or another dwarf, the shield is impossibly heavy to lift. For Moradin or another dwarf, the shield is pleasantly heavy, a good heft to it without being heavy enough to make it difficult to use. The vast stony might of a mountain protects those who wield this shield, a fortress that nothing can bypass.

Shield of the Mountains is a heavy adamantine shield+18, infinite arrow deflection. Unlike a normal shield of infinite arrow deflection, this shield can deflection exceptional projectiles (such as a giant's boulder throw) or even ranged touch spells. Additionally, this shield's bonus to armor class applies to touch attacks of all kinds.

Core Armor

So great is Moradin's smithing skills that it is said he can forge a world from nothing, and that many dwarves hold he is the great smith who creates new worlds for Creation. This is not true, but is instead this armor was made from the core remnants of a lost and shattered Prime Material world. It was the first world destroyed by the divine, in the earliest days of Creation when the first enmities between divinities erupted.

Core Armor is full plate armor+18. Once per year, this armor allows Moradin's true form to walk the Prime Material safely for one hour. He does not cause spiritual wounds during this time and is treated as a native of the Prime Material whenever this would be to his advantage. He may shape the Prime during this time (save for areas consecrated or desecrated to a deity not of the Morndinsamman) as if it were his deific domain.

Moradin has only used this ability once in all the eons he has worn this armor.  The reasons why are unknown, though most lore posits there is some other, unknown limitation to this ability.

Beyond this equipment, Moradin has access to any other non-epic or epic treasure, as well as many artifacts. While most are of little use to him, he is not afraid to gird himself fully should a situation demand it.


Custom Material: [spoiler]

Life of the Earth
Conjuration (Healing) [Earth]
Level: Clr 12, Drd 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Targets: One creature/level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All targets of this spell heal 10 hit points per caster level, to a maximum of 400 hit points. The strength of stones flows into targets at the same time, which grants them a +4 morale bonus to Constitution, so long as they're in contact with the ground.

DWARVEN MIGHT
Prerequisite: Dwarf Domain, Earth Domain, str 51
Benefit: Moradin's blows are the blows of the mountains, stones with bones of metal. They beat down his foes as surely as heat and pressure break down even the mightiest stone. All of Moradin's attacks deal an extra 3d6 points of bludgeoning damage. Each time Moradin strikes an opponent in melee, they suffer a -2 penalty to armor class. These penalties stack with no limit and last until the end of the encounter.

DWARVEN METTLE
Prerequisite: Dwarf Domain, Endurance Domain, con 51
Benefit: Moradin is the first and greatest dwarf, with an endurance exponentially greater than that of his children's. This endurance allows him to throw off magic and poison in equal measure. Whenever he succeeds on a saving throw against poison or any spell or spell like ability, he takes no effect from it. For example, if Moradin succeeds on a Reflex save against a cone of cold, he takes no damage rather than half damage. Additionally, Moradin may use his Constitution modifier in place of his Dexterity modifier for armor class.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#227
Zanimoth, Hidden Lord of Wealth

Fluff:
Spoiler: ShowHide


Zanimoth
Hidden Lord of Wealth
Archomental
Symbol: A single gold coin on a black field
Home Plane: The Elemental Plane of Earth
Alignment: Neutral
Portfolio: Wealth, hidden caves, buried treasure, lost places
Worshipers: Earth elementals, rogues, treasure hunters, miners, explorers
Cleric Alignments: CN, LN, N
Domains: Cavern, Earth, Wealth
Favored Weapon: Treasure Reach (Scythe)



Notes:
Spoiler: ShowHide


- Zanimoth has come up in B1, B3 and B6. He's a minor archomental who oversees treasures hidden in the ground. He has some overlap with Dumathoin but the two largely manage to stay out of each other's way. For personal reasons neither's interested in pushing a fight here in a borderline case.
- Zanimoth is a more powerful than his relative rank would suggest. He hasn't lost power, he's an outlier. That and his build is basically melee so he's not cracking the power level sweepstakes here. Relatedly, unlike most powers that don't get into what they can draw on, this provides a default set of powerful equipment he uses if he feels the need. It's not included in the stat block's totals, so check his gear for more information.
- Zanimoth has a small set of substitution levels. Odds are they're unique to him and perhaps one or two of his personal minions. It's not a very interesting set, just something that works for a niche situation.
- Speaking of his substitution levels, I let him substitute improved mettle for improved evasion for divine rogue. It's the same defensive idea so I gave him a pass on it rather than designing something custom to fit it.
- Anyway, Zanimoth is fairly straight forward mechanically. He's good at what he does for his level but that's about it. Rogue and Legendary Dreadnought does make an amusing combination, though.
- Zanimoth is obscure enough that you could put him in bonus boss territory and he'd fit.



