Thanks in part to Ravingdork, I need stats for Gods. Like, a lot of them.


Homebrew and House Rules


Background:

My extended gaming group runs a lot of rotating GM games, where one person will run for a couple of levels worth of plot and then we hand the game off. Our oldest game has reached Level 17. It's a high loot, epic build game, where every character is highly gross. After the last GM's stint was done, it's been sitting on a shelf, because everyone agreed to pitch in and craft ourselves one of those Ravingdork(tm) Staves of Wishes. Why not. And no GM wants to step up to tackle that yet, so we're running a couple low level things instead for the time being, while everyone scratches their head about who's going to run it.

Well I had an idea, that the crafting reagents for such a monstrously campaign breaking Artifact Item probably wouldn't be obtainable in any shop - they'd probably only be obtainable from the Gods themselves. So I need stats. This is an evil group.

Campaign world is here:

link to a d20pfsrd.com lab

Brief synopsis: There are many different smaller "prime material" planes, each one run by a different Old Earth pantheon (greek/norse/egypt/etc) and all connected by an enchanted sea, that may only be crossed by boat. (no teleportations) Outer Planes are by pantheon (Tartarus, Jotunheim, Diaz, Tamoanchan, etc etc), are coterminus, and can only be accessed through coterminus entrances from the region they're associated with. So no gating to Hades if you're hanging out in the Norse region. The deity list is only restricted by history, and Wikipedia is our campaign reference.

So basically, the reagent list to craft the Staff of Wishes could include:

Thor's nosehair,
Enki's bath water,
An adamantine shaft crafted with a dc50 "craft arms" check in Hephestus's forge

..etc.

So that means I need stats for these Gods, or stats for other Gods that I can easily swap around and modify for my purposes. I do not want to have to hand-craft a dozen 40th level (or whatever) Pathfinder NPCsto run this story arc.

What resources are out there? Has anyone tackled this problem, or a similar one?


Keep on strokin' his ego, and you might need stats to fight him ;)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

The official ruling is "true deities are plot devices and don't have stats". However, converting from the 3.x Deities and Demigods book might give you a fair bit of joy, if you absolutely must have game stats for them.

Scarab Sages

Chemlak wrote:
The official ruling is "true deities are plot devices and don't have stats". However, converting from the 3.x Deities and Demigods book might give you a fair bit of joy, if you absolutely must have game stats for them.

+1 to this. I'm pretty sure Deities and Demigods actually had both Thor and Hephaestus in it, and probably enough material on other deities that it shouldn't be too hard to convert them over for use as whomever you need.

I will say though, even a level 17 party shouldn't be thinking about taking most deities on (maybe a demigod) as they're usually level 40+ characters with 5-20 divine tiers.

Grand Lodge

I prefer my Deities to be statless.

I truly hope Paizo never does it, ever.


I distinctly remember JJ saying they never will, except for demigods and non-asmodeus archdevils/non-lamashtu demon princes and the like. Only ever "near gods"


I didn't realize that was re-released for 3rd edition. I have the old 1st edition one. Link?

edit:

Well LMGTFY worked on that account. That's a great start. That book has Egypt, Norse, and Greek in it, which are three of our 14 pantheons.

edit2:

Yes, a level 17 party shouldn't be taking on gods, but this particular level 17 party might decide to anyway, because of the personalities of the characters (not players) involved. Therefore, the curbstomping of this particular level 17 party needs to be clearly and definitively "by the book."


blackbloodtroll wrote:

I prefer my Deities to be statless.

I truly hope Paizo never does it, ever.

Aren't mythic characters sort of like 0-level demigods from 3.5?


Gods - at will miracle an/or wish as an immediate action. Template. CR + whytheheckareyoustillplayingifyoubeatthis?

Scarab Sages

Whale_Cancer wrote:
blackbloodtroll wrote:

I prefer my Deities to be statless.

I truly hope Paizo never does it, ever.

Aren't mythic characters sort of like 0-level demigods from 3.5?

Kind of. I think 0 level demigods were still immortal though.

