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View Full Version : [Template] Wrath of Planet [uptade 10/21/2007]



Arakune
2007-10-20, 11:56 AM
Disclaimer
This is a upgrade of the Tarrasque and others 'ultimate beings that are sleeping and must stay that way' but are too much easy than what they really should be or cannot meet the expectations of the ultimate unstoppable creature/force of destruction. The Tarrasque for example, should be able to raid an entire continent before going to sleep, leaving only tales of ancient civilizations that were destroyed by it's foolishness, either by waking up him or not hearing the voices of fortune tellers about a massive force of destruction that are about to wake up. Instead he have a crappy speed (20ft), and according to some posts (I saw the info of the Tarrasque only in this forum and d20srd, not in the actual MM, so it might be wrong) he stay awake for one month every six months (or every circle, I don't know), and unfortunately are usually in the same world of creatures that can stop him before he gets to really start having fun. This template is to create your own unstoppable and nigh-invulnerable Tarrasque-like or Weapon-like creature.


Wrath of Planet

Legends and theories

The Wrath of Planet isn't a 'creature'. Is the avatar of despair, pain and sadness of a planet that suffers the abuse of external beings (demons, devils, angels, alien cuthullian creatures, etc) and to remind the residents about their own insignificance.

A Wrath of Planet are created when the magic that flows in the planet is greatly disrupted by something. This damage can take from just centuries to millions of years to be healed, making it necessary for the planet to create a 'guardian' while the healing isn't complete. Note that a planet isn't necessary must be a 'sentient being': the Wrath of Planet is a natural response to any great damage to it's magic flow, and the form and shape of the Wrath of Planet are made from the fears and dreams of it's residents.

Although these are the most accepted theories about the Wrath of Planet nature and creation, the exact answer is still a mystery: in worlds without magic where these 'creatures' where spotted, the versions of them were much more powerful than in a heavy magic world (some theories says that this world in fact have magic but every single bit of it, without any exception, are used to create the Wraths of Planet, or even worse if theres is only one Wrath of Planet).

A Wrath of Planet stay active for one month at time


The template

Wrath of planet are an inherited template that can be applied to any corporeal creature (referred to hereafter as the base creature).

Alignment
Changes to TN.

HD and Hit points
HD becomes d10 or higher if already have a higher one. See the table: new size.

Size and Type
The size of the creature changes according to the table: new size, and the type becomes outsider(native).

New size
{table=head]Previous Size|New Size|New Str|New Dex|New Con|Area Modifier|New HD

Bellow/Equal Medium|Colossal (standard)|40|base -8 (min 10)|base +16|x18|HD 20

Large|*Colossal (+100%)|Base +24|base -10 (min 10)|base +18|x20|base +4 (min 20)
Huge|*Colossal (+150%)|Base +26|base -12 (min 10)|base +20|x22|base +8
Gargantuan|*Colossal (+225%)|Base +28|base -14 (min 8)|base +22|x24| base +12
Colossal|*Colossal (+337,5%)|Base +30|base -16 (min 8)|base +24|x26|base +16
[/table]

*take the standard colossal height and length and add the specified % to know the new 'real' size.

Speed
Base land speed +20ft' and any other speed are 3/4 the new land speed or 20 ft', whichever is higher, and drop any flying category up to two categories.

Armor Class
Improves by +15

Attacks/Full Attack
The Wrath of Planet will often use it's natural attacks against creatures of the same size, and will use the Breath Weapon (if it have) or Swallow Whole against smaller creatures.

Damage
Natural Attacks such as bite, claws and others have it's damage die category augmented to maximum possible value, and if the base creature didn't have a natural attack it gains a slam attack of the highest category possible.

Feats
Gain the following feats as bonus feats even if don't qualify for then if already didn't have them: Alertness, Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Track, Improved Grapple, Run

Skills
Gain Racial bonus of +15 in listen, spot, survival (only for tracking purposes), Jump, Search.

Special Attacks
The Wrath of Planet’s natural weapons are treated as magic and epic weapons for the purpose of overcoming damage reduction. Retains all the special attacks and gains the following ones(the entries with +N CR are optional):

Breath weapon[Ex] (+3 CR)
The Wrath of Planet can make one special Breath attack every 10 minutes that deal the amount of hit points he currently have. The breath deals untyped damage but are treated as magic and epic for purposes of surpassing damage reduction.