Elder Earth Elemental 38//Rogue 21/Legendary Dreadnought 17

Size/Type: Huge Elemental (Earth)
Divine Rank: 3
Hit Dice: 21d8+17d12+608+38+152 (1170 hp)
Initiative: +8
Speed: 100ft, burrow 120ft, fly 240ft (perfect)
Armor Class: 66 (-2 size, +5 dex, +30 natural, +7 deflection, +16 con)
Base Attack/CMB/CMD: +36/+58/96
Attack: Treasure Reach+63 (6d12+38 plus 14d6 sneak attack plus 2 str damage plus possible magic item destruction plus 12d6 on crit 19-20 x7)
Full Attack: Treasure Reach+63/+58/+53/+48 (6d12+38 plus 14d6 sneak attack plus 2 str damage plus possible magic item destruction plus 12d6 on crit 19-20 x7)
Space/Reach: 15ft/15ft
Special Attacks: Earth mastery, push, sneak attack+14d6, crippling strike, unstoppable 8/day, divine blast 10/day(10d12), channel earth 10/day(10d6; DC 26).
Special Qualities: Damage reduction 35/-, spell resistance 53, immunity to electricity and fire, improved mettle, darkvision 120ft, divine traits, earth glide, evolved, penetrating strike, uncanny dodge, defensive roll, unmovable 8/day, tremorsense 30ft, stonecunning.
Saves: Fort +44, Ref +27, Will +38
Abilities: Str 50, Dex 21, Con 42, Int 26, Wis 24, Cha 24
Skills: Appraise+55, Balance+49, Bluff+51, Concentration+60, Diplomacy+51, Disguise+51, Hide+49, Intimidate+51, Knowledge(Arcana)+52, Knowledge(Dungeoneering)+52, Knowledge(Local: Earth)+52, Knowledge(Nature)+52, Knowledge(Planes)+52, Listen+51, Move Silently+49, Spot+51, Use Magic Device+51
Feats: Skill Focus(Appraise)(B), Power Attack(1), Toughness(3), Improved Bull Rush(6), Endurance(9), Steadfast Determination(12), Darkstalker(15), Improved Critical(Scythe)(18), Weapon Focus(Scythe)(R19)
Epic Feats: Improved Sneak Attackx3(B), Lingering Damage(B), Sneak Attack Of Opportunity(B), Trap Sense(B), Great Ability(Constitution)(21), Overwhelming Critical(24), Force Breaker(LD5), Devastating Critical(27), Epic Bull Rush(30), Epic Toughness(LD10), Epic Toughness(33), Great Ability(Strength)(36), Great Ability(Strength)(LD15)
Salient Divine Abilities: Alter Form, Alter Size, Divine Blast, Divine Earth Mastery, Divine Rogue, Divine Shield, Divine Sneak Attack
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Evolved (Ex)

Zanimoth's earth elemental hit dice provide good base attack bonus progression, equivalent to a fighter or barbarian.

Earth Mastery (Ex)

Zanimoth gains a +4 bonus on attack and damage rolls if both he and his foe are touching the ground.

Push (Ex)

Zanimoth can start a bull rush maneuver without provoking an attack of opportunity. The bonus from Earth Mastery applies to bull rushes.

Earth Glide (Ex)

Zanimoth can glide through earth, stone, dirt or any other similar material as easily as a fish swims through water. He leaves behind no tunnel nor any other signs of his presence.



Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-alarm, antipathy, darkness, detect scrying, detect secret doors, earthquake, elemental swarm (earth only), find the path, forbiddance, glyph of warding, greater teleport, imprisonment, iron body, magic stone, maw of stone, meld into stone, mind blank, obscure object, passwall, secret chest, secure shelter, sequester, soften earth and stone, spike stones, stoneskin, stone shape, wall of stone, Caster level 38th. The save DCs are 30 + spell level.

Alter Reality (Su)

Zanimoth exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Zanimoth can use limited wish when doing so could help him promote wealth, caverns and hidden treasure. Note that in the situation where Zanimoth and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

Cavern: Gain stonecunning.
Earth: Channel earth to heal earth creatures and harm air creatures.
Wealth: Grants Skill Focus(Appraise) as a bonus feat.