Some of the divine power feats were cool too, like Alter Reality where you couls simulate any spell of 8th level or lower at will, or Divine Blast where you fired a massive blast of energy with a range measured in miles.

On another note, the 3.x Forgotten Realms Faiths and Pantheons had stats for a pretty wide range of deities as well, IIRC. I remember Bane being particularly interesting because he had levels of like, fighter, rogue, blackguard and assassin or something crazy like that, as well as being a greater deity.


beej67 wrote:

I didn't realize that was re-released for 3rd edition. I have the old 1st edition one. Link?

edit:

Well LMGTFY worked on that account. That's a great start. That book has Egypt, Norse, and Greek in it, which are three of our 14 pantheons.

edit2:

Yes, a level 17 party shouldn't be taking on gods, but this particular level 17 party might decide to anyway, because of the personalities of the characters (not players) involved. Therefore, the curbstomping of this particular level 17 party needs to be clearly and definitively "by the book."

3.5 gods have huge stat-blocks with lots of stupid abilities. They would be hard to run, I think.

Edit: I like chaosium 'god' stats. Cthulhu: Cthulhu eats 1d4+1 PCs a round.


Ssalarn wrote:


On another note, the 3.x Forgotten Realms Faiths and Pantheons had stats for a pretty wide range of deities as well, IIRC. I remember Bane being particularly interesting because he had levels of like, fighter, rogue, blackguard and assassin or something crazy like that, as well as being a greater deity.

Weren't those avatars of the gods? As god-avatars are (relatively) common in the Forgotten Realms storyline(s)? I have that book so I should just look it up...

Edit: Ok, it includes both the gods' stats and the stats of their avatars.


We've done it for Level 20+ pathfinder (Our "Legendary Levels" line of books).

We actually have deities stated up + a tool box for making them.

Deific Bestiary.

Be warned, they ARE gods and ARE very strong (Well above CR 20)

Sczarni

I seem to remember reading somewhere that all the deities from actual mythology were portrayed as having 40 or 60 character levels-- 20 each of two or three different classes.

Mind you, if you actually write stats for it, it's only a matter of time before the players try and kill them all God of War style. You did say they were evil, right?

Personally, I'd advise you to encourage this behaviour, as statting out and running a combat with these kinds of deities would ultimately be easier and more rewarding than allowing the PCs to actually craft this staff.


Silent Saturn wrote:
Personally, I'd advise you to encourage this behaviour, as statting out and running a combat with these kinds of deities would ultimately be easier and more rewarding than allowing the PCs to actually craft this staff.

HAHAhaha, nice. Also probably true. But keep in mind this is a rotating GM game, so I'm also a player in it, who stands to gain from the staff just like the rest of them. And if they get such a staff, it might make transition to demigodhood for the PCs a little more realistic.

Sczarni

beej67 wrote:
Silent Saturn wrote:
Personally, I'd advise you to encourage this behaviour, as statting out and running a combat with these kinds of deities would ultimately be easier and more rewarding than allowing the PCs to actually craft this staff.

HAHAhaha, nice. Also probably true. But keep in mind this is a rotating GM game, so I'm also a player in it, who stands to gain from the staff just like the rest of them. And if they get such a staff, it might make transition to demigodhood for the PCs a little more realistic.

Even from a player's perspective, I think I'd rather make a campaign out of traveling from one pantheon's domain to the next taking on the gods of old one by one than get a staff that turns the campaign into a never-ending episode of Fairly Oddparents.


As I recall, 3rd edition Gods had 20 levels in each of two Classes and 20 racial hit die (Outsider), with Demigods having 15 levels/hit die.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

It varied, but anything of Lesser (Divine Rank 6) or higher that was not an ascended mortal had 40 class levels and 20 Outsider HD. Demi-gods (Divine Rank 1-5) were either ascended mortals (class levels only) or natural gods with 20 Outsider HD (fewer class levels than Rank 6-20 gods, though).

There were only a couple of ascended mortals in the book, though - the best one to examine, IMO, is Imhotep from the Egyptian pantheon.

Someone else mentioned the Forgotten Realms book Faiths and Pantheons, which is a world-specific book of God stats, but for some reason I find the explanation of how the gods were constructed (rules-wise) to be very clear and helpful: more so than the equivalent chapter in Deities & Demigods.

