Characters and monsters

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

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Anastasia

#150
Blackwater Golem

Fluff:
Spoiler: ShowHide


All of the splendors of this entryway make the mere statue in the fountain barely worth a glance. It is made of solid black waters, in the shape of a fish-featured humanoid. A black mist surrounds it in a faint haze. It seems unremarkable and merely yet another symbol of wealth - until it rises from the statue and advances towards the party.


Notes:
Spoiler: ShowHide


- This is a unique golem created by Levistus before his imprisonment. The one depicted here is a custom model made by Olhydra, as the renegade aspect of Levistus traded this knowledge to the archomental. Part of this particular deal included making one for the renegade aspect. This one now sits in the entryway of Blue Stilling, a formidable guardian.

- In all truth, the golem is mostly a throwaway defense. Creatures who are able to break into Blue Stilling are either sneaky enough to bypass it, strong enough to easily dispatch it or protected against the Styx. It's useful and the renegade aspect keeps it as an additional defense, though it isn't expected to be a serious problem-stopper.

- Anyway, blackwater golems are nasty defenders who defeat their foes by rendering them into amnesiac shells, all while being seemingly invulnerable to normal attacks. Good-aligned attacks can take it down, but it's slow thanks to halving them plus damage reduction. If you're properly prepared, desiccation damage from Sandstorm can put a severe hurting on one. If you're assaulting a citadel deep in Water, it's the sort of thing that makes sense to bring. That's meant to reward that sort of thinking.


Size/Type: Large Construct (Evil, Lawful)
Hit Dice: 37d10+30+37+74 (511 hp)
Initiative: +14
Speed: 50ft, swim 150ft
Armor Class: 43 (-1 size, +14 dex, +20 natural)
Base Attack/CMB/CMD: +27/+42/66
Attack: Slam+40 (2d6+14)
Full Attack: 2 slams+40 (2d6+14)
Space/Reach: 10ft/10ft
Special Attacks: Amnesia aura, jet.
Special Qualities: Damage reduction 25/-, fast healing 25, flowing body, immunity to magic, darkvision 120ft, low-light vision, water's agility, epic construct, construct traits.
Saves: Fort +11, Ref +25, Will +11
Abilities: Str 27, Dex 39, Con -, Int -, Wis 11, Cha 1 
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Amnesia Aura (Ex)

The blackwater golem is surrounded by Styx-water, making it perilous to any creature close to it. Any creature within 10ft of the golem must make a DC 42 Will save or be momentarily dazed for 1d4 rounds due to a sudden burst of amnesia. A creature can be affected by this aura as many times a day they are exposed to it, but only once per round. Creatures immune to the effects of the Styx are immune to this ability. The save DC is Dexterity based.

Jet (Ex)

Once per round as a free action, the blackwater golem may emit a jet of pressurized water. The jet extends 50ft in any direction of the golem's choosing, or until it hits a solid surface, and is 10ft wide. Any creature within the jet's range takes 20d6 points of nonlethal damage and is knocked prone, a DC 42 Reflex save halves the damage and negates being knocked prone. Further, they treated as being exposed to water from the River Styx (MoP 86), a DC 42 Will save negates. The save DC is Dexterity based.

Flowing Body (Ex)

A blackwater golem is composed of Styx-water and the magic that binds it together. Being a liquid, it is almost impossible to damage by normal means. It is impervious to all forms of damage, except as noted here. Good-aligned weapons can damage a blackwater golem, but the damage is reduced by one half. Desiccation damage affects the golem normally and deals double damage.

A side effect of the blackwater golem's flowing body is that it will not freeze, no matter how cold it gets.

Immunity to Magic (Ex)

A blackwater golem is immune to any spell, spell-like ability or supernatural ability, with the following exceptions.

A spell that deals desiccation damage affects the golem as normal and deals double damage. This also applies to the spell horrid wilting.

A control water spell deals 4d6 points of damage and paralyzes the golem for 1d4 rounds. The golem gets no save against this.

A create water spell cast on the golem heals 1 point of damage. Spells that create water and that are cast on the golem heal 1d8 points of damage per caster level.

Water's Agility (Ex)

A blackwater golem uses its Dexterity modifier in place of its Strength modifier on all attack and damage rolls, as well as CMB checks. It applies its Dexterity modifier twice to CMD.

Epic Construct (Ex)

An epic construct gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.


Gear:
Spoiler: ShowHide


The blackwater golem does not carry any equipment or gear. Even if destroyed, all that remains is a puddle of Styx-water, which has no appreciable value.
<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

#151
Strength of Light, General of the Amber Army

Fluff:
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The strongest thrive in Ysgard. A truism that is proven time and again, with one such case being that of Strength of Light. His origins are unclear, with his life before Ysgard being unknown. It is known that he was already an astral deva when he came to Ysgard and joined the endless battles there. Over the centuries he proved his strength time and time again, until he came to lead his own army and daily war games. He became known as a powerful and unrelenting teacher of the plane's denizens, as well as aiding worthy mortals who sought celestial training.

One day, Alicia Reynes, Antenora Reynes and Latha came to him. They sought to grow stronger to oppose evils that plagued Alicia's Prime Material world. Here Strength of Light laid before them many trials, such as finding and defeating a grandson of Jormugandr while without any equipment, overcoming the guardian of the Tree of Idun (Syala) and enduring an entire day of battle on floating hunks of obsidian in a vast sea of magma. Unlike almost all that came before him, the three excelled and did not die even once. They were his best students in countless millenia and grew mighty indeed.

In due time, Alicia and her friends returned to the Prime. There they vanquished the evils that opposed them and lived up to the potential shown. Alicia even grew close to the guardian of the Tree of Idun, winning some favor from Sharess (as well as an apple from the tree). So great were Alicia's successes that Strength of Light offered Alicia and Syala the chance to challenge one of the greatest trials of Ysgard: Triel's Furnace.

It is said that in the days before his darkness was exposed, Triel traveled to Ysgard. The soon to be Lord of the Flies found the chaos of Ysgard disdainful, and thus challenged its mighty warriors. He created a demiplane geared for the greatest conflict, a challenge so devious and difficult that none were able to overcome it. In time it became little known, an obscure relic and a holy grail of challenges, only offered to the most promising - for one could only challenge the demiplane once.

In all truth, Strength of Light did not expect Alicia and Syala to win. He believed that Triel left no means of victory, that it was merely a spiteful joke at the expense of chaos. Yet even the most miserable furnace can temper steel and strengthen it, so he extended the invitation.

Alicia and Syala triumphed. They at last passed the cruel test and the prize was Triel's Furnace. The demiplane became a lush paradise for Alicia and Syala to rule, the victory imbued them both with the beginnings of divinity. His greatest students had surpassed him, but Strength of Light was not upset. In them he saw the potential for great good and thus he willingly joined Sylica as the head of its army.  Since that day, he has focused on making the new realm's army the best it can be. He is not the most gifted commander ever, but he makes up for it through superbly trained troops.

Strength of Light is a wise, jovial teacher who embraces all life has to offer. He pushes his students as hard as he can - should they grow stronger and endure, all well and good. If not, then the broken remnants can be reforged into a greater warrior. No matter what, once he is done with a warrior, they will be an unbreakable force for good.



Notes:
Spoiler: ShowHide


- Strength of Light's backstory is as much about Alicia as himself. That's fine - his past isn't terrifically important. Warlords and army leaders are a dime a dozen in Ysgard, and while he grew strong, he was far from unique. As a teacher, he found his greatest triumph through his students.

- Marshal is there as a nod to Strength of Light's roll in both Ysgard and Sylica. It's a relatively new development for him. Anyway, he uses the strongman ACF since intimidate is more important than diplomacy for him.

- Overall, he's an overgrown astral deva. He's still all about SLAs and smashing things with his mace. The dash of marshal is just flavoring to that, as is angelic strength. Sometimes gestalt adds a great deal of depth to a creature, but other times it merely refines what they're already good at.

- How Strength of Light was soaked in the blood of Jormugandr is left to your imagination.



Astral Deva 28//Fighter 27/Marshal 1

Size/Type: Large Outsider (Angel, Chaotic, Good)
Hit Dice: 28d10+336 (496 hp)
Initiative: +13
Speed: 50ft, fly 120ft (perfect)
Armor Class: 51 (-1 size, +9 dex, +32 natural, +1 ws)(+4 deflection vs evil)
Base Attack/CMB/CMD: +28/+44/64
Attack: Overwhelm+55 (2d6+47 plus 2d6 holy plus 1d6 fire plus 1d10 fire on critical hit plus stun (DC 45))
Full Attack: Overwhelm+55/+50/+45/+40 (2d6+47 plus 2d6 holy plus 1d6 fire plus 1d10 fire on critical hit plus stun (DC 45))
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, stun.
Special Qualities: Damage reduction 20/epic and evil, immunity to acid, cold and petrification, resistance to electricity and fire 20, spell resistance 46, darkvision 120ft, low-light vision, change shape, protective aura, tongues, uncanny dodge, angelic strength, auras.
Saves: Fort +26, Ref +23, Will +26 (+8 racial vs poison, +4 resistance vs evil)
Abilities: Str 40, Dex 28, Con 34, Int 24, Wis 20, Cha 29 
Skills: Balance+40, Concentration+43, Craft(Weaponsmithing)+38, Diplomacy+40, Hide+40, Intimidate+43, Knowledge(A&E)+38, Knowledge(Dungeoneering)+38, Knowledge(Local:Ysgard)+38, Knowledge(Nature)+38, Knowledge(Planes)+38, Knowledge(Religion)+38, Listen+36, Move Silently+40, Profession(General)+36, Sense Motive+36, Spot+36, Swim+46, Tumble+40
Feats: Words of Creation(B), Endurance(1), Improved Initiative(F1), Power Attack(F2), Intimidating Strike(3), Weapon Focus(Heavy Mace)(F4), Brutal Strike(6), Spectral Skirmisher(F6), Weapon Specialization(Heavy Mace)(F8), Steadfast Determination(9), Melee Weapon Mastery(Bludgeoning)(F10), Greater Weapon Focus(Heavy Mace)(12), Greater Weapon Specialization(Heavy Mace)(F12), Crushing Strike(F14), Ability Focus(Stun)(15), Improved Bull Rush(F16), Quicken Spell-Like Ability(Greater Invisibility)(18), Weapon Supremacy(Heavy Mace)(F18), Combat Reflexes(F20), Skill Focus(Intimidate)(M1)
Epic Feats: Great Ability(Strength)(21), Epic Weapon Focus(Heavy Mace)(F22), Epic Ability Focus(24), Epic Weapon Specialization(F24), Spellcasting Harrier(F26), Pulverize(27)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-see invisibility. At will-aid, bull's strength, continual flame, cure light wounds, detect evil, dispel evil, greater dispel magic, greater invisibility, greater plane shift, greater teleport, holy aura, holy smite, holy word, remove fear. 3/day-blade barrier, heal, mass bull's strength, righteous might. Caster level 28th. The save DCs are 19 + spell level.