Divine Aura (Ex)

The save DC against Zanimoth's divine aura is 20 and the radius is 30ft.

Immunities: Zanimothis immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers he might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Zanimoth gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Zanimoth does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Zanimoth can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Zanimoth can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as a faraway echo. In this case, anyone within earshot of the sound can hear it.

Create Items: Zanimoth can create any wondrous item with power related to wealth or the earth; the maximum is 4,500 gold.

Portfolio Sense: Zanimoth is aware of any act of hidden treasure or wealth that involves 1,000 or more people.



Gear:
Spoiler: ShowHide


Treasure Reach

Little is known of Treasure Reach, save that it is a scythe made completely on earthbone steel. As the Hidden Lord hides things, it is said he has hidden the truth of this weapon as well.

Treasure Reach is a huge earthbone steel scythe+8 that deals a base of 6d12 damage. It benefits from earthbone steel's bonuses as if it were a bludgeoning weapon, in spite of being a slashing weapon. How this is done is not known, save that Ogremoch is personally interested in this knowledge and seeks it. It additionally benefits from the improved design (x3) and improved critical epic skill usages of Craft (Weaponsmithing).

The most remarkable power of Treasure Reach is that any creature struck by it must succeed on a DC 50 Will save. Failure results in one of the creature's worn magical items (chosen randomly) to disintegrate and for gold and platinum coins equal to the value of the item to appear around the creature. Artifacts are not subject to this effect, but epic magic items are. The wielder of Treasure Reach can suppress this ability at will.

Beyond Treasure Reach, Zanimoth has a great deal of equipment to draw on. Unlike many powers, he uses it should he commit to battle. He focuses on increases to his defenses, particularly armor class. His typical baseline array of items are bracers of armor+12 or earthbone steel mountain plate+9, heavy fortification that grants fast healing 10, an animated heavy adamantine shield+6 that grants resistance 50 to all five elements, a gold and diamond talisman that grants a +8 competence bonus to saving throws and finally a ring of wishes with 5 wishes per day. These items are not included in the stat block above.



Custom Material: [spoiler]

Normally I'd pretty these up, but this set is so incredibly obscure that I'm not going to bother. If I decide to post it in homebrew, I'll  format it then.

2nd: Lose evasion, gain mettle.
8th: Lose improved uncanny dodge, gain earth's strength. (con to AC)
10th: Lose special ability, gain improved mettle.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#228
Becklee

Fluff:
Spoiler: ShowHide


In Creation, there are those who should have died but did not. Those who survive by some form of cosmic caprice, eldritch and rare events enough to allow survival when otherwise impossible. Flukes, in other words. Usually this is of no great concern. Becklee is an exception to that rule, a fluke who survived a forbidden ceremony said to originate from the Far Realm. A victim who became far more after a great trauma.

Little is known of the Eulan Ritual that empowered Becklee, for all knowledge of it was wiped from Creation by unknown means. All that is known is that Becklee survived, gained power and has wandered Creation every since. A force powerful enough to change the course of wars and history, she rarely lingers to attract attention.

Cheerful in spite of everything and focused on coin and profit, Becklee is ultimately a leftover who does not fit in anywhere in Creation.



Notes:
Spoiler: ShowHide


- Becklee is primarily a mechanics exercise for Dana. She needed someone to draw powers from so why not use that for some world building?  All those named spells are great hooks for world building, after all.

- If you look at some of the things the Eulan Ritual grants, you can tell that's definitely not something that lines up with the normal parameters of Creation. The biggest tell is eternal youth for a mortal, but there's a couple of other signs something's awry.

- As far as mechanics go, Becklee stays mobile and airborne. She prefers to blast with heavily augmented psionics such as lifedraw and saves melee for more serious or resistant opponents. She layers psionic defenses in any serious fight and will take as much of a penalty with combat expertise as she can get away with. She's a defensive fighter and never forgets that. However, she also understands sometimes the best defense is a good offense.

- Becklee's psionics are incomplete. I don't do many custom epic psionics so I did a bunch and called it good. If that changes enough to fill her list (besides Dana's offerings), I'll update that then.

- She may or may not have a private demiplane with enough wealth to make Tiamat blush.