[Edit]When looking to convert from Deities & Demigods to Pathfinder, get your hands on a copy of the 3.0 to 3.5 conversion booklet, as well as the 3.5 to PF conversion booklet - the process is actually smoother than trying to jump straight from 3.0 (which Deities and Demigods is) to PF. The first conversion booklet should still be available for download from WotC (though I think it's become buried - Google it and you should get to the document archive. I did a couple of months ago).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
beej67 wrote:
After the last GM's stint was done, it's been sitting on a shelf, because everyone agreed to pitch in and craft ourselves one of those Ravingdork(tm) Staves of Wishes.

ROFLMAO!

Have fun with that kids.


Here's a 3.5 statblock that you can have fun massacring the lot with.

Fair warning, this is not even remotely a fair fight for most groups...

Dardaptoerebus "The Devourer from the Nether Darkness" - World Crushing Version

"As the building above your head literally disappears before your eyes, disintegrating into grey flaky ash, you complete your spell. Your puny mind beholds and attempts to grasp the entity cloaked from mundane sight overhead - a colossal being of putrescent yellow malevolence with far too many tentacles and eyes for sanity to endure. Its tentacles, six over a hundred feet long and another 6 in excess of fifty, caress the grey flaky ash as they descend to the ground beneath it. An enormous eye of baleful promise slowly turns to gaze into your eyes. You collapse into a quivering mound of flesh, your mortal mind violated by unspeakable nightmares. You can only hope that your body is more fortunate."

CR 50* (12 +13 from 40 advanced HD +8 templates +1 elite array + 15 paragon +1 ad-hoc)
* CR 50 is the statistical CR - you must of course gauge this as it relates to one's own group.

CE Male Advanced Elite Half-Fiend Half-Farspawn Paragon Kraken of Legend

Colossal Outsider (Amphibious, Augmented Magical Beast, Aquatic, Chaotic, Evil, Native)

Hit Dice: 60d10 {600} +1,920 from CON +720 from paragon = 3,240 hit points (maximized hp per HD from paragon)

Initiative Bonus +19 (+15 from DEX, +4 Improved Initiative)
SR: 75 (CR +25 from paragon) SR scales to assigned CR

Speed: Swim 60', Fly 60' (perfect)

AC: 69 or 73 with Unholy Aura^; 73 or 78 with 5 pt Combat Expertise^
rings = 81 or 85 with unholy aura^; 86 or 90 with 5 pt Combat Expertise^
(-8 size, +28 natural armor {14 +5 size +1 half-fiend +3 half-farspawn +5 monster of legend})

Flat-footed AC: 54 or 58 with Unholy Aura^; rings = 66 or 70 with unholy aura^

Incorporeal Touch AC: 53 or 57 with unholy aura^, from rings
Flat-Footed Incorporeal Touch AC: 38 or 42 with unholy aura^ (+8 armor, +4 shield), from rings

Touch AC: 41 or 45 with Unholy Aura (+15 Dex); 46 or 51 with 5 pt Combat Expertise^

flat-footed Touch AC: 26 or 30 with unholy aura {2, +12 insight, +12 luck}^

^ Note that Haste, among several other examples, can further increase his Armor Class...

Space/Reach: 40 ft/30 ft. (60 ft. with arms, 120 ft. with tentacles)

Base Attack: +60 Grapple: +110 (60, +16 size, +34 Strength)

Attack: Tentacle +116 melee (3d8+59, 19-20/x2, plus 60 entropic) {AB 60 ,-8 size, +34 Strength, +25 luck, +5 enhancement.}
* Full Combat Expertise and a 34 point Power Attack totals a -39 attack penalty, resulting in
all natural weapon attacks at a +83 attack bonus; tentacles deal 3d8+93 plus 60 entropic; arms deal 1d8+76 plus 60 entropic; bite deals 6d6+76.