Change Shape (Su)

Strength of Light can assume the form of any Small, Medium or Large humanoid.

Stun (Su)

If Strength of Light strikes an opponent with his mace, that creature must succeed on a DC 45 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength based.

Uncanny Dodge (Ex)

Strength of Light retains his Dexterity bonus to AC when flatfooted, and he cannot be flanked except by a rogue of at least 32nd level. He can flank characters with the uncanny dodge ability as if he were a 32nd level rogue.

Angelic Strength (Su)

Strength of Light is a personification of the might of both Ysgard and the angelic host. He can channel this power to greatly enhance himself, much as a cleric of strength can. Three times per day, Strength of Light can use the granted power of the Strength domain as a 28th level cleric. This grants him a +28 enhancement bonus to Strength for one round.


Marshal powers:
Spoiler: ShowHide


Strength of Light manifests auras as a 1st level marshal.

Minor Auras (+9): Motivate Strength



Gear: [spoiler]

Overwhelm

This heavy mace has been at Strength of Light's side longer than anyone can recall. It is said that it is the heart of a volcano beaten into submission, and that Strength of Light defeated an erupting volcano in combat. This is only half true. Strength of Light was part of an army that defeated a massive titan of fire, one that lived in a volcano. His previous weapon, the mace given to all astral devas, was melted during the confrontation. Afterwards, a friendly cleric of Tempus helped Strength of Light reforge the weapon from its remnants and imbue the glory of that battle into it.

Overwhelm is a large heavy mace+7, holy and flaming burst. Further, the mace empowers his crushing strike feat. In addition to the stated benefit of the feat, the target also suffers a -1 penalty to armor class. These penalties stack with each other and last until the beginning of Strength of Light's next turn.

While Strength of Light usually wears no armor, he has been soaked with the blood of Jormungandr. This grants him a +4 enhancement bonus to all ability scores and increases his racial bonus against poison to +8. This bonus applies against epic poisons.

Strength of Light carries no other gear normally. He sometimes wears full plate armor+5, soulfire when overseeing ceremonies with the Amber Army.
<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

#152
Yuki-onna

Yuki-onna are women lost in blizzards, but instead of dying, they are embraced by winter's chill touch. They become spirits of winter, distant from all the world. Most stay in mountainous retreats where winter never abates, where legends say they will take in lost travelers. Some claim that they prey on and ultimately consume the travelers, while others paint them in a genuinely altruistic light.

Creating a Yuki-onna

"Yuki-onna" is an acquired template that can be added to any living female humanoid (referred to hereafter as the base creature).

Size and Type

The base creature's type changes to fey with the cold subtype. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged.

Armor Class

The base creature gains a deflection bonus to armor class equal to her Charisma modifier.

Attacks

A yuki-onna has a freezing touch as a melee touch attack. If the base creature can use weapons, the yuki-onna retains this ability. A yuki-onna fighting without weapons uses a touch attack when making an attack action. When she has a weapon, she usually uses whichever is more beneficial. A creature that already has a slam attack or similar natural attack may use whichever is better.

Full Attacks

A yuki-onna fighting without weapons makes two freezing touches as a full attack. She may not add a freezing touch attack when using a weapon to full attack.

Damage

A yuki-onna's touch deals 1d6 points of cold damage per 3 hit dice of the base creature.

Special Attacks

A yuki-onna retains all the special attacks of the base creature and also gains the following special abilities.

Spell-Like Abilities (Sp)

At will-charm person, disguise self, hold monster, ice darts, silent image, snowdrift. 1/day-cone of cold. The save DCs are Charisma based.

Confusion (Su)

The touch of a yuki-onna can doom a creature to wander with no hope of escape. As a standard action, the yuki-onna may make a touch attack against a creature. If it succeeds, they must make a Will save or be cursed to be lost for 24 hours. A creature affected by this wanders and cannot find their way to anything.  To others, they seem to wander in aimless circles and paths, while to them they strive to navigate in a world that doesn't make sense. An affected creature may follow another or be directly lead.

The save DC is Charisma based.

Special Qualities

A yuki-onna has all the special qualities of the base creature, plus the following special qualities.

- Low-light vision
- Immunity to cold
- Vulnerability to fire
- Damage reduction 5/cold iron

Blizzard Maiden (Ex)

A yuki-onna can travel through snow and icy conditions with no risk of slipping. She is not slowed down or impeded by wintry conditions in any way. She can see normally in a blizzard, ice storm or similar conditions.

Abilities

Increase from the base creature as follows: Dex +4, Int +2, Wis +2, Cha +4.

Alignment

Usually any chaotic. Yuki-onna tend towards chaotic alignment, but may be of any alignment.

Level Adjustment

+4
<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

#153
Eldath, Mother Guardian of the Groves

Fluff:
Spoiler: ShowHide


Eldath
Goddess of Singing Waters, Mother Guardian of the Groves, the Green Goddess
Lesser Power
Symbol: Waterfall plunging into a still pool
Home Plane: House of Nature
Alignment: Neutral Exalted
Portfolio: Quiet places, springs, pools, peace, waterfalls
Worshipers: Druids, pacifists, rangers, swanmays
Cleric Alignments: CG, LG, NG
Domains: Charity, Community, Family, Good, Plant, Protection, Water
Favored Weapon: A net (Net)


Notes:
Spoiler: ShowHide


- Eldath is largely unchanged from canon FR. She picks up swanmays as worshipers and has expanded domains, but that's it.

- Eldath's relationship with Istishia is left open ended. It's safe to say that for whatever reason, the Water Lord respects Eldath. Those sort of dalliances happen, though it's extremely rare for one of the elemental deities to grow close to anyone else. The fact that Eldath has Water and it allows her to freely command primal elementals is incredibly rare and a sign of the high regard Istishia holds her in.

- Druid/monk is a strange combination, but it's one that works well enough for her. Shapeshift lets her become a colossal sized water elemental, which is a nice form for her if she really needs to wreak havoc.

- Eldath is a pacifist, though there are a few exceptions. Constructs aren't alive and are fair game to her. Likewise, undead are acceptable to attack, though she rarely has need to do so. She would rather soothe the spirit of the undead, try to get it to repent (if intelligent) and restore it to life instead. Fiends are rarely fought - she works to convert them or at least make them forswear what they were doing when she crossed their path. She sincerely believes violence is only an absolute last resort. A calm word, soothing presence and serenity can do more than a thousand blows.

- On that note, Eldath is barely a lesser power. Pacifism just isn't well suited to D&D or Balmuria. The fact that she's a lesser power is mainly a testament to her extraordinary will. She truly believes non-violence is the correct path and will face down horrors with nothing but her own words. It's commendable, albeit a tough path to follow.

- Eldath doesn't use vow of peace/non-violence. She follows the spirit behind them, but I don't feel using those feats benefits her. I generally prefer to leave the vow feats away from deities. They're the examples and what the vows draw from. Also the mechanics of those feats are a bit troublesome, and she has enough going on without them.

- Eldath's plant companion ACF is from Dragon. It'll be in the next post.


Druid 42//Monk 42

Size/Type: Medium Outsider (Good)
Divine Rank: 6
Hit Dice: 42d8+588 (924 hp)
Initiative: +21
Speed: 200ft, swim 200ft, fly 340ft (perfect)
Armor Class: 100 (+15 dex, +6 divine, +29 natural, +14 deflection, +18 wis, +8 monk)(+6 if touching water)
Base Attack/CMB/CMD: +42/+60/131
Attack: Net+69 ranged touch (entangled) or unarmed strike+66 (2d10+18)
Full Attack: Net+69/+64/+59/+54 (entangled) or unarmed strike+66/+66/+66/+59/+54/+49 (2d10+18)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, shapeshift, ki strike(magic, good, adamantine), stunning fist 42/day(DC 50), net.
Special Qualities: Damage reduction 20/adamantine and epic, immunity to acid and cold, spell resistance 79, divine traits, animal companion, wild empathy, woodland stride, trackless step, venom immunity, a thousand faces, timeless body, improved evasion, slow fall(any), purity of body, wholeness of body(84 hp), diamond body, abundant step, mastery of the stunning fist, tongue of the sun and moon, empty body, perfect self, fast healing 6.
Saves: Fort +53, Ref +54, Will +63 (+4 vs fey, +2 vs enchantment)
Abilities: Str 35, Dex 40, Con 38, Int 37, Wis 46, Cha 39
Skills: Balance+66, Concentration+65, Diplomacy+67, Handle Animal+65, Heal+69, Hide+66, Knowledge(Arcana)+64, Knowledge(Dungeoneering)+64, Knowledge(Geography)+64, Knowledge(Nature)+66, Knowledge(Planes)+64, Knowledge(Religion)+64, Listen+69, Move Silently+66, Ride+66, Sense Motive+69, Spellcraft+64, Spot+69, Survival+71, Swim+71, Tumble+66
Feats: Exalted Shapeshift(1), Iron Will(H) Improved Unarmed Strike(M1), Stunning Fist(M1), Deflect Arrows(M2), Animal Friend(3), Ability Focus(Aura of Calm)(6), Improved Disarm(M6), Intuitive Attack(9), Extend Spell(12), Nonlethal Substitution(15), Purify Spell(18)
Epic Feats: Epic Will(21), Exceptional Deflection(M23), Improved Intuitive Attack(24), Epic Spell Capacity(D24), Infinite Deflection(M26), Epic Disarm(27), Improved Elemental Fury Form(D28), Reflect Arrows(M29), Great Ability(Wisdom)(30), Improved Shapeshift Size(D32), Armor Skin(M32), Improved Spell Resistance(33), Fast Healing(M35), Great Ability(Wisdom)(36), Improved Shapeshift Size(D36), Armor Skin(M38), Epic Ability Focus(Aura of Calm)(39), Fast Healing(D40), Armor Skin(M41), Armor Skin(42)
Salient Divine Abilities: Area Divine Shield, Aura of Calm, Automatic Metamagic(Nonlethal Substitution), Command Plants, Divine Shield, Divine Water Mastery, Extra Domain(Community), Extra Domain(Family), Extra Domain(Protection), Increased Spell Resistance, Still Waters
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Net (Su)

Eldath can conjure nets to throw as a free action. These nets are treated as being +6 ghost touch nets and have a maximum range of 100ft. Eldath can conjure them fast enough to make a full attack, with each attack being a different net thrown. A creature caught in one of Eldath's nets is reduced to 1/4th normal movement speed instead of 1/2, and they cannot fly, swim, run or charge. The Concentration check DC to cast a spell while entangled by one of Eldath's nets is 49, as is the Escape Artist check to escape the net or the Strength check to burst the net.