Psychic Warrior 56//Fighter 10/Warrior of the Mind 10/Horizon Walker 36

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+46d8+672+56+56+784 (2037 hp)
Initiative: +12
Speed: 40ft, swim 20ft, fly 510ft (perfect)
Armor Class: 98 (+8 dex, +24 armor, +28 natural, +20 int, +1 dodge, +7 insight)
Base Attack/CMB/CMD: +56/+66/129
Attack: Great Khan's Saber+99 (4d6+44 and x4 vs air 18-20 x2)(+16 hit/damage on terrain masteries)
Full Attack: Great Khan's Saber+99/+94/+89/+84 (4d6+44 and x4 vs air 18-20 x2)(+16 hit/damage on terrain masteries)
Space/Reach: 5ft/5ft
Special Attacks: Psionics, terrain bonus+16.
Special Qualities: Ascended, resistance to cold and fire 30, fast healing 2, mind over matter (0% PP), physical mastery+4, matter over mind (immediate action), physical rejuvenation, mental rejuvenation, terrain mastery (aquatic, forest, hills, marsh, plains, fiery, cold, aligned, positive, negative), power resistance 66.
Saves: Fort +65, Ref +53, Will +62
Abilities: Str 30, Dex 27, Con 34, Int 51, Wis 28, Cha 30
Skills: Autohypnosis+88, Balance+91, Bluff+89, Concentration+95, Diplomacy+89, Hide+91, Jump+93, Knowledge(All)+99, Listen+88, Move Silently+91, Psicraft+99, Ride+91, Search+99, Sense Motive+88, Spot+88, Survival+88, Swim+101, Tumble+91
Feats: Apt Learner(K:G and K:P)(1), Weapon Focus(Great Scimitar)(F1), Power Attack(H), Toughness(PW1), Combat Reflexes(F2), Dodge(PW2), Rapid Metabolism(3), Weapon Specialization(Great Scimitar)(F4), Heavy Armor Optimization(PW5), Endurance(6), Whirlwind Attack(F6), Greater Heavy Armor Optimization(F8), Deflective Armor(PW8), Mind Over Body(9), Melee Weapon Mastery(Slashing)(F10), Combat Expertise(PW11), Overchannel(12), Improved Combat Expertise(PW14), Psionic Body(W4), Quicken Power(15), Maximize Power(PW17), Unconditional Power(18), Psionic Meditation(PW20)
Epic Feats: Epic Manifesting(21), Automatic Metapsionics(Quicken)(PW23), Automatic Metapsionics(Quicken)(24), Automatic Metapsionics(Quicken)(PW26), Automatic Metapsionics(Quicken)(27), Automatic Metapsionics(Quicken)(PW29), Automatic Metapsionics(Maximize)(30), Automatic Metapsionics(Maximize)(PW32), Automatic Metapsionics(Maximize)(33), Improved Terrain Bonus(HW13), Automatic Metapsionics(Maximize)(PW35), Automatic Metapsionics(Maximize)(36), Improved Terrain Bonus(HW16), Epic Toughness(PW38), Epic Heavy Armor Optimization(39), Improved Terrain Bonus(HW19), Epic Toughness(PW41), Dire Charge(42),Improved Terrain Bonus(HW22), Epic Toughness(PW44), Great Ability(Intelligence)(45), Improved Terrain Bonus(HW25), Epic Toughness(PW47), Great Ability(Intelligence)(48), Improved Terrain Bonus(HW28), Epic Toughness(PW50), Great Ability(Intelligence)(51), Improved Terrain Bonus(HW31), Epic Toughness(PW53), Great Ability(Intelligence)(54), Improved Terrain Bonus(HW34), Epic Toughness(PW56)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Ascended (Ex)

Becklee is the only known victim and survivor of the Eulan Ritual before all knowledge of it was scourged from Creation. While she did not gain the full benefits of this ritual, she nonetheless gained powers far beyond that of an ordinary mortal.

- Maximum hit points per hit die.
- Eternal youth. Becklee is always in her physical prime and never ages. She is immune to effects that would age her. Becklee may be slain, but she does not die until she reaches negative hit points equal to her Intelligence score times five.
- Perfect memory. Becklee has a eidetic memory and never forgets anything she's seen. Her mind is able to withstand and handle vast amounts of information, including billions of years of memories. She can remember harmful things, such as cursed images, safely.
- Substance. Becklee does not need to eat, drink or breathe.
- Flight. Becklee may fly with a fly speed equal to her Intelligence score * 10 and with perfect maneuverability.
- Becklee may use her Intelligence modifier in place of her Wisdom or Charisma modifier for any spellcasting, manifesting or other spell-like powers she has.
- A bonus equal to her Intelligence score to attack rolls, weapon damage rolls, skill checks and saving throws.
- A natural armor bonus to armor class of +28.
- +12 enhancement bonus to all ability scores.