* Damage Bonus +34 STR +5 enhancement +20 luck = (STR or 1/2 STR mod) +25, plus Power Attack
Full Attack: 6 tentacles +116 melee (3d8+59, 19-20/x2, plus 60 entropic) and 6 arms +116 melee (1d8+42,20/x2, plus 60 entropic) and bite +116 melee (6d6+42,20/x2)

OR Melee Touch: 6 tentacles +111 touch (60 entropic each) and 6 arms +111 touch (60 entropic each), totalling 720 entropic damage per round.

Special Attacks:

Improved Grab (arm or tentacle), Constrict (deals automatic arm or tentacle damage with a successful grapple check) (3d8+34 or 1d8+17), Smite Good 1/day (melee attack +20 damage to a Good target), True Strike 1/day (+20 insight attack bonus with a normal attack that is unaffected by any miss chance due to concealment), Cleric 20th +12 rings = 32nd level spellcasting w/ spells from the Cleric spell list and the domains of Protection, Strength and War (Save DC 33 + spell level) (Spells: 6 orisons, 10 1st level, 10 2nd level, 10 3rd level, 9 4th level, 9 5th level, 8 6th level, 8 7th level, 7 8th level and 7 9th level.)

Entropic Touch (Su): With either a melee touch attack or as part of a natural weapon melee attack with his tentacles and/or arms, Dardaptoerebus deals 60 points of 'entropic' damage for each such attack that ignores hardness, bypasses all forms of damage reduction, counts against all forms of regeneration and affects incorporeal or other insubstantial targets.. This damage cannot be multiplied by a critical hit when dealt via melee touch attacks. Creatures and objects destroyed by this damage can only be restored by way of Miracle or Wish that succeed in a caster level check at a DC of 70. True Resurrection can only restore creatures to life with a similar DC 70 caster level check. Dardaptoerebus can activate or suppress one or more of his tentacles' entropic touches as a free action.

Essentia-Devouring Bite (Su): With a bite attack upon a freshly-slain foe of 30 or more HD, or any such foe with an Overwhelming Aura of any type - even one destroyed by his own entropic touch - Dardaptoerebus can permanently acquire some of the essentia of the creature, gaining 1d3 of that creatures' special qualities, at-will abilities and/or special attacks. If such a creature is slain that has no special qualities and/or attacks that strike Dardaptoerebus' fancy, he is instead fully healed of any and all non-hit point-based effects that are having a negative impact on him.

In Turin's campaign, this means he has the Crown of the Prince of Demons (granting the Aura of Demonic Command and Summon Demons abilities in its own right along with a bevy of at-will spell-like abilities common to Tanar'ri demons) & has absorbed Demogorgon's Item Master (ex) and constant True Seeing (Su) abilities. These changes are NOT reflected in this stat block...

Any creature that has a CON score slain by his bite attack, regardless of HD, heals his hit points of that creatures' full normal hit point total before adjustments for magical items and effects. He does not gain this benefit from devouring a corpse.

It is this specific ability that permits GM's to custom-tailor Dardaptoerebus to their specific campaigns. Simply determine what he devours and the subsequent specials that he gains, then cut him loose to do his thing.

Special Qualities:

Overwhelming Aura of Chaos and Evil (ex, as discussed in the PHB in the Cleric class & the Detect Evil spell description),
Darkvision 60 ft., Ink Cloud (ex) (1/minute as a free action in a 160-foot spread providing total concealment), Jet (ex) (full-round action to jet backward 280 feet in a straight line), Low-Light Vision, Spell-like Abilities, Amphibious (ex), Immune to poison, Blindsight 60 ft., DR 10/epic (Su), Amorphous (ex) (cannot be flanked, not subject to extra damage from critical hits), creatures native to the Material Plane suffer a -1 morale penalty on attack rolls against him, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10. Natural weapons are treated as chaotically-aligned, evil-aligned, epic and magical for purposes of bypassing damage reduction (su). Enhanced Attributes (ex) (the save DC for each of his spells, spell-like abilities and special attacks is increased by +4). Regrow Limbs (ex) (if he loses a limb, head or body part, a new one grows in 1 round. He cannot be slain by a vorpal weapon's head-severing ability.) +5 Greater Magic Fang on all natural weapons (su). +6 resistance bonus on all saving throws (su). Paragon special +13 insight bonus on all special attacks (ex).
Fast Healing 20 (ex).