Nets created by this ability last for one hour.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-acid fog, aid, animate plants, antimagic field, barkskin, bless, blade barrier, command plants, cone of cold, control plants, control water, create food and water, dispel evil, elemental swarm, entangle, fog cloud, goodberry, greater plane shift, greater teleport, helping hand, heroes feast, holy aura, holy smite, holy word, horrid wilting, ice storm, imbue with spell ability, mage's magnificent mansion, magic circle against evil, mass cure light wounds, mass heal, mind blank, obscuring mist, plant growth, prayer, prismatic sphere, protection from energy, protection from evil, protection from spells, refuge, repel wood, sanctuary, shambler, shield other, spell immunity, spell resistance, status, summon monster 9 (good creatures only), telepathic bond, tongues, wall of thorns, water breathing. Caster level 42nd. The save DCs are 40 + spell level.

Alter Reality (Su)

Eldath exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Eldath can use limited wish when doing so can help her peace, quiet places and pacifism. Note that in the situation where Eldath 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)

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

Domain powers:

Charity: 6/day, take 42 hp in damage, give ally the same amount of temp hp. Full round action to use.
Community: Can use calm emotions as an SLA once per day, gain a +2 bonus to diplomacy.
Family: 6/day, grant up to 14 creatures a +4 dodge bonus to armor class. Must be within 10ft of you. Lasts 21 rounds, free action to use.
Good: +1 caster level to good spells.
Plant: 17/day command plants.
Protection: 6/day grant a touched target a +21 resistance bonus to their next saving throw. Lasts for one hour.
Water: 17/day channel water, deal 11d6 damage to fire creatures. DC 34.

Divine Aura (Ex)

The save DC against Eldath's divine aura is 30 and the radius is 600ft.

Immunities: Eldath is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on rerself. She 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). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Eldath is immune to effects that imprison or banish her. 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: Eldath gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Eldath does not automatically fail on a natural attack roll or saving throw roll of 1. Eldath may take 10 on any check.

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

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

Create Items: Eldath can create any wondrous item with power related to pacifism, peace and water; the maximum is 30,000 gold.

Portfolio Sense: Eldath is aware of any act of pacifism, peace-making or water that involves 500 or more people.


Druid powers:
Spoiler: ShowHide


Eldath casts as a 42nd level druid (caster level 43rd for spells with the good descriptor). The save DCs are 28 + spell level. All of her spells that deal energy damage are automatically modified by nonlethal substitution. Her metamagic options are Extend Spell (+1) and Purify Spell (+1).

[6/day]0: Detect Magic, Detect Poison, Guidance, Light, Resistance, Virtue
[10/day]1: Calm Animals, Charm Animals, Detect Animals or Plants, Endure Elements, Hide From Animals, Jump, Pass Without Trace, Speak With Animals, Summon Nature's Ally 1x2
[10/day]2: Animal Messenger, Animal Trace, Barkskin, Delay Poison, Gust of Wind, Hold Animal, Owl's Wisdom, Reduce Animal, Tree Shape, Warp Wood
[9/day]3: Daylight, Diminish Plants, Dominate Animal, Neutralize Poison, Plant Growth, Protection From Energy, Quench, Sleet Storm, Water Breathing
[9/day]4: Air Walk, Antiplant Shell, Command Plants, Control Water, Ice Stormx2, Reincarnate, Rusting Grasp, Summon Nature's Ally 4
[9/day]5: Animal Growthx3, Awaken, Call Lightning Storm, Tree Stride, Wall of Thornsx3
[8/day]6: Antilife Shell, Ironwoodx2, Liveoak, Repel Wood, Transport via Plantsx3
[7/day]7: Animate Plants, Healx2, Sunbeam, Transmute Metal to Wood, True Seeingx2
[7/day]8: Control Plants, Earthquake, Reverse Gravity, Sunburstx4
[7/day]9: Foresightx2, Regeneratex2, Shambler, Sympathyx2
[7/day]10: Cleansing Rainx2Home, Energy Immunityx3Home, Extended Rain of TulipsBoED, True Meteor SwarmHome
[6/day]11: Dire WinterHome, Power of the HuntressHome, Shardread WeaponHome, SunlanceHome, Superb Dispellingx2Home
[6/day]12: Extended Shardread Weapon, Mass RegenerateHome, Purified Sunlancex2Home, Rain of Desolationx2Home,
[6/day]13: Mass Energy Immunityx3Home, Purified Rain of Desolationx3
[6/day]14: Mass Power of the Huntressx3Home, Morwel's Blessingx3Home,
[5/day]15: Call Primal Elementalx3Home, Greater Foresightx3Home
[5/day]16: Extended Greater Foresightx5Home
[2/day]17: Domiel's Spread of Lifex2Home

BoED - Book of Exalted Deeds
Home - Homebrew

Shapeshift

Eldath shapeshifts as a 42nd level druid. All of her shapeshift forms gain the benefits of the celestial creature template. She can choose to increase the size of her shapeshifted forms by up to two size categories.

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su)

At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid's body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid's appearance, within the limits described for the spell.

Timeless Body (Ex)

After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.


Monk powers:
Spoiler: ShowHide


Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Ki Strike (Su)

At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)

At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)

At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Timeless Body (Ex)

Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature.

Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.


Gear:
Spoiler: ShowHide


Eldath carries no weapon, though she is able to generate nets as described above.

Water

Eldath is surrounded by white, misty water. This mist can take the form of any clothing Eldath wishes, or none at all if she desires. Water provides its benefits regardless of the form it takes. It is said that this mist is the mist from the first waterfall to be made in Creation, a gift from Istishia to Eldath during a brief relationship the two had. This is primarily known due to Letisa, a unique and non-divine outsider that was the result of that union. Letisa holds a high position in Istishia's court and is not shy about discussing her parentage.

Water causes all melee and ranged attacks against Eldath to be treated as if they were made underwater. Freedom of movement and similar effects do not overcome this effect. Spells and spell-like abilities with the fire descriptor require a Spellcraft check if they target or affect Eldath, with a DC of 50 + spell level. Failure results in the spell failing.

Once per day as a full round action, Eldath may invoke Water to create an enormous waterfall. The waters of this waterfall come from a portal to the Elemental Plane of Water. This waterfall is 1000ft tall and 400ft wide, and the ground beneath it is converted to a lake 1 mile in diamater and 500ft deep. Eldath can create this waterfall wherever she wishes, terrain and buildings around it are changed to permit it. The works of deities require Eldath to make an opposed rank check to overcome in this manner. This waterfall lasts for 1 hour, though Eldath can choose to make a waterfall permanent if she wishes.

As a standard action, Eldath can call water elementals into the waterfall from the portal to the Elemental Plane of Water. She can summon 1 primal elemental, 2 elemental monoliths, 4 elder elementals, 8 greater elementals or 16 huge or lesser elementals per summoning. The elementals automatically obey Eldath and serve her every command. The elementals summoned by this last for 1 hour or until the waterfall ends.

The waters of this waterfall are pure and cannot be polluted or corrupted in any way, and impurities introduced into the water are immediately disintegrated. Creatures who drink the waters or are immersed in them are cured of all poisons and diseases.

Beyond this, Eldath has a great deal of treasure. Any non-epic item and most epic items are trivial for her to obtain, as well as many artifacts.


Custom Material: [spoiler]

Cleansing Rain
Evocation [Acid, Good]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (80ft radius, 80ft high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

A drenching rain falls from above, washing away filth while dissolving evil. Non-evil creatures are cleansed by the rain, any dirt and grim washed away. Evil creatures are affected by the rain as if were acid, taking 20d6 points of acid damage per round of exposure. Evil outsiders are particularly vulnerable, suffering a -4 penalty to the Reflex save.

Evil creatures slain by this spell are reduced to a puddle of clean, clear water.

Sacrifice

1d4 points of Strength drain.

Improved Elemental Fury Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Elemental Fury form with great cleave, wis 27
Benefit: Your elemental fury form gains even greater powers. While in elemental fury form, the bonuses to Strength, Fortitude saves, Reflex saves, Will saves and natural armor rise by 4.

Improved Intuitive Attack [Epic, Exalted]
Prerequisite: Intuitive Attack, wis 19
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on weapon damage rolls.

Improved Shapeshift Size [Epic, Shapeshift]
Prerequisite: Shapeshift ability
Benefit: When you shapeshift, you may choose to become one size larger than normal. This stacks with any size increases a shapeshift grants, up to a maximum size of Colossal.
Special: You can select this feat more than once. Its benefits stack.

AURA OF CALM
Prerequisite: Pacifism as a portfolio element, wis 35
Brenefit: Eldath is surrounded by an aura of gentle calm that stills aggression of all kinds. All creatures within 600ft of Eldath are unable to commit acts of violence unless they succeed on a Will save (DC 10 + 1/2 Eldath's hit dice + Eldath's Wisdom modifier; DC 55). A creature that fails the save cannot attempt it again for 24 hours, while a creature that succeeds on the save is immune to Eldath's aura of calm for 24 hours.

Should a creature succeed on the saving throw and make an attack against a creature, they suffer 20d6 points of damage each time they deal damage to a creature. This damage can be lethal or nonlethal damage at Eldath's discretion. Eldath can also choose to exempt a creature from this damage, and she is immune to effects of her aura of calm. Creatures outside of the aura are free to attack creatures within it, nor are they subject to taking damage if they deal damage to a creature within it.

This is a mind-affecting ability. Creatures immune to mind-affecting effects are not immune to this, though they gain a +10 bonus to the saving throw.

STILL WATERS
Prerequisite: Water domain, monk level 20th
Benefit: Eldath's still waters not only reflect her peaceful serenity, but how she stops those who wish to harm her. In response to a melee attack against her, Eldath may make a CMB check against the attacker's CMD. If she succeeds, the attack is stopped and countered, dealing no damage to her or any other creature who would be affected (such as if the attacker was using the whirlwind attack feat).  A creature who has an attack stopped cannot attack Eldath until the beginning of its next turn.
<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

Maralla, Eldath's Plant Companion

Fluff:
Spoiler: ShowHide


Maralla was once a mere seedling, an unremarkable daisy that would grow, blossom and wither away. It was then that fate intervened, for Eldath chose that little seedling to be her plant companion. It gained awareness from this gift and has grown greatly under Eldath's protection. It is unswervingly loyal to Eldath, who it sees as its mother.

