Mythic Ydersius CR 29


Serpent's Skull


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So this is my first post, yey :D

I had been looking for a mythic, full powered Ydersius without any result. Basically, I need it for an after campaign in which the serpent god conquered the jungles of the continent and the PC's must find a way to decapitate Ydersius once and for all. You will notice that my version of the demi god isn't evil but lawfull neutral. Initially I will be using the original stat block for a just resurrected and mad super snake god, but later (7 days) will recover it's true alignment. Ydersius will fight for their people against their old enemies (humanity) and recover the world that once was his. If you wan't an evil demigod, just change a few spells and supernatural abilities to their evil version. I´m also planning a subversion between several groups of serpentfolks, particularly the ones that considered Ydersius as an evil, chaotic beast of destruction.

Well, here it is

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Ydersius
CR 29 MR 10
XP 6,553,600
LN Huge outsider (lawfull, neutral, extraplanar) fighter 5
Init +25; Senses blindsight 120 ft., darkvision 120 ft., scent, true seeing; Perception +47
Aura frightful presence (300 ft., DC 35), holy aura (DC 29)
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DEFENSE
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AC 47, touch 23, flat-footed 36 (+4 deflection, +10 Dex, +24 natural, -2 size)
hp 642 (35d10+450), fast healing 20
Fort +35, Ref +25, Will +29
DR 15/epic, chaotic and silver; Immune acid, fire, mind-affecting effects, paralysis, petrification, poison; Resist electricity 20; SR 40, fortification (50%), unstoppable, block attack
Weaknesses vulnerable to decapitation
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OFFENSE
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Spd 50 ft., climb 40 ft. fly 100 ft. good
Melee bite +46/+46 (3d6+29/18-20 plus poison and bleed), 2 claws +46 (2d6+15 and bleed), tail slap +41 (2d8+8 plus grab)
Space 15 ft.; Reach 15 ft. (20 ft. with tail)
Special Attacks constrict (2d8+11), fast strike, noxious breath, poison, powerful bite, toxic blood, Mythic Power (10/day, Surge +1d12), amazing initiative, bleed (2d6), breath weapon (60-ft. cone, 30d10 acid damage, Reflex DC 36 for half, usable every 1d4 rounds), fascinating gaze (will DC 37, rane 300 feet, , feral savagery (full attack), rend (2 claws or 1 claw and 1 bite (2d6 + 15)
Spell-Like Abilities (CL 20th; concentration +33)
Constant—true seeing, holy aura (DC 35)
At will—dream, geas/quest, greater dispel magic, permanent image (DC 33), poison (DC 31), hallow, plane shift
3/day—baleful polymorph (viper only, DC 32), demand (DC 35), dominate monster (DC 36), maximized flame strike (DC 32), freedom of movement, mass suggestion (DC 33)
1/day—Dictum (DC 34)
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TACTICS
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Before Combat Ydersius casts freedom of movement before climbing from the chasm.
During Combat Ydersius attacks with the savagery of a constrictor and the speed of a viper. He attempts to subject as many foes as possible to his poisonous attacks, using Awesome Blow to knock opponents into the Chasm of Retreat, if possible. He uses his tail to constrict spellcasters, and casts baleful polymorph on dangerous warriors to take them out of the fight.
Morale Ydersius fights until his head is severed from his body, at which point his headless body thrashes mindlessly around the cavern before once more fleeing into the Chasm of Retreat.
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STATISTICS
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Str 38, Dex 33, Con 30, Int 10 , Wis 23, Cha 30
Base Atk + 33; CMB +49 (+55 grapple); CMD 69
Feats Awesome Blow, Combat Reflexes, Critical Focusm, Great Fortitude, Greater Grapple, Improved Bull Rush, Improved Critical (bite)m, Improved Great Fortitude, Improved Initiative, Intimidating Prowess, Iron Will, Power Attackm(-9/+27), Sickening Critical, Stand Still, toughness, weapon focus (bite), furious focus, vital strike, improved vital strike, greater vital strike, flyby attack, improved natural attack
Skills Acrobatics +23 (+31 jump), Bluff +25, Climb +32, Escape Artist +34, Intimidate +35, Knowledge (nobility) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +34, Sense Motive +23, Stealth +29; Racial Modifiers +8 Escape Artist, +4 Perception, +4 Stealth
Languages Aklo; telepathy 200 ft.
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SPECIAL ABILITIES
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Fast Strike (Ex) Ydersius strikes with unnatural speed and precision, allowing him one extra bite attack at his full base attack bonus. This effect is not cumulative with similar effects such as haste, and does not actually grant a second action.
Noxious Breath (Su) Ydersius can exhale a venomous cloud of mind-numbing pheromones in a 30-foot spread every 1d4 rounds. Breath–inhaled; save Fort DC 36; frequency 1/round for 6 rounds; effect 1d4 Wis; cure 2 consecutive saves.
Poison (Ex) Bite–injury; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.
Powerful Bite (Ex) Ydersius applies twice his Strength modifier to bite damage.
Regeneration (Ex) No form of attack can suppress Ydersius's regeneration–the snake-god regenerates even if disintegrated or slain by a death effect. If Ydersius fails a save against an effect that would kill him instantly, he rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon his remains.
Toxic Blood (Ex) Ydersius's blood is both acidic and poisonous to those it contacts. A creature that strikes Ydersius with a slashing or piercing melee weapon, an unarmed strike, or a natural weapon takes 2d8 points of acid damage and exposes itself to a contact poison. Touch–contact; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Vulnerable to Decapitation (Ex) Ydersius can only be defeated by severing his head from his body, either with a vorpal weapon or by reducing him to fewer than 0 hit points, then decapitating him with a coup de grace attack. Even then, both Ydersius's head and body live on. His head immediately decays into an inert skull, while his body is blind, deaf, mindless, and limited to claw and tail slap attacks. If the head is held to the body, it reattaches, eventually restoring the snake-god.