Form of Madness (Su): Any creature within 120 feet that observes Dardapterebos must make a DC 70 Will saving throw (10 +30 +4 +26). Failure indicates that the creature's mind is forevermore shattered, reducing the creature to a cowering, helpless imbecile. This is a mind-affecting effect (with a Charisma-based save DC) which overrides one 'layer' of immunity to mind-affecting effects. This does not affect Chaotic Evil outsiders, sapient creatures that have not reached the lowest age in years of their Young Adult age category, creatures with an INT score of 1 or 2, and creatures that are mindless. Attempts to return to sanity such unfortunates that fail to resist requires either a Miracle or Wish. Attempts to use other magical effects that normally are able to remove insanity (such as Heal and Greater Restoration) must succeed on a DC 64 caster level check to do so. Those who successfully save against his Form of Madness do not have to resist again later until an hour or more has passed since that creatures' last moment of contact with Dardaptoerebus.

SAVES: Fort +87 (base +36, +3 monster of legend, +32 Constitution, +6 resistance, +10 insight.)
Reflex +70 (base +36, +3 monster of legend, +15 Dexterity, +6 resistance, +10 insight.)
Will +71 (base +18, +3 monster of legend, +32 Constitution, +2 Iron Will, +6 resistance, +10 insight.)

ABILITIES:
78 STR (+34) (34 +8 size +0 elite array +4 half-fiend +2 half-farspawn +10 monster of legend +5 inherent +15 paragon)
40 DEX (+15) (10 +0 size -2 elite array +4 half-fiend +2 half-farspawn +6 monster of legend +5 inherent +15 paragon)
75 CON (+32) (29 +4 size +4 elite array +2 half-fiend +6 half-farspawn +10 monster of legend +5 inherent +15 paragon)
51 INT (+20) (21 +2 elite array +4 half-fiend +2 monster of legend +5 inherent +15 paragon)
48 WIS (+19) (20 +2 elite array +4 half-farpspawn +2 monster of legend +5 inherent +15 paragon)
62 CHA (+26) (20 +10 HD advancement +4 elite array +2 half-fiend +2 half-farspawn +4 monster of legend +5 inherent +15 paragon)

FEATS:
Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Quick Reconnoiter (B), Multiattack (B), Improved Multiattack, Power Attack, Improved Bull Rush, Awesome Blow, CON bonus on Will saves, Combat Reflexes (16 attacks of opportunity per round) and Quicken Spell-Like Ability (Unholy Aura), Improved Flight Maneuverability x2 (B).

SKILLS: ( 18 skills @ 63 ranks per skill or 31.5 cross-class ranks per skill); +10 competence bonus from paragon.

Concentration +105, Diplomacy +99, Hide +72* (-16 size), Intimidate +99**, Knowledge (geography) +83, Knowledge (nature) +83, Listen +94, Search +93, Sense Motive +92, Spot +94, Survival +92, Swim +116 (+8 racial), Use Magic Device +99; Knowledge (arcana) +61, Knowledge (religion) +61, Knowledge (the planes) +61, Move Silently +46, Spellcraft +61; has enough remaining skill points to learn 4 skill tricks (from Complete Scoundrel) with 1 remaining skill point - in Turin's campaign, the last skill point is used to permit him to speak 6 words in a round as a free action instead of the normal 4. Becoming a paragon creature added an additional 10 cross-class skills at 31.5 cross-class ranks apiece. Use these 315 cross-class skill points at your discretion.

* Note that his Hide bonus does not include any potential bonus from Greater Invisibility nor any gear.

LANGUAGES (22): Aboleth, Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran, Undercommon and 10 other languages at the GM's discretion.

NOTES: Tentacles and arms can be sundered as though they were weapons. Each tentacle has 60 hit points and each arm has 30 hit points. Severing a tentacle or arm deals half of the limb's full normal hit points (30 or 15 respectively). Severed limbs are regrown in 1 rounds' time.