Maralla's form is that of an 10ft tall, androgynous green humanoid covered in daisy blossoms. It is beautiful without being attractive, a work of art rather than an object of desire. It abhors violence in all forms and wishes only to serve Eldath while tending to its own gardens in the House of Nature. Only Eldath's orders or the protection of forestcreatures will rouse it to such, and only if there is no other option. Unlike Eldath, Maralla does not waste much time talking. It knows it does not have Eldath's skill at oratory.


Notes:
Spoiler: ShowHide


- Plant companion is from Dragon. This takes the bones of it and fills it out, as well as adds in various modifications Eldath has made over time. It is quite capable and often serves as a guardian of holy places to Eldath on the Prime Material.

- The companions, familiars and mounts of deities tend to be epic creatures in their own rights. Nothing wrong with that, as deities are served by a great many powerful creatures.

- Eldath refrains from bestowing the proxy template onto Maralla, as that would turn it into an outsider. Maralla is naturally immortal so long as it is tied to Eldath, so there's no need for it on those grounds. Being a plant instead of an outsider makes it much easier for Maralla to deal with the Prime Material. Eldath would be capable of reversing the type change if the template was given, but it's not a pleasant process. It's far easier to become an outsider than to cease being one, as the natural progression of souls in Creation is to become an outsider.


Size/Type: Large Plant
Hit Dice: 38d8+456+38+228 (1026 hp)
Initiative: +17
Speed: 30ft, swim 30ft
Armor Class: 63 (-1 size, +9 dex, +34 natural, +1 dodge, +10 armor)
Base Attack/CMB/CMD: +28/
Attack: Slam+43 (1d6+15)
Full Attack: Slam+43/+38/+33/+28 (1d6+15)
Space/Reach: 10ft/10ft
Special Attacks: Sleep pollen, shapeshift, smite evil 1/day.
Special Qualities: Damage reduction 20/epic and evil, immunity to fire, resistance to acid, cold and electricity 20, spell resistance 43, blindsight 30ft, darkvision 120ft, blunting mold, plant traits.
Saves: Fort +40, Ref +37, Will +32
Abilities: Str 41, Dex 29, Con 35, Int 10, Wis 18, Cha 18
Skills: Hide+49, Listen+44, Move Silently+49, Spot+44
Feats: Toughness(1), Improved Initiative(3), Darkstalker(6), Ability Focus(Sleep Pollen)(9), Dodge(12), Rapidstrike(Slam)(15), Weapon Focus(Slam)(18), Improved Rapidstrike(Slam)(21)
Epic Feats: Epic Ability Focus(Sleep Pollen)(24), Superior Initiative(27), Epic Toughness(30), Epic Toughness(33), Epic Toughness(36)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Shapeshift

Maralla shapeshifts as a 20th level druid.

Sleep Pollen (Ex)

As a standard action, Maralla can emit a 50ft cloud of green pollen centered on itself. Creatures within the radius of the pollen must make a DC 49 Fortitude save or be knocked unconscious for 1d4 hours.

The save DC is Constitution based and includes a +2 racial bonus.

Blunting Mold (Ex)

Maralla is covered in thick green mold, which naturally coats any piercing or slashing weapon used to deal damage to it. Any weapon coated in this mold suffers a -4 penalty to attack rolls and only deals half damage. A full round action can remove the mold and restore the weapon to normal.


Gear: [spoiler]

Maralla is a plant and wears no gear. However, it has been extensively enchanted and modified by Eldath, granting it several benefits. It has a +8 enhancement bonus to ability scores, a +10 armor bonus to armor class, a +10 resistance bonus to saving throws, immunity to fire, the celestial creature template and damage reduction 20/epic and evil. In addition, Maralla can shapeshift as a 20th level druid. Finally, Maralla has good base save progression for all three saving throws.
<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

This shows what the majority of mercane look like. Wizardly studies make sense for them, so here they are. They focus or defensive and non-combat options. Fighting is what they pay bodyguards for.

Mercane 7//Wizard 7

Size/Type: Large Outsider
Hit Dice: 7d8+21 (56 hp)
Initiative: +2
Speed: 30ft
Armor Class: 15 (-1 size, +2 dex, +4 natural)
Base Attack/CMB/CMD: +7/+10/22
Attack: Masterwork Falchion+9 (2d6+3 18-20 x2)
Full Attack: Masterwork Falchion+9/+4 (2d6+3 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spells, spell-like abilities.
Special Qualities: Spell resistance 19, telepathy 100ft, darkvision 60ft, familiar.
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15
Skills: Appraise+24, Bluff+12, Concentration+13, Craft(Alchemy)+15, Craft(Armorsmithing)+15, Craft(Weaponsmithing)+15, Decipher Script+17, Diplomacy+12, Forgery+15, Gather Information+12, Knowledge(Arcana)+15, Knowledge(Planes)+15, Listen+13, Profession(Merchant)+13, Sense Motive+13, Spellcraft+15, Spot+13
Feats: Combat Expertise(1), Scribe Scroll(W1), Skill Focus(Appraise)(3), Craft Magic Arms and Armor(W5), Diligent(6)
Epic Feats: -
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

3/day-dimension door, invisibility. 1/day-plane shift, secret chest. Caster level 7th. The save DCs are 12 + spell level.

Telepathy (Su)

Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills

Mercanes receive a +4 racial bonus on Appraise checks.


Wizard powers:
Spoiler: ShowHide


Mercane wizards cast as 7th level wizards. The save DCs are 15 + spell level.

0: Arcane Mark, Detect Magic, Detect Poison, Mending
1: Alarm, Detect Secret Doors, Mage Armor, Shield, Silent Image, Unseen Servant
2: Arcane Lock, Glitterdust, See Invisibility, Web
3: Fly, Major Image, Tongues
4: Remove Curse, Scrying



Gear:
Spoiler: ShowHide


Mercane carry masterwork falchions. Mercane wizards carry a variety of scrolls and magical weapons, many of which they crafted themselves. They generally strike a balance between utility and salable items, as mercane quickly learn that gold isn't (usually) worth getting killed over.
<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

#156
Rilhansana, Great Wyrm of Winter

Fluff:
Spoiler: ShowHide


When the Archcoven of Holmarge struck at Auril, they used many dominated slaves to attack while they bombarded her with magic. One of these slaves was Rilhansana, a great wyrm white dragon ripped from his home in the mortal world. it is said he lasted through the summoning of the great northern wind, only to be torn apart by Auril's axe and his soul tossed into the Styx.

The fact that he protected his mind and memories from the Styx was small consolation, as the rest of his soul was drenched with the river's power.


- An excerpt from the Dragon Codex, a study of famous dragons.

Winter would not be denied, as it knew its queen. Those who think that the Queen of Air and Darkness does not support Auril are fools, for the ease on which she cut through the Archcoven of Holmarge could only be with her favor. The frostwind viragos were slain to the last, the covenstone shattered and the souls of those foolish fey ripped from The Cycle to serve Auril - forever.

- An excerpt from Unseelie Luminaries, a study of famous Unseelie fey.

It is known that a dead dragon ceases to grow. Left alone, the spirit of a dragon will ponder perfection until the final day of Creation. Rilhansana's spirit was not granted this luxury. Auril forced him to materialize a body and join her court as yet another slave to winter. He joined the Frozen Brood, a clique of white dragons that serve Auril. They are opposed by the Snowfall Brood, a clique of white dragons who also serve Auril.

The Frozen Brood is larger but comprised of those dragons that died and thus cannot grow further. The Snowfall Brood is much smaller, but comprised of those white dragons who have earned Auril's favor, fully resurrected and allowed to continue to grow. They do battle in the endless blizzards of Auril's realm, for the Frozen Brood seeks to slay the Snowfall Brood. A dragon of the Snowfall Brood that is slain is forced to join the Frozen Brood, for in death they can grow no further.


- An excerpt from the Dragon Codex, a study of famous dragons.

To properly summon Rilhansana, no summoning circle is required. It must be managed without it, for the dragon has a deep hatred of anything that confines or limits his actions. It is said he was dominated in life and lead to his death by powerful wizards, so no enchanter or serious student of enchantment can safely summon him. Those that do are greeted by the ever-frost of his breath, then the savage fury of his claws.

- A note from Invoking Ancient Wyrms, a tome written by a excommunicated priest of Tiamat.

He hates and rages because he has nothing left. Is that not the point of winter? For those who serve it, spring never comes.

- An unknown fey, remarking on Rilhansana to a mortal sage.



Notes:
Spoiler: ShowHide


- Rilhansana is mostly a vehicle to explore a few bits of flavor around him. The archcoven was mentioned in passing in B3, while the structure of Auril's court has never been elaborated on. The idea of opposing groups of white dragons in Auril's court interests me, as the dead and frozen ones fight to destroy the spark of life in the living ones. It is winter's savage fury made manifest, Auril's hate for anything with any life or warmth. Those few white dragons she allows to keep growing face long odds to stay this, an eternal and inexorable tide of competing dragons that threaten to overwhelm them at any time. Winter isn't fair.

- White dragons (and brass) get the short end of the stick with breath weapons. I raised his breath weapon to 2d6 per age category to match the other true dragons. White dragons are already weak enough without making their breath weapon trivial. Freezing fog is a nice trick, though, and now it's part of his breath weapon.

- As for Rilhansana's personality, it's not hard to deduce it based on the flavor. It's left open so that one can draw conclusions from the material provided.

- To touch briefly on the advancement rules for dragons in the ELH/SRD: They exist in a fashion. Age isn't the only factor for a great wyrm dragon to advance. Much like outsiders, they often cease to advance or advance indescribably slow once they reach great wyrm age. Dragons in Balmuria never die of old age. They instead become more like outsiders in that regard. These rules aren't directly relevant to Rilhansana, as dead dragons cannot advance in any way. Lateral changes are possible, as he lost 3 levels of barbarian for the styx-corrupted template, but quite rare.