Psychic Warrior powers:
Spoiler: ShowHide


Becklee manifests as a 56th level psychic warrior (+3 if overchanneled). The save DCs are 30 + power level. All of Becklee's 1-15th level powers are automatically quickened and maximized. Becklee's metapsionic option is Unconditional Power (+8 pp).

Power Points: 1711

[1 pp]1: Defensive PrecognitionA, Offensive PrescienceA, VigorA.
[3 pp]2: Body AdjustmentA, Dimension SwapA, Strength of My EnemyA.
[5 pp]3: Breath BarrierA, Dimension SlideA, Greater Concealing Amorpha.
[7 pp]4: Energy AdaptationA, Psionic Freedom of Movement, Steadfast Perception.
[9 pp]5: CatapsiA, Empower Weapon, Perfect RiposteA
[11 pp]6: Breath of the Black DragonA, Form of DoomA, Inconstant LocationA, Personal Mind Blank, Stygian TouchA 
7: 2
8: 2
9: 2
10: Becklee's Brilliant BlastHome 1
11: Becklee's Exasperated RevengeHome, A 1
12: Becklee's Psychic ShellHome, Worldstep
13: Body PsicanaHome, A, 1
14: Becklee's Supernatural WardHome 1
15: LifedrawHome, A 1



Warrior Of The Mind powers:
Spoiler: ShowHide


Mind Over Matter (Su)

A warrior of the mind is trained in the use of various mental tricks and minor psionic flares to defend themselves, and you have studied those lessons well. You gain a bonus to armor class equal to your Intelligence modifier.

Should your power points drop to less than 50% of your maximum, you lose this bonus until you recover sufficient power points to put you above 50% of your maximum power points. At 5th level this limitation is overcome and you have this bonus regardless of your total power points.

Physical Mastery (Su)

Your mind and body work in unison, which allows you to master physical pursuits above your the limits of your body. You gain a +2 bonus to all Strength, Dexterity and Constitution checks and skill checks. This bonus increases by 2 to +4 at 7th level.

If you choose to expend your psionic focus, you may double this bonus to any one check or skill check.

Matter Over Mind (Su)

Your mind's power is vast, and intimately connected to your physical body. You have learned to mix the two, and in this you can use your mind to save your body. As a swift action you may expend power points. You heal hit points equal to double the power points spent this way.

At 8th level you may instead use this ability as an immediate action.

Psioinic Body

At 4th level you gain psionic body as a bonus feat. If you already have this feat, you may choose another.

Physical Rejuvenation (Su)

So long as your power points are at their maximum, the excess restores your body's vitality. Whenever you are at your maximum power points, you gain fast healing 2.

Mental Rejuvenation (Su)

At the apex of your power, your body's good health feeds the power of your mind. So long as you're at maximum hit points, you recover 1 power point per minute.

Should you suffer any ability score damage, ability score drain or a wound that cannot heal (such as vile damage), this ability is inactive, even if you have maximum hit points otherwise.



Gear:
Spoiler: ShowHide


Great Khan's Saber

This huge saber is said to have once been wielded by an ancient Khan of the Dao. The truth is unknown, but any creature of Air who comes across it would speak of its power, but none who have tasted this blade have survived.

Great Khan's Saber is an adamantine great scimitar+10. It deals a base of 4d6 damage and has triple the hardness and hit points of a normal adamantine weapon. If shattered or destroyed, this blade reforms in 1d4 rounds. If on Earth, it reforms instantly. Most importantly, any creature with the air subtype or any native of Air suffers quadruple damage from this sword.

Mindscale Cloak

This deep brown cloak comes with a hood and obscures the entire body when clasped, but is loose and can easily billow up to provide easy movement for the wearer. Regardless, so long as it is worn, clasped or not, it grants a +20 armor bonus to armor class. Whenever the hood is up and worn, the wearer's face cannot be identified or seen short of a true seeing spell that succeeds on a DC 50 caster level check, plus the wearer gains the benefits of a mind blank spell (caster level 50th).