Augmented Critical [Ex]
The Wrath of Planet’s natural attacks threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Improved Grab [Ex] (CR +2)
To use this ability, the Wrath of Planet must hit a Huge or smaller opponent with its bite or slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex)
The Wrath of Planet can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the Wrath of Planet’s digestive juices or an additional 2d8+6 crushing damage if the base creature are not created from an living creature. A swallowed creature can cut its way out by dealing 50 points of damage to the Wrath of Planet’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Wrath of Planet’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Special Qualities
Retains all the special qualities and gains the following ones (the entries with +N CR are optional):

Immunity to Magic [Ex] (+6 CR)
The Wrath of Planet are immune to all kinds of spells that can be applied spell resistance or can be negated by a successful save cast by mortals.

Immunities [Ex]
Immunity to poison, disease, energy drain, ability damage, ability drain, aging effects, mind-effecting effects (magical or not), death/destruction effects.

Energy resistance [Ex]
Fire, cold and electricity resistance equal his current HD.

Frightful Presence (Su)
The Wrath of Planet can inspire terror by charging or attacking. Affected creatures must succeed on a Will save (DC 10 + HD/2 + Cha mod) or become shaken, remaining in that condition as long as they remain with 60 feet of the Wrath of Planet. The save DC is Charisma-based.

Damage Reduction [Ex]
Gains DR (HD/4)/epic and DR (Con mod/2)/-.

Immortality [Ex]
It regenerate his own Con modifier each turn and if the Wrath of Planet loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump. Even though It's possible to 'kill' a Wrath of Planet (it will turn to dust when reduced to -10 Hp), it will be resurrected with full hit points in the last place it was killed after 1d20 days unless this doesn't pass his total active time, if so he can't come back until the next circle (ranging from centuries to millions of years). The only way to stop the Wrath of Planet from coming back is to accomplish it's purpose.

Retribution [Ex] (+5 CR)
When the Wrath of Planet are damaged by a melee attack from any creature that are not a 'safe' creature, the creature make a Fort save (DC 10 + HD/2 + Con mod) or be slain automatically (creatures normally immunes to death effects or critical hits automatically pass in this save) and if the creature pass in the save, it still takes (Wrath of Planet HD + Con mod) untyped damage that are treated as magic and epic for purposes of surpassing damage reduction. See table: 'safe' creature, for guidelines to create how the retribution works

Safe creature
{table=head]Creature purpose|safe creature
Protect the damaged planet until heals|Any creature that are willing to protect the planet
Harbinger of Destruction|Any good aligned creature
Guardian against outsiders|Any resident of planet
[/table]

Treasure
None

Challenge Ratting
Base creature size: bellow/equal medium: CR 20 + base creature HD; large: HD + 10; huge: HD +15; gargantuan HD +20; colossal: HD + 25;

puppyavenger
2007-10-21, 02:43 PM
Good flavour, I assume this is more of a "Capagn to prevent waking up" than a "kill the evil creature " capagn,By the way, why are good creaures safe to harbingers of destruction? and the listed purposes are only examples right?

Arakune
2007-10-21, 03:22 PM
Good flavour, I assume this is more of a "Capagn to prevent waking up" than a "kill the evil creature " capagn,By the way, why are good creaures safe to harbingers of destruction? and the listed purposes are only examples right?

Yeah, pretty much. The template is for DMs to create a creature that are not supposed to be killed, and even if so, it will cause the maximum amount of damage possible before going to sleep.

About the harbingers, I just though about something, it's just an example.

Alex Warlorn
2007-12-20, 08:28 PM
Ultra powerful evil outsider gates it to their world and uses it as a guardian or pet or weapon of mass destruction.

FlyMolo
2007-12-20, 09:09 PM
This is really cool. I like.


Ultra powerful evil outsider gates it to their world and uses it as a guardian or pet or weapon of mass destruction.

Nobody has posted on this in 2 months. Not that it's not awesome, but perhaps it's best to let this thread go on to the big Forum in the sky?