White Dragon 36//Barbarian 33/Styx Corrupted 3

Size/Type: Gargantuan Dragon (Cold)
Hit Dice: 36d12+360+36+72 (900 hp)
Initiative: +0
Speed: 70ft, fly 250ft (clumsy), burrow 30ft, swim 60ft
Armor Class: 53 (-4 size, +43 natural, +4 armor)
Base Attack/CMB/CMD: +36/+55/65
Attack: Bite+52 (4d6+20 plus 1 vile int damage)
Full Attack: Bite+52/+47/+42/+37 (4d6+20 plus 1 vile int damage) and 2 claws+52 (2d8+12 plus 1 vile int damage) and 2 wings+52 (2d6+12 plus 1 vile int damage) and tail slap+52 (2d8+27 plus 1 vile int damage)
Space/Reach: 20ft/20ft
Special Attacks: Spell-like abilities, spells, breath weapon (24d6; DC 38), frightful presence (DC 33), freezing fog, erosion of the mind, mighty rage 9/day.
Special Qualities: Damage reduction 27/-, spell resistance 27, fast healing 18, immunity to cold, resistance to fire 10, icewalking, styxian body, trap sense+11, improved uncanny dodge, indomitable will, tireless rage.
Saves: Fort +33, Ref +23, Will +29
Abilities: Str 41, Dex 10, Con 31, Int 18, Wis 19, Cha 20
Skills: Appraise+43, Balance+39, Hide+39, Knowledge(Arcana)+43, Knowledge(Local:Fury's Heart)+43, Knowledge(Nature)+43, Knowledge(Planes)+43, Listen+43, Move Silently+39, Spellcraft+43, Spot+43, Survival+43, Swim+62
Feats: Clinging Breath(1), Heighten Breath(3), Multiattack(6), Improved Multiattack(9), Toughness(12), Rapidstrike(Bite)(15), Improved Rapidstrike(Bite)(18), Iron Will(21), Suppress Weakness(24), Overcome Weakness(27), Combat Reflexes(30), Power Attack(33), Quicken Breath(36)
Epic Feats: Epic Toughness(B24), Epic Rage(B28), Chaotic Rage(B32)
Alignment: Anarchic Vile

Racial powers:
Spoiler: ShowHide


Spells

Rilhansana casts as a 13th level sorcerer. The save DCS are 15 + spell level.

The following spells are kept up at all times and are factored into the statblock above: Frost Armor, Superior Resistance.

[6/day]0: Chaos RippleHome, Detect Poison, Detect Magic, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic
[8/day]1: Protection from Law, Ray of Enfeeblement, Shield, Silent Image, True Strike
[7/day]2: Blur, Mirror Image, See Invisibility, Summon Swarm, Touch of Idiocy
[7/day]3: Frost ArmorHome, Haste, Slow, Tongues
[7/day]4: Charm Monster, Fear, Ice Storm, Wall of Ice
[7/day]5: Hold Monster, Teleport, Wall of Force
[4/day]6: Greater Heroism, Superior ResistanceSC

Home - Homebrew

Spell-Like Abilities

3/day-fog cloud, gust of wind, wall of ice. 1/day-control weather. Caster level 36th. The save DCs are 15 + spell level.

Breath Weapon (Su)

Once every 1d4 rounds, Rilhansana can breath a 60ft cone of cold. This deals 24d6 points of cold damage. A DC 40 Reflex save halves the damage. In addition, the area affected by the breath weapon is affected as if by freezing fog (see below for 5 rounds. The save DC is Constitution based and includes a +2 racial bonus.

Icewalking (Ex)

This ability works like the spider climb spell, but the surfaces Rilhansana climbs must be icy. It is always in effect.

Freezing Fog (Sp)

Rilhansana can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. Rilhansana is immune to the grease effect because of his icewalking ability. This ability is the equivalent of a 5th level spell.

Erosion of the Mind (Su)

The attacks of a Styx-corrupted dissolve the memories and identity of those they strike. The base creature's natural attacks (including unarmed strikes) deal 1 point of vile Intelligence damage per successful strike. Each strike steals away a few memories from the target, with the effects intensifying as it comes closer to zero Intelligence. A creature reduced to zero Intelligence by this ability is treated as having been exposed to the Styx (MoP 86). Creatures immune to the effects of the Styx are immune to the Intelligence damage from this ability.


Barbarian powers:
Spoiler: ShowHide


Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Greater Rage (Ex)

At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Indomitable Will (Ex)

While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage (Ex)

At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex)

At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.


Gear:
Spoiler: ShowHide


Rilhansana does not use equipment, as he is a dragon and prefers to collect treasure for his horde instead. However, his natural weapons enjoy a +5 enhancement bonus.
<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

Tributes are animals sacrificed by Auril's clergy in her name. This sacrifice causes the animal's spirit to fly to Auril's realm instead of the Beastlands. Here the animal is embraced in winter's power and is condemned to wander the wastelands around Auril's palace for all time. They become one with winter and Auril's frigid rage.

Mechanically, these animals gain the ice elemental creature template, shift to evil alignment due to Auril's touch and gain the ability to rage as a barbarian. Herds of these serve as flavor as well as potential encounters to those who explore Auril's blizzards. Tributes cannot breed and the only source of them is from sacrifices. Her faithful routinely sacrifice animals to her on her unholy days.


Tribute, Dire Boar

Size/Type: Large Elemental (Air, Cold, Water)
Hit Dice: 7d8+21+7 (62 hp)
Initiative: +2
Speed: 40ft, swim 20ft, fly 40ft (perfect)
Armor Class: 17 (-1 size, +2 dex, +6 natural)
Base Attack/CMB/CMD: +5/+14/26
Attack: Gore+13 (2d6+12 plus 2d6 cold)
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Ferocity, rage 2/day.
Special Qualities: Damage reduction 5/magic, immunity to cold, vulnerability to fire, low-light vision, scent, elemental traits.
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 8 
Skills: Listen+11, Spot+11, Swim+8
Feats: Toughness(1), Weapon Focus(Gore)(3), Improved Natural Attack(Gore)(6)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Ferocity (Ex)

A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Rage (Ex)

This ability is identical to the barbarian class feature of the same name, except that the creature exchanges the +2 morale bonus to Will saves for fire resistance 10.


Gear: [spoiler]

Tributes do not have any gear or possession, as they are simple animals imbued with elemental power.
<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

#158
Arctinal, Beast of the North Wind

Fluff:
Spoiler: ShowHide


The old man smiles at your request for knowledge. "Too many only care about how to defeat a threat, when real power can be found by understanding it. Sit down a spell and I'll tell you about Arctinal and Auril's victory over an entire world."

You know the prime material as one world. A world bigger than you know, full of fantastical adventure. But in truth, the prime material is many. Like a prism, there are countless refractions and reflections, each being a different world. Worlds are created, bloom, thrive and finally die in the fullness of time. Like the eternal leaves of the Yggdrasil, forever blooming and then withering.

When a world dies, it is because a deity or force has claimed it as their own. Once...Once there was a world where Auril triumphed. Her clergy created an endless winter across the entire world, one so fierce that all others succumbed to it. Horizon to horizon was silent, save for the howling of blizzard winds and the chanting of the Frostmaiden's minions. When at last the world itself succumbed to Auril, a portal was thrown open and she entered the world. At the same moment, it plunged into her realm in Fury's Heart, forever more her treasure.

Hah! Do not doubt it a moment. I see the disbelief in your eyes. It is the nature of mortal things to pass, and what is more mortal than the prime material? Do not doubt for a moment that this can come to pass should good men do nothing. Mark this well, for it is only by the grace of good and the sacrifices of the heroic that evil is held at bay on your world.

Now then, Auril traveled to the highest peak of her new treasure. Here she made a throne of ice to forever lord over her victorious servants - but as she sat, the throne melted. Defiance! Even now, something survived to challenge her rule. Yes, I see you shiver. Auril's rage at this slight can bring about winter's touch, even in mentioning. She took her axe, the Frostmaiden's Caress that has never known warmth, and sundered the mountain in twain. In the glowing heart of the mountain she found a cluster of ley lines, and within it a beast of legend, the tarrasque.

Few know this and fewer of them are mortal, so listen well. The tarrasque is what your sages call the Great Ravager. But it is not a singular beast, no. It is a beast of the world itself, created when conditions are right. In this case, I believe the world sought to create the tarrasque as an emergency measure against Auril's chosen. But it was too late, for the tarrasque was not yet born. It feasted on the dying ley lines, growing ever larger but not fast enough.

Auril raised her axe high, ready to destroy this final insult, but her hand stayed. Do you see me sigh here? For all Auril was in the grip of her rage, winter's rage is a cold one. It is not the unbridled passion of fire's fury, but instead a cold hatred capable of calculation. Were it not so...ah, but possibilities are meaningless, for we deal in facts and realities. The fact is that Auril saw possibilities beyond merely slaying the affront before her.

The Frostmaiden summoned thousands of fiends with but a word. At her command, they threw themselves before the tarrasque. Know that the tarrasque always hungers, and even unborn, it devoured them without a second thought. The blood of these fiends stained it, tainted it. This stirred the ravenous beast before her. Auril baptized it as it awoke, calling on the great arctic winds to transform it into a creature of ice and snow. She then washed away the ley lines in the blood of white dragons and then suckled it on the poisonous essence of her own hatred.

Yet the tarrasque knew what it had been created for. Even as it suckled on the Frostmaiden's finger, a second head grew! Its hunger would not be denied and it bit at Auril. Yes, I see you shiver again, for this struck Auril's rage anew. Know that for all the power a tarrasque has Auril is stronger yet. Imagine it! Auril is naught but our size, standing before the mountainous tarrasque. Yet size was no matter, for she moved as swiftly as a gale wind and mercilessly as a blizzard. Under this assault even the tarrasque was laid low.

Defeated and battered, the tarrasque was informed of its fate. It would serve Auril as an avenger of winter. She named it Arctinal, the Beast of the North Wind. She declared it a man, a warrior baptized in winter and unable to feel anything but cold fury and gnawing hunger. It rampages across the fallen world, devouring all it can. It is the supreme guardian of that world - for any who wish to invade Auril's realm must pass through that world, for she made it the gate. To pass through the gate without Auril's blessing, Arctinal must be slain.

This has brought you to me. Understand that the beast is stronger than the Great Ravager you know. It has grown potent in the powers Auril fed it. Know that it may be destroyed in the same way as your sages think the Great Ravager can be. But...listen well. In this story is the seed of how to subvert this challenge. Do you see how?

Yes. Ah, I knew you were a wise one. Arctinal is not a willing minion but a slave. He has grown smarter from the power Auril has forced on him. Know that he fears and hates Auril, and will not lightly turn against her. But with the right persuasion, the right words, the right offering? Yes, you see now. He still remembers his true purpose. Provide him with this and you may yet see Arctinal live up to his potential.

Go forth now, armed and armored against your coming trial. Wield knowledge as your weapon and you may yet triumph as Auril triumphed long ago.


Notes:
Spoiler: ShowHide


- Most tarrasques never reach the vaunted 10 Intelligence (see the tarrasque's fluff and notes section for information) to gestalt. Those that improve do so by picking up templates. In this case, Auril forced many templates onto Arctinal.