SPELL-LIKE ABILITIES: (All saving throw DC's are Charisma-based, totaling DC's of 40 + spell level) <10 +4 +26>

Caster Level 15th +12 rings = 27th CL, 3/day each: Greater Dispel Magic, Haste, and See Invisibility.

Caster Level 42nd +12 rings = 54th CL, 1/day each: Control Weather, Control Winds (std action; 40' high cylinder surrounding himself to a 680' radius for a duration of 270 minutes - see also PHB page 214 for alternative areas of effect; note that technically due to caster level he can increase or decrease wind strength by 9 levels - in general, he uses 'blast' to direct the targeted ship where he wishes it to go for the next 4 hours then enjoys the benefits of a downdraft blowing everything in the area to water level at tornado force while slaughtering the sorry snacks upon and within the ship), Dominate Animal (DC 43), Resist Energy {typically to grant itself Sonic Resistance 30} (42nd level caster ranges : Close = 130 ft.; Medium = 520 ft.; Long = 2,080 ft.)

Caster Level 75th for all of the following Spell-Like Abilities:
Close Range = 395 ft.; Medium Range = 850 ft.; Long Range = 3,400 ft.
Rings +12 = 87th Caster Level
(3/day each): Darkness, Poison (DC 44), Quickened Unholy Aura (DC 48), Blur, Blink, Ethereal Jaunt

(1/day each): Desecrate, Unholy Blight (DC 44), Contagion (DC 44), Blasphemy, Horrid Wilting (DC 47), Destruction (DC 48), Summon Monster IX (creatures must be animals or vermin - however, they receive both the Fiendish and Pseudonatural templates), Touch of Idiocy, Stinking Cloud, Greater Invisibility, Telekinesis (DC 45 OR a combat maneuver from among bull rush or trip {+43 effective ability modifier}, disarm or grapple {+114 total bonus} or a violent thrust {+114 attack bonus}), Scintillating Pattern, Implosion (DC 49)

TREASURE: Triple Standard

GEAR:

"The 12 Rings of Dardapterebos"

Upon each tentacle and each arm at the base - below where they can be severed - are his 12 magical rings. They are not of metallic construction - instead comprised of the warped essentia torn free from the mightiest of mortal and immortal champions he has devoured. Those which are not continually active are activated as mental actions of the appropriate type. For purposes of dispel attempts they are considered to be of a 75th caster level (dispel DC 86). As they are all artifacts, they remain unaffected by anti-magic effects. Lastly, each of the 12 adds 1 to all of his caster levels (as per Ioun Stones in the DMG).

Each is a Greater Counterspelling Ring ('loaded' with Greater Dispel Magic), with an additional magical property, as follows:
#1 - continuous Sheltered Vitality (as per the Spell Compendium spell)
#2 - continuous Greater Ironguard (as per the Spell Compendium spell)
#3 - continuous Mind Blank (as per the PHB spell)
#4 - continuous True Seeing (as per the PHB spell from an arcane caster)
#5 - continuous Freedom of Movement (as per the Ring)
#6 - continuous Adaptation (as per the Necklace) and Sustenance (as per the Ring)
#7 - 15 charges equivelant to those stored in a Belt of Battle (Magic Item Compendium)
#8 - +8 force-effect Armor of Heavy Fortification (equivelant to magical Bracers of the same name)
#9 - continuous Ray Deflection (as per the Spell Compendium spell, modified to include ALL ranged touch attacks) and Shield (as per the Shield spell, including total imperviousness to magic missile spells)
#10- continuous Greater Spell Immunity to Word of Law, Holy Word, Maze, Silence and Anti-Magic Ray
#11- Spell Turning (3/day as the Ring, automatically maximized to 10 spell levels per activation)
#12- continuous maximization of all Cleric spells (as per Incense of Meditation)

Should the desire or need arise, he can certainly craft another 4 similar rings...

GAINED FROM THE CROWN of THE PRINCE OF DEMONS

True Seeing (Su): Dardaptoerebus has the effects of True Seeing constantly active; this ability cannot be dispelled.