Unlike most unusual forms of armor, this cloak counts as any type of armor needed for the sake of feats.

Mydalinas

This belt has 50 pouches and looks over cluttered and uninteresting. However, each pouch can open up to 10ft by 10ft by 10ft wide to accept objects and can hold up to 25,000 pounds of objects. The pouches cannot be torn or forced open, and can only be opened by the wearer of the belt. Mydalinas sticks to the wearer's body and requires a DC 50 Strength check to remove except for the wearer, who can remove it without difficulty. It only takes a swift action to remove any object from a pouch.

Becklee usually keeps a variety of treasures within her belt.


Custom Material:
Spoiler: ShowHide


Becklee's Brilliant Blast
Psychometabolism
Level: Psychic warrior 10
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 21

This power creates a massive cone of raw force that deals 21d6 points of damage. This power damages any unattended objects within it, including walls. This power can burrow up to 20ft into solid walls, stone and other such things. Creatures and objects protected by more than 20ft of a wall or similar object do not take any damage from this power.

Augment

For every additional power point you spend, this power's damage increases by 1d6.


Becklee's Psychic Shell
Psychokinesis
Level: Psychic warrior 12
Display: Visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 27

This power surrounds you in a pale blue shell of psychic energy. This grants you a +14 armor bonus to armor class and a +7 insight bonus to armor class. Additionally this shell protects you from the following conditions: ability damage, ability drain, dazed, deafened, exhausted, fatigued, nauseated, petrified, sickened and stunned.

Becklee's Exasperated Revenge
Psychometabolism [Force]
Level: Psychic warrior 11
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 24

When you manifest this power, a barely visible red aura of ectoplasm surrounds you. Should you be reduced to zero or less hit points while under the effects of this power by a creature, this creature immediately suffers 24d6 points of force damage and you heal hit points equal to the damage dealt. This healing can save you from death, and if the hit points recovered leave you in negative hit points but still alive, you are automatically disabled instead of dying or stable.

This power unerringly seeks the source of damage. A ranged attack or spell does not fool it and it strikes at the creature the attack originated from. This power cannot strike beyond planar boundaries, except for ethereal creatures, but can strike the creature over any distance, so long as they are on the same plane.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

Becklee's Supernatural Ward
Telepathy [Mind-Affecting]
Level: Psychic warrior 14
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 day/level
Power Points: 33

Becklee's supernatural ward grants the benefits of a psionic mind blank power as well as power resistance equal to your manifester level + 10.

Body Psicana
Psychometabolism
Level: Psychic warrior 13
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 30

The manifestation of this power fills your body with psychic energies that manipulate the space around you. This manipulation of space grants you a 50% miss chance against any attack that targets you (but not area attacks), as well as a +6 deflection bonus to armor class. Additionally, due to this distorted space, your reach increases by 10ft and your movement speed by 30ft.

Augment

If you spend 4 additional power points, the deflection bonus to armor class increases by 1.

Lifedraw
Psychometabolism
Level: Psychic warrior 15
Display: Visual
Manifesting Time: 1 standard action
Range: 300ft
Targets: 1 living creature/level
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 36

A burst of energy drains life from all the targets, which deals 36d6 points of damage to all targets. You heal the total damage done, with any excess gained as temporary hit points up to double your maximum hit points, and with any further excess lost. A successful Fortitude save halves the damage.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

Worldstep
Psychoportation (Teleportation)
Level: Psychic warrior 12
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 27

With a sound that resembles shattering glass, this power allows you to teleport. As a move action you may teleport anywhere you wish. Should this be on the same plane, this functions as greater teleport. Should it instead be on another plane, this functions as greater plane shift.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#229
Prismasaurus

Fluff:
Spoiler: ShowHide


As the Lord of Colors and an artist, Renbuu experiments in many ways to create art. One such example is the prismasaurus, an effort to concentrate the beauty of the rainbow into a living creature. He succeeded all too well in that, so much so that the one viewing of them resulted in over 80% fatalities to the audience. An unfortunate setback, one that caused Renbuu to banish all the prismasauruses he created across Limbo.

Since that time, prismasauruses have managed to survive and prosper in remote corners of Limbo. While dangerous and deadly, Limbo by its base nature is both of those. Another strange thing there hardly warrants concern or attention. However, a prismasaurus that stumbles to another plane is a deadly threat due to contagious colors. Ones who do so seldom last long, and those that do thrive because no one is left in the area or kingdom to attack them.