- Arctinal can't technically qualify for ice elemental creature since it doesn't allow outsiders to take it. This is handwaved since Auril herself did it during its formative stages. That's sufficient for a deity to override the normal prerequisite. If Auril really wants one of her servants to be an ice or cold elemental creature, it will be.

- Arctinal isn't grossly different than a normal tarrasque. It's a bit tougher and a bit stronger, but it isn't fundamentally changed. Its bite is far nastier now, and rending bite is painfully vicious. Then again, if you're fighting the tarrasque and don't have sufficient AC, losing limbs is likely anyway. Like with any tarrasque, the best way to stop it is to have a high AC or other anti-melee tactics. Do watch out for the SLAs, though.

- It's worth noting that Arctinal doesn't fight alone. He's surrounded by a special type of incorporeal undead created by Auril. He'd eat most minions, so these are used since he can't eat incorporeal creatures. They also cover his weaknesses and will be described in another post. What, do you think Auril would let people fight her pet tarrasque without supporting it? No, that really isn't fair, but at the level and power you'd be to challenge Arctinal, you should be able to roll with it.


Tarrasque 40//Half Fiend 4/Ice Elemental Creature 5/Draconic 1/Poisonous 3/Multiheaded 2

Size/Type: Colossal Outsider (Air, Cold, Dragonblood, Native, Water)
Hit Dice: 40d20+960+40+240 (2040 hp)
Initiative: +15
Speed: 50ft, swim 50ft, fly 50ft (perfect)
Armor Class: 61 (-8 size, +7 dex, +52 natural)
Base Attack/CMB/CMD: +40/+73/90
Attack: Bite+65 (6d8+33 plus 2d6 cold plus poison plus improved grab 15-20 x3)
Full Attack: 2 bites+65 (6d8+33 plus 2d6 cold plus poison plus improved grab 15-20 x3) and 2 horns+65 (2d10+33 plus 2d6 cold plus 2 Con) and 2 claws+65 (2d12+33 plus 2d6 cold) and tail slap+65 (4d8+33 plus 2d6 cold plus knockdown)
Space/Reach: 30ft/30ft
Special Attacks: Augmented critical, frightful presence, improved grab, knockdown, overwhelming power attack, rush, swallow whole, trample, wounding, smite good 1/day, spell-like abilities, poison, rending bite.
Special Qualities: Vast power, carapace, regeneration 100, damage reduction 25/epic, spell resistance 50, immunity to cold, fire, poison, disease, energy drain, ability damage, ability drain, stunning, dazing, mind affecting, sleep, paralysis and critical hits, resistance to acid, electricity and sonic 60, scent, mettle, darkvision 120ft, low-light vision.
Saves: Fort +67, Ref +50, Will +39
Abilities: Str 61, Dex 24, Con 58, Int 7, Wis 14, Cha 18
Skills: Listen+55, Spot+55 
Feats: Combat Reflexes(B), Improved Initiative(B), Improved Multiattack(B), Power Attack(B), Cleave(1), Great Cleave(3), Run(6), Ability Focus(Frightful Presence)(9), Toughness(12), Improved Critical(Bite)(15), Improved Natural Attack(Bite)(18)
Epic Feats: Improved Combat Reflexes(21), Epic Speed(24), Superior Initiative(27), Epic Toughness(30), Epic Toughness(33), Epic Toughness(36), Spellcasting Harrier(39)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

3/day-darkness, poison, unholy aura. 1/day-blasphemy, contagion, desecrate, horrid wilting, summon monster 9 (evil creatures only), unhallow, unholy blight. Caster level 40th. The save DCs are 14 + spell level.

Vast Power (Ex)

Arctinal possesses a degree of might unknown to lesser creatures. He uses d20s for all hit dice, adds his Strength modifier to his saving throws, gains maximum HP per hit die and uses his full Strength modifier to determine damage on his secondary natural weapons.

Augmented Critical (Ex)

Arctinal's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. On a successful critical hit, Arctinal's bite also severs a limb. He may choose which limb to sever.

Overwhelming Power Attack (Ex)

Arctinal deals two points of damage for each point of attack he sacrifices with power attack. This stacks to 3 for 1 in the event he uses an attack that already gets a 2 to 1 return on power attack.

Frightful Presence (Ex)

Arctinal can inspire terror by charging or attacking. Affected creatures must succeed on a DC 44 Will save or become shaken, remaining in that condition as long as they remain with 60ft of him. The save DC is Charisma based and includes a +8 racial bonus.

Improved Grab (Ex)

To use this ability, Arctinal must hit a Gargantuan or smaller opponent with his bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the CMB check, he establishes a hold and can try to swallow the foe the following round.

Rending Bite (Ex)

If Arctinal hits with both bite attacks on the same creature, he tears and pulls the creature apart. This deals an extra 12d8+66 points of damage and severs the creature's legs (or similar appendages).

Wounding (Ex)

The horns of Arctinal deal jagged wounds that do not cease bleeding, causing 2 points of Constitution damage per successful hit.

Knockdown (Ex)

A creature struck by Arctinal's tail slap must make a DC 63 Fortitude save or be knocked prone. The save DC is Strength based and includes a +8 racial bonus.

Rush (Ex)

Once per minute, Arctinal can move at a speed of 250ft.

Swallow Whole (Ex)

Arctinal can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 4d10+24 points of crushing damage plus 4d10+22 points of acid damage per round from his digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to Arctinal's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Arctinal's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium or 512 Small or smaller creatures.

As Arctinal has two heads and gullets, he can swallow twice the number of creatures. Track each gullet's swallowed creatures separately.

Carapace (Ex)

Arctinal's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Regeneration (Ex)

No form of attack deals lethal damage to Arctinal. He regenerates even if he fails a saving throw against a disintegrate spell or a death effect. If Arctinal fails his save against a spell or effect that would kill him instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to his full normal hit points +10. Arctinal is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.

Arctinal can be slain only by raising his nonlethal damage total to his full normal hit points +10 and using a wish or miracle spell to keep him dead.

If Arctinal loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). He can reattach the severed member instantly by holding it to the stump.

Trample (Ex)

As a full round action, Arctinal can move up to twice his speed and literally run over any opponents at least one size category smaller than himself. This deals 8d10+37 damage, with a Reflex save DC 63 for half damage. This may be used in conjunction with his rush ability. The save DC is Strength based and includes a +8 racial bonus.

Poison (Ex)

DC 54 injury; 1d4 Intelligence damage primary and 1d4 Intelligence damage secondary. The save DC is Constitution based.

Skills

The tarrasque has a +10 racial bonus on Listen and Spot checks.


Gear: [spoiler]

Arctinal carries no gear. However, his natural attacks have a +8 enhancement bonus. This is a natural occurrence due to the potency of the tarrasque.
<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

#159
Arctinal's Shades are undead spirits bound to the Beast of the North Wind. They are servants of Auril who fell into disfavor before death, but not so much that they are beyond re-earning her favor. Excellent service in this position can result in regaining Auril's favor and promotion into a new form, while a failure to do so results in forced unison with Fury's Heart.

While powerful, these shades are completely without authority and prestige. Most promotions from this caste results in a loss of personal power and hit dice, as the shades are only so powerful because they are bolstered by Arctinal's life force. This is reflected in the lifebond feat - note that Arctinal can support as many shades as he desires without harm, as a tarrasque's life force is far superior to that or a mortal's. This isn't something reflected in the text of the feat, but just a note since it's the sort of ruling I might make.

Arctinal's Shades almost all gestalt as fighters/blackguards or variant paladins. The shades lack sufficient favor to take levels in cleric or favored soul of Auril, but paladins are allowed as this applies a strict code to them. Upholding the bitterly cold code they take is another step to regaining Auril's favor.

Anyway, Arctinal's Shades cluster around him. The tarrasque finds he cannot touch them in any way, so they are safe from being devoured. At the same time, they monitor Arctinal and aid him in battle against any serious threat. They have ranged options to compensate for the tarrasque's weakness there, as well as a good fly speed and an option to slow down creatures. It's all things Arctinal can't do himself.


Arctinal's Shades

Size/Type: Large Undead (Cold, Incorporeal)
Hit Dice: 23d12+184 (339 hp)
Initiative: +13
Speed: 30ft, fly 180ft (perfect)
Armor Class: 26 (-1 size, +9 dex, +8 deflection)
Base Attack/CMB/CMD: +11/+21/39
Attack: Touch+19 (10d6 frostburn damage)
Full Attack: 2 touches+19 (10d6 frostburn damage)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, winter's touch.
Special Qualities: Immunity to cold, unholy toughness, undead traits.
Saves: Fort +7, Ref +16, Will +17
Abilities: Str -, Dex 29, Con -, Int 15, Wis 15, Cha 27
Skills: Concentration+26, Hide+37, Knowledge(Arcana)+28, Knowledge(Local: Fury's Heart)+28, Knowledge(Nature)+28, Knowledge(Religion)+28, Listen+28, Move Silently+37, Spellcraft+28, Spot+28
Feats: Iron Will(1), Suppress Weakness(3), Overcome Weakness(6), Improved Initiative(9), Lifebond(Arctinal)(12), Lifesense(15), Quicken Spell-Like Ability(Haste)(18), Empower Spell-Like Ability(Polar Ray)(21)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

3/day-greater dispel magic, haste(Arctinal and Arctinal's Shades only), polar ray, slow. Caster level 23rd. The save DCs are 18 + spell level.

Winter's Touch (Su)

At will as a standard action, an Arctinal's Shade can create a frigid field of cold at any point within 500ft. This is identical to solid fog, except that creatures within the fog take 3d6 points of frostburn damage per round. Arctinal's Shades, Arctinal and Auril are immune to the effects of winter's touch, able to see through it as if it was not there and move through it without penalty.

Unholy Toughness (Ex)

Arctinal's Shades use their Charisma modifier to determine bonus hit points.


Gear:
Spoiler: ShowHide


Arctinal's Shades are not permitted any treasure. Should they obtain any, it is immediately confiscated by clerics of Auril.
<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

#160
Dragonborn Spirit

Fluff:
Spoiler: ShowHide


The dragonborn of Bahamut live dangerous lives, ones of adventure and heroism. These lives rarely see the promise of an extended draconic lifespan, instead coming to an end in heroism and bloodshed. Those dragonborn that die in Bahamut's service become dragonborn spirits, exemplars of the dragonborn who serve as a vast honor guard to Bahamut.

Ecology

Dragonborn spirits are outsiders and thus have no need to eat, drink or sleep. They do not participate in any natural cycle. They are dedicated to Bahamut instead and serve him. They are relatively removed from the rest of Celestia's affairs, though an individual dragonborn can choose to climb Mount Celestia if they wish.