Item Master (ex): Dardaptoerebos can use any magic item, even spell completion items such as scrolls, staves and wands. He can also create any magic item or construct as though he has all Item Creation feats, prerequisite spells or other requirements. This extends to such benefits as, should he so desire, crafting artifacts or epic items; crafting items at the rate of 10,000 gp value per day; said item benefitting from his full pertinent ability score modifier for determining the saving throw DCs of crafted items - in this case, his +26 CHA modifier; and other such boons pertinent to the crafting of magical items.

Telepathy (Su)

Immunity to electricity and poisons (ex)

Spell-like abilities of a base CL 42nd or higher improved to at-will. Adds Detect Good, Detect Law, Fly, Greater Dispel Magic, Greater Magic Fang, Plane Shift, Power Word - Stun, Shapechange, Telekinesis,

AURA OF DEMONIC COMMAND (Su): 120' radius, DC 70 Will for demoons to take actions Dardaptoerebus does not permit. Failure deals 2d6 CHA damage as the rebellious demon's mind withers under His command. [Dungeon #150, page 92] Demon Lords are unaffected by this aura - although their comparatively puny minds are highly unlikely to remain intact upon confronting his Form of Madness barring unusual protective measures having been taken.

SUMMON DEMONS (Sp): He can summon demons to serve at his side and command as a standard action, up to a limit of 30 HD of demons per day, excepting demon lords and similarly unique demons.

Dardaptoerebus' devouring of Demogorgon also procured for him the Master Pearl. One of his agenda items is to unleash the Savage Tide, but in a manner different from the infiltration strategy used by Demogorgon's agents, certainly on worlds that does not have any knowledge of the horror to descend upon it...

RULER of the 88th layer of the Abyss, Gaping Maw:
* Has command of the layers' morphic characteristics.
* Is considered native to the 88th layer of the Abyss.
* Dardaptoerebus' strength of will and sense of self is too strong even for the pull of the Abyssal layer to lay claim to his mind. Rather than developing dual personalities, the nature of the Abyssal taint in his form manifests roughly every 2 years as a 'budding', producing a lesser aspect of himself. As a lesser engine of entropy and madness, it is bound to Dardaptoerebus' will beyond any hope of resistance. Other than that, however, the spawn is free to wreck havoc as it deems fit. The stuff of campaigns to come.

GAWDS MASTICATED

Tharizdun

EXAMPLE SUMMONED CRITTER :

(1d3, averaging 2) Fiendish Pseudonatural Tyrannosaurus'

Chaotic Evil Huge Outsider (Augmented Animal, Augmented Magical Beast, Extraplanar)

HD: 18d8+99 (180 hp each)

Speed: 40 ft.

Initiative: +1 SR 25 (18 +10; maximum of 25)

Space/Reach: 15 ft/ 10 ft. DR 10/magic

Base Attack +13 Grapple +30

AC: 14 (-2 size, +1 DEX, +5 natural armor)
Flat-footed AC: 13

Touch AC: 9
Flat-footed Touch AC: 8

Attack: Bite +20 melee (3d6+13) (bypasses DR/magic)

SQ: Low-light vision, Scent, Darkvision 60 ft.; Resistance to Acid 15, Cold 10, Electricity 15 and Fire 10; Grotesque Form (su) = other creatures receive a -1 morale penalty on attack rolls against Dardapteros' tyrranosaurus'.

SA: Improved Grab (Bite), Swallow Whole (up to Medium size with a successful grapple check, as per MM p 62); True Strike (su) 1/day +20 insight bonus to a single Bite attack that ignores any miss chance due to concealment; Smite Good 1/day (su) <in conjunction with a True Strike Bite as a general rule of thumb> doing an additional 18 points of damage should the T-Rex have bitten a Good foe.

FORT +16
REFL +12
WILL +8

SKILLS: Hide -2, Listen +14, Spot +14

STR 28 (+9)
DEX 12 (+1)
CON 21 (+5)
INT 3 (-4)
WIS 15 (+2)
CHA 10 ( 0)

FEATS: Alertness, Improved Natural Attack (bite), Run, Toughness x3, Track

~squiggle~


Hrmm.

Makes me wonder if anyone has stated up Cthulhu gods.

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