Make no mistake, a prismasaurus is a disaster that can wipe out a city or even a kingdom. The mere sight of one can start a chain reaction that claims hundreds or thousands of lives. Despite this the beasts have no malice, and are unintelligent enough to struggle to comprehend the danger they possess to other creatures.


Notes:
Spoiler: ShowHide


- The prismasaurus is an ELH monster. While not as deep as some of my other rewrites of ELH monsters, there's only so much to do with this concept. There's no real flavor or depth to them in the ELH, so work up a backstory, an interesting power or two and call it good.

- Contagious colors is a nightmare to deal with. The only thing that checks it at all is that most lesser creatures die from the prismatic spray effect rather than spread it. Of course occasionally one is transported to another plane and causes an outbreak elsewhere, which presents its own problems. I wouldn't want to be one of the these, they're justifiably hunted down whenever there's sufficient power and opportunity to do so. The mere sight of one is a potential disaster.

- The breath weapon isn't quite a prismatic spray, but certainly has its own randomness to it.



Size/Type: Huge Magical Beast
Hit Dice: 35d10+385+35+70 (840 hp)
Initiative: +4
Speed: 80ft, fly 240ft (good)
Armor Class: 63 (-2 size, +4 dex, +42 natural, +9 deflection)(50% miss chance)
Base Attack/CMB/CMD: +35/+51/74
Attack: Bite+48 (6d10+21 19-20 x2)
Full Attack: Bite+48 (6d10+21 19-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Contagious colors, breath weapon.
Special Qualities: Damage reduction 20/adamantine and epic, resistance to acid, cold, electricity and fire 50, immunity to sonic, spell resistance 46, prismatic shell.
Saves: Fort +28, Ref +25, Will +19
Abilities: Str 39, Dex 19, Con 33, Int 7, Wis 19, Cha 29
Skills: Hide+42, Listen+42, Move Silently+42, Spot+42
Feats: Weapon Focus(Bite)(1), Toughness(3), Ability Focus(Contagious Colors)(6), Ability Focus(Breath Weapon)(9), Improved Critical(Bite)(12), Power Attack(15), Flyby Attack(18)
Epic Feats: Epic Toughness(21), Epic Ability Focus(Contagious Colors)(24), Epic Ability Focus(Breath Weapon)(27), Epic Will(30), Epic Reflexes(33)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Contagious Colors (Su)

Any creature that beholds a prismasaurus is in grave danger from its prismatic beauty. Any creature within 300ft that sees the prismasaurus is affected as if by a prismatic spray (DC 50), this repeats each round the creature sees the prismasaurus.

However, the greatest danger is only realized after the prismasaurus is no longer seen. For every round a creature saw the prismasaurus, for one hour after the creature glitters and sparkles with prismatic light. They are infected with the prismatic nature of the prismasaurus and threaten others who see them. Any other creature within 300ft who sees an infected creature is treated as if they saw the prismasaurus. These creatures become infected once they no longer see the infected creature and can spread this infection further. This infection has no limit to how far it can spread, and other creatures infected can continue to infect creatures that are already infected, which increases the duration of infection. However, a creature slain or petrified (either by contagious colors or something else) is no longer infected or able to infect others.

Despite the fact it is called an infection, contagious colors is not a disease and immunity to disease does not protect against it.

The save DC is Charisma based and includes a +8 racial bonus.

Prismatic Shell (Ex)

The shell of the prismasaurus generates a powerful field around it, one that deflects attacks and makes accurate attacks against it impossible. This grants a deflection bonus to armor class equal to the prismasaurus' Charisma modifier, as well as a 50% miss chance against all attacks.

Breath Weapon (Su)

200ft cone of prismatic crystal shards; 1d2 rounds recharge; 35d12 damage; DC 50 Reflex halves. The type of damage this breath weapon deals depends on the color of the shards breathed out, something which the prismasaurus has no control over. Roll a d6 to determine the damage type. Should the damage type be piercing, damage reduction applies.

1: Fire
2: Cold
3: Electricity
4: Acid
5: Sonic
6: Piercing

The save DC is Constitution based and includes a +6 racial bonus.


Gear:
Spoiler: ShowHide


A prismasaurus uses no gear and carries no treasure. However, its shell is worth a considerable amount. A fully intact and undamaged prismasaurus shell is worth approximately 150,000 gold, and shards range in price from several hundred gold to several thousand gold.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?