Environment

Dragonborn spirits are native to Bahamut's Palace* and can be found about it, serving Bahamut's will, practicing or otherwise enjoying their hard-won afterlife. Individual ones can be found all about Mount Celestia, either under Bahamut's command or pursuing personal interests.

Typical Physical Characteristics

A typical dragonborn spirit is anywhere from 4 to 7 feet tall, depending on what the spirit's base race in life was. They have dark scales with metallic tints and otherwise resemble mortal dragonborn. As the millenia pass, a dragonborn spirit's eyes become orbs of glowing platinum.

Alignment

Always lawful good. A dragonborn spirit has been enlightened by Bahamut and Mount Celestia, and thus has the good and lawful descriptors.

Advancement

A typical dragonborn spirit advances slowly, even by the pace of outsiders. Many fall into the same sort of reflections the spirits of true dragons do, further hampering their progress. Exceptional dragonborn spirits, those who retain memories of their mortal life or begin with more than 5 hit dice, tend to be exceptions to this rule.

Gestalt

Dragonborn spirits overwhelmingly gestalt as paladins, clerics, favored souls and prestige classes tied to Bahmaut (such as vassal of Bahamut).

*It's worth mentioning that this is the actual name of his divine realm and not merely an allusion to his personal palace.



Notes:
Spoiler: ShowHide


Added note: The dragonborn spirits will get revised at some point. They need a revision, but that's in the future. See the notes section of the ux for more information.

- This is the afterlife of a typical dragonborn of Bahamut. They become part of the Platinum Dragon's entourage for eternity, unless they choose to seek Chronias. Some do, some don't. It's just the way Celestia works. Anyway, it's not a bad lot at all. While there's things to do if the dragonborn spirit wishes, there's also the freedom to do other things should a spirit wish. The life of a dragonborn is a hard one, and many simply crave rest after mortal life, even shorn of memories.

- It's also worth noting that dead dragonborn don't immediately incarnate into this form. When they first arrive, they spend anywhere from 7 weeks to 7 years as a lantern archon in Bahamut's Palace. This is known as the childhood after death and is viewed as a reward for serving Bahamut. It is a chance to return to true innocence and the simple joys of childhood, all the pressures of maturity relieved. Dragonborn that retain their mortal memories skip this step.

- Dragonborn spirits seldom promote into another form. A rare few are personally remade into metallic dragons by Bahamut, but this is an honor reserved for the greatest heroism. Those that pursue Chronias sometimes incarnate into the form of an archon as they do so. Those that do have Bahamut's blessing and retain the dragonblood subtype, as well as their breath weapon. After all, it's only natural for a resident of Celestia to seek the path to Chronias. Bahamut understands this.

- As far as mechanics go, dragonborn spirits are straightforward. They're outsiders who have various dragonborn traits, protection from evil and a few SLAs. They're low power celestials to start with, around hound archons.



Size/Type: Medium Outsider (Dragonblood, Good, Lawful)
Hit Dice: 5d8+20 (48 hp)
Initiative: +1
Speed: 30ft, fly 30ft (average)
Armor Class: 20 (+1 dex, +4 natural, +5 armor)(+2 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +5/+8/19
Attack: Masterwork scimitar+10 (1d6+5 18-20 x2)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 5/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 15, darkvision 60ft, low-light vision, protection from evil.
Saves: Fort +8, Ref +5, Will +6 (+2 resistance vs evil)
Abilities: Str 17, Dex 12, Con 19, Int 12, Wis 14, Cha 16 
Skills: Appraise+9, Climb+11, Craft(any two)+9, Diplomacy+11, Intimidate+11, Knowledge(Arcana)+9, Knowledge(Planes)+9, Knowledge(Religion)+9, Listen+10, Spot+10, Swim+11, Survival+10
Feats: Power Attack(1), Weapon Focus(Scimitar)(3)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, detect evil. 1/day-consecrate, cure light wounds, holy smite. Caster level 5th. The save DCs are 13 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides. The save DC is 16. The save DC is Constitution based.

Protection from Evil (Su)

A dragonborn spirit is under a constant protection from evil effect (caster level 5th).


Gear:
Spoiler: ShowHide


Dragonborn spirits carry masterwork scimitars and masterwork breastplates. They usually carry a few useful potions as well, though these vary over time. Many collect valuable trinkets and gemstones as well, as dragons and those touched by them tend to do.
<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

#161
Dragonborn Spirit, Aujir

Fluff:
Spoiler: ShowHide


Bahamut's dragonborn spirits naturally have their own organization. The common dragonborn spirits are lead by aujir, who obey the orders of the rach above them. They are the sergeants of Bahamut's dragonborn forces, leading the charge when Bahamut calls his children to war. Aujir, which means bronze in draconic, take bronze dragons as their totem.

Beyond leading the common dragonborn, aujir are inquisitive and full of questions. They seek and enjoy knowledge of all types, a trait they learn from the bronze dragons they emulate. Aujir seek to find themselves through knowledge of the world. This seeking determines their fate - to stay an aujir, to eventually become a rach or to walk the path towards Chronias. The vast majority of dragonborn spirits that transmigrate to an archon or angelic form are aujir.

An aujir that transmigrates keeps the dragonblood subtype, breath weapon and the ability to breath underwater. It is an honorable choice to seek Chronias, one Bahamut respects. It is said that the Platinum Dragon has seen deeply into the unfathomable light of the summit and finds it a worthy place for his children.

Aujir gain a bronze cast to their scales, which always seem polished and bright.


Notes:
Spoiler: ShowHide


- Aujir are dragonborn spirits+1 1/2 or so. They're a general upgrade on them, though they do get new tricks to increase their lethality. Fog cloud lets them control the battlefield, detect thoughts and speak with animals grant improved information gathering abilities and a swim speed and waterbreathing lets them challenge evil even if it hides beneath the waves.

- Any dragonborn spirit can become an aujir. It's a matter of desire more than anything else. Many find themselves content as mere dragonborn spirits. There's nothing wrong with that, as some aren't meant to be leaders. 


Size/Type: Medium Outsider (Dragonblood, Good, Lawful)
Hit Dice: 7d8+35 (74 hp)
Initiative: +1
Speed: 30ft, swim 30ft, fly 30ft (average)
Armor Class: 24 (+1 dex, +6 natural, +7 armor)(+2 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +7/+11/22
Attack: Scimitar+13 (1d6+6 plus 1d6 electricity 18-20 x2)
Full Attack: Scimitar+13/+8 (1d6+6 plus 1d6 electricity 18-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 10/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 17, darkvision 60ft, low-light vision, protection from evil, aujir.
Saves: Fort +10, Ref +6, Will +8 (+2 resistance vs evil)
Abilities: Str 19, Dex 12, Con 21, Int 14, Wis 16, Cha 18 
Skills: Appraise+12, Climb+14, Craft(any two)+12, Diplomacy+14, Intimidate+14, Knowledge(Arcana)+12, Knowledge(Planes)+12, Knowledge(Religion)+12, Listen+13, Sense Motive+13, Spot+13, Swim+14, Survival+13
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, detect evil, speak with animals. 1/day-consecrate, control water, cure light wounds, detect thoughts, fog cloud, holy smite. Caster level 7th. The save DCs are 14 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides. The save DC is 20. The save DC is Constitution based.

Protection from Evil (Su)

A dragonborn spirit is under a constant protection from evil effect (caster level 7th).

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed equal to their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.


Gear:
Spoiler: ShowHide


Aujirs carry a scimitar+1, shocking and wear a breastplate+2. They have a collection of potions, minor magical items and valuables beyond this, though it varies from aujir to aujir. Battle mementos are common.
<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

#162
Dragonborn Spirit, Rach

Fluff:
Spoiler: ShowHide


Rach are the low officers of Bahamut's dragonborn spirit army. They coordinate them and see to the lives of all of the spirits beneath them. They are leaders that liason with the higher orn and aurix castes, who in turn communicate the will of the ux and Bahamut himself. Rach, which means copper in draconic, take copper dragons as a totem. From them, they gain wit and wisdom, as well as an appreciation of humor.

A typical rach softens the aujir's harsher measures with a kind word and a bit of humor. The knowledge learned from their time as an aujir leads to a taste for intellectual jokes, often at the expense of less well read aujir. Rach in general are seen as a kindly, humorous grandparents by common dragonborn, who often see aujir as sterner parental figures. This belies the wisdom and knowledge a rach has won, which they put to good use. Oftentimes the jests of a rach serve a greater purpose, from soothing allies to inflaming the ire of enemies.

When a common dragonborn spirit or aujir commits an crime or offense against Bahamut, rach are called to judge them. Here they apply all they have learned to render a wise verdict. A rach's verdict can be appealed to the ux and Bahamut himself, but this is even rarer.

Few rach leave to seek Chronias, for they have already answered that question. When one does transmigrate, they keep the dragonblood subtype, breath weapon, the ability to breath underwater and spider climb as an always active spell-like ability.

A rach's scales have a distinctly coppery glint with hints of green. They are less shiny than the scales of other dragonborn, as the green accents tend to undercut this.


Notes:
Spoiler: ShowHide


- Rach further establish how dragonborn spirits advance. Those that rise higher in Bahamut's service gain abilities from all the metallic dragons.

- Mechanically, rach are generally deadlier and continue to pick up improved means of mobility. There isn't a lot to say here - they have more options and ways to do things, but no great and fundamental change. Yet.


Size/Type: Medium Outsider (Dragonblood, Good, Lawful)
Hit Dice: 11d8+66 (122 hp)
Initiative: +1
Speed: 30ft, swim 30ft, fly 30ft (average)
Armor Class: 28 (+1 dex, +10 natural, +7 armor)(+2 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +11/+16/27
Attack: Scimitar+19 (1d6+9 plus 1d6 electricity 15-20 x2)
Full Attack: Scimitar+19/+14/+9 (1d6+9 plus 1d6 electricity 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 10/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 21, darkvision 60ft, low-light vision, protection from evil, aujir, rach.
Saves: Fort +13, Ref +8, Will +11 (+2 resistance vs evil)
Abilities: Str 21, Dex 12, Con 23, Int 14, Wis 18, Cha 20 
Skills: Appraise+16, Climb+19, Craft(any two)+16, Diplomacy+19, Intimidate+19, Knowledge(Arcana)+16, Knowledge(Planes)+16, Knowledge(Religion)+16, Listen+18, Sense Motive+18, Spot+18, Swim+19, Survival+18
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6), Improved Critical(Scimitar)(9)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-spider climb. At will-aid, consecrate, detect chaos, detect evil, speak with animals. 1/day-atonement, control water, cure light wounds, detect thoughts, fog cloud, hallow, holy smite, stone shape, wall of stone. Caster level 11th. The save DCs are 15 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides. The save DC is 23. The save DC is Constitution based.

Protection from Evil (Su)

A dragonborn spirit is under a constant protection from evil effect (caster level 11th).

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed equal to their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.

Rach (Sp)

Rach build on what they have learned as Aujirs and take on copper dragons as a totem. They gain spider climb as an always active spell-like ability. It can be dispelled, but the rach can reactivate it as a free action.



Gear:
Spoiler: ShowHide


Rach use a scimitar+2, shocking and a breastplate+2, light fortification. Most have several other items, with ability score boosting items being common. Battle mementos are also extremely common. Unlike lesser dragonborn spirits, Rach do not rely on potions. .
<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

Dragonborn Spirit, Orn

Fluff:
Spoiler: ShowHide


Orn are the first of the high castes of dragonborn spirits. They command great forces and serve as generals in Bahamut's dragonborn spirit army. They are cheerful and wise, overseeing great forces while having a penchant for mortals. They often sponsor promising mortals, especially those who may become dragonborn in the future. As the first of the high castes, they command the rach and ensure Bahamut's will is understood by them.  Orn, which mean means silver in draconic, deal with the aurix and the ux, but rarely with Bahamut himself.

A typical orn enjoys the company of mortals. They see potential in them and love to see it realized. While orn are often busy with their duties at Bahamut's Palace, they usually spend their free time roaming the planes, especially the mortal worlds. Many an orn has become a legendary figure, a righteous avenger of evil who leaves behind champions to carry on that legacy. Like silver dragons, this sometimes results in romance and love. The child of an orn and a mortal is either a half celestial with the draconic creature template or a half dragon (silver) with the celestial creature template.

Few orn transmigrate into another form. They are devoted to Bahamut in total, and even those that feel the call to Chronias rarely change form, instead remaining an orn as they walk towards the Bridge of Al-Sihal.

An orn's scales are dark blue, but little cracks in them hint at an inner body of pure silver.


Notes:
Spoiler: ShowHide


- Orn are a considerable upgrade over rach and only a small step below aurix. They gain a great number of improvements across the board. While the first three dragonborn spirits are relatively linear upgrades, orn gain a lot more perks. As 18 hit dice outsiders, this is expected.

- Speaking of linear upgrades, the reason dragonborn spirits don't have more weapon variety is because (one of) Bahamut's favored weapons is the scimitar. It's the default for them. Individual dragonborn spirits are free to choose other ones. But as favored servants of the Platinum Dragon, it's safe to assume that a typical one will be wielding a scimitar.

- As far as Bahamut's favored weapons go, I'm informally using scimitars and claws/unarmed strikes. Favored weapons, barring really unique situations, should be a single weapon rather than a choice. It's supposed to be something iconic and a way for the clergy to come closer to the deity. Having three favored weapons weakens that, as well as encourages others to take the same liberty. At the same time, I'm not worrying about it, as it wasn't my call. Whenever I get to Bahamut's stat block I'll sort it out.


Size/Type: Large Outsider (Dragonblood, Good, Lawful)
Hit Dice: 18d8+180+18 (275 hp)
Initiative: +4
Speed: 30ft, swim 30ft, fly 80ft (average)
Armor Class: 38 (-1 size, +20 natural, +9 armor)(+4 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +18/+28/38
Attack: Scimitar+31 (1d8+17 plus 1d6 electricity plus 1d6 cold 15-20 x2)
Full Attack: Scimitar+31/+26/+21/+16 (1d8+17 plus 1d6 electricity plus 1d6 cold 15-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 15/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 28, blindsight 60ft, darkvision 60ft, low-light vision, magic circle against evil, change shape, aujir, rach, orn.
Saves: Fort +21, Ref +11, Will +17 (+2 resistance vs evil)
Abilities: Str 29, Dex 10, Con 31, Int 18, Wis 22, Cha 24 
Skills: Appraise+25, Climb+30, Craft(any two)+25, Diplomacy+28, Intimidate+28, Knowledge(Arcana)+25, Knowledge(Nature)+25, Knowledge(Planes)+25, Knowledge(Religion)+25, Listen+31, Sense Motive+27, Spot+31, Swim+30, Survival+27, Use Magic Device+28
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6), Improved Critical(Scimitar)(9), Improved Initiative(12), Toughness(15), Hover(18)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-spider climb. At will-aid, atonement, consecrate, detect chaos, detect evil, hallow, holy smite, speak with animals. 1/day-control water, control weather, control winds, detect thoughts, fog cloud, heal, reverse gravity, stone shape, wall of stone. Caster level 18th. The save DCs are 17 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides, except that it deals 1d8 points of damage per two hit dice the orn has. The save DC is 33. The save DC is Constitution based and includes a +2 racial bonus.

Magic Circle Against Evil (Su)

A dragonborn spirit is under a magic circle against evil effect (caster level 18th).

Change Shape (Su)

An orn can take the form of any Medium or Large humanoid.

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed equal to their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.

Rach (Sp)

Rach build on what they have learned as Aujirs and take on copper dragons as a totem. They gain spider climb as an always active spell-like ability. It can be dispelled, but the rach can reactivate it as a free action.

Orn (Su)

The orn are blessed by silver dragons, and from that they take them as a totem. They gain the ability to walk on clouds as if they were solid, this ability can be negated or resumed at will. They gain the alternate form ability.

Skills

Orn gain a +4 racial bonus to Listen and Spot checks.



Gear:
Spoiler: ShowHide


Orn use a scimitar+4, shocking and frost and a breastplate+4, medium fortification. All orn have other items to empower them, such as ability score boosting items and wondrous items that allow them to use various spells and spell-like abilities. Wands, staves and rods are also common, as orn can invoke Use Magic Device to use them.
<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

Dragonborn Spirit, Aurix

Fluff:
Spoiler: ShowHide


Aurix are the second high caste of dragonborn spirits. They do not command the armies of lesser spirits but instead serve as diplomats, sages and warriors for Bahamut's cause. They are heroes with words and wisdom just as readily as the sword, a fact many fiends have found out first hand. With wisdom, power and sheer versatility in movement, an aurix is almost impossible to escape. Aurix, which means gold in draconic, are often seen in the courts of various planar powers, either as a diplomat or a hunter.

Most aurix have far less interest in mortals than the orn. They are instead interested in a scale of centuries, millenia and vaster time scales. They are as patient as they are wise, naturally talented at the long game. They only show interest in those that in fellow outsiders and other immortal creatures, for even the lifespan of elves is but a blink to them. The sole exception are living dragonborn, who they nurture and pay attention to by Bahamut's command.

The few wizards and sorcerers amid the dragonborn spirits are almost invariably aurix. This is not a position in great demand, for true dragons fill this need for Bahamut. Nonetheless, they are afforded respect and seen as the foremost aurix sages.

The aurix aid the ux when matters require additional manpower, or when Bahamut raises all his dragonborn spirits to war.

A typical aurix has gold-tinted scales. As they age, these scales become dominated by the golden highlights, eventually becoming fully golden.



Notes:
Spoiler: ShowHide


- Aurix take gold dragons as a totem. They're the strongest non-epic dragonborn spriits, with only the ux standing stronger.

- Aurix are a small, linear upgrade from orn. Ux are a fair bit stronger than either, they're the elite of Bahamut's elite.

- Bardic knowledge is a small boost for aurix. Like dragons, aurix have learned a great deal and it shows.


Size/Type: Large Outsider (Dragonblood, Good, Lawful)
Hit Dice: 20d8+220+20 (335 hp)
Initiative: +4
Speed: 50ft, swim 50ft, fly 100ft (average)
Armor Class: 41 (-1 size, +22 natural, +10 armor)(+4 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +20/+31/41
Attack: Scimitar+35 (1d8+20 plus 1d6 electricity plus 1d6 cold plus 1d6 fire 15-20 x2)
Full Attack: Scimitar+35/+30/+25/+20 (1d8+20 plus 1d6 electricity plus 1d6 cold plus 1d6 fire 15-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 15/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 30, blindsight 60ft, darkvision 60ft, low-light vision, magic circle against evil, change shape, aujir, rach, orn, aurix.
Saves: Fort +23, Ref +12, Will +18 (+2 resistance vs evil)
Abilities: Str 31, Dex 10, Con 33, Int 18, Wis 22, Cha 24 
Skills: Appraise+27, Climb+33, Concentration+34, Craft(any one)+27, Diplomacy+30, Intimidate+30, Knowledge(Arcana)+27, Knowledge(Nature)+27, Knowledge(Planes)+27, Knowledge(Religion)+27, Listen+33, Sense Motive+29, Spot+33, Swim+33, Survival+29, Use Magic Device+30
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6), Improved Critical(Scimitar)(9), Improved Initiative(12), Toughness(15), Hover(18)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-spider climb. At will-aid, atonement, bless, consecrate, detect chaos, detect evil, greater teleport, hallow, holy smite, speak with animals. 1/day-control water, control weather, control winds, detect thoughts, fog cloud, foresight, geas/quest, heal, reverse gravity, stone shape, sunburst, wall of stone. Caster level 20th. The save DCs are 17 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides, except that it deals 1d10 points of damage per two hit dice the aurix has. The save DC is 35. The save DC is Constitution based and includes a +2 racial bonus.

Magic Circle Against Evil (Su)

A dragonborn spirit is under a magic circle against evil effect (caster level 20th).

Change Shape (Su)

An aurix can take the form of any Medium or Large humanoid.

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed equal to their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.

Rach (Sp)

Rach build on what they have learned as Aujirs and take on copper dragons as a totem. They gain spider climb as an always active spell-like ability. It can be dispelled, but the rach can reactivate it as a free action.

Orn (Su)

The orn are blessed by silver dragons, and from that they take them as a totem. They gain the ability to walk on clouds as if they were solid, this ability can be negated or resumed at will. They gain the alternate form ability.

Aurix (Sp)

The aurix learn from gold dragons and take them as a totem. They absorb the wisdom of gold dragons and combine it with all they have learned in the previous castes. This grants an aurix a great deal of knowledge. They have bardic knowledge as a 20th level bard.

Skills

Aurix gain a +4 racial bonus to Listen and Spot checks.



Gear:
Spoiler: ShowHide


Aurix carry a scimitar+5, shocking, frost and flaming and wear a breastplate+5, heavy fortification. An aurix has an extensive collection of treasures and items, they are adept at using any and all to strengthen themselves further.
<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?