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Enjoy it, sorry for any misspelling ;)

Liberty's Edge

This looks pretty good. My only concern is he doesn't quite seem like CR 29. I compared him to Cthulhu, who is CR 30.


I'd disagree with Ydersius's "real" alignment being Lawful Neutral - Ydersius's faith is incredibly, pointlessly cruel just for the joy of indulging in pointless cruelty.

In other words, Ydersius sincerely enjoys watching the damn dirty apes die screaming.

I don't remember Ydersius's original stat block, but be sure you aren't shorting him of the 11 or so mythic abilities he's entitled to a rank 10 creature.


There's no 'neutral' subtype.


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Zhangar wrote:

I'd disagree with Ydersius's "real" alignment being Lawful Neutral - Ydersius's faith is incredibly, pointlessly cruel just for the joy of indulging in pointless cruelty.

In other words, Ydersius sincerely enjoys watching the damn dirty apes die screaming.

I don't remember Ydersius's original stat block, but be sure you aren't shorting him of the 11 or so mythic abilities he's entitled to a rank 10 creature.

Yes, he should have 11 mythic abilities and/or abilities from the universal monster rules, those are :fast healing, fortification, unstoppable, block attack, fly speed, bleed damage, amazing initiative, breath weapon, fascinating gaze, feral savagery and rend, also a few bonus feats (I used 6 fighter levels). Anyway, you are right, he should be chaotic evil, here is a new version CR 30, with more hp for balance and skills corrected.

Also I´m thinking in giving mythic powers to the serpentfolk from smuggler's shiv, making her the chosen one to awake Ydersius, cursing the pc's at the end of the first book. Basically, she took the vital energy of the PC's and left them with 101 days of life. Now they have to go to Saventh- Yhi and kill her, also, the serpentfolks had prepared the jungle the last months with armies of giant lizardfolks, awaken dire apes-half dragons and feral dragons, all of them developed by the magic of the snakes, in order the prepare the path for the chosen serpentfolk and rise an army for Ydersius. I'm now reading the third book, but using the forces of the serpentfolk plus the others factions instead of most of the random encounters in books 2 and 3 looks like a nice option.

Thanks for the comments :D

Ydersius
CR 30 MR 10
XP 9,830,400
CE Huge outsider (chaotic, evil, extraplanar) Init +25; Senses blindsight 120 ft., darkvision 120 ft., scent, true seeing; Perception +42
Aura frightful presence (300 ft., DC 36), unholy aura (DC 30)
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DEFENSE
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AC 47, touch 23, flat-footed 36 (+4 deflection, +10 Dex, +24 natural, -2 size)
hp 766 (36d10+568), fast healing 30
Fort +39, Ref +26, Will +30
DR 20/epic, lawful and silver; Immune acid, fire, mind-affecting effects, paralysis, petrification, poison; Resist electricity 20; SR 40, fortification (50%), unstoppable, block attack
Weaknesses vulnerable to decapitation
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OFFENSE
________________________________________
Spd 50 ft., climb 40 ft. fly 100 ft. good
Melee bite +47/+47 (3d6+29/18-20 plus poison and bleed), 2 claws +47 (2d6+15/19-20 plus bleed), tail slap +42 (2d8+8 plus grab)
Space 15 ft.; Reach 15 ft. (20 ft. with tail)
Special Attacks constrict (2d8+11), fast strike, noxious breath, poison, powerful bite, toxic blood, Mythic Power (10/day, Surge +1d12), amazing initiative, bleed (2d6), breath weapon (60-ft. cone, 30d10 acid damage, Reflex DC 37 for half, usable every 1d4 rounds), fascinating gaze (will DC 38, rane 300 feet, , feral savagery (full attack), rend (2 claws or 1 claw and 1 bite (2d6 + 15)
Spell-Like Abilities (CL 20th; concentration +34)
Constant—true seeing, unholy aura (DC 36)
At will—dream, geas/quest, greater dispel magic, permanent image (DC 34), poison (DC 32), unhallow, plane shift, grater teleport
3/day—baleful polymorph (viper only, DC 33), demand (DC 36), dominate monster (DC 37), maximized flame strike (DC 33), freedom of movement, mass suggestion (DC 34)
1/day—Blasphemy (DC 35), wish
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TACTICS
________________________________________
Before Combat Ydersius casts freedom of movement before climbing from the chasm.
During Combat Ydersius attacks with the savagery of a constrictor and the speed of a viper. He attempts to subject as many foes as possible to his poisonous attacks, using Awesome Blow to knock opponents into the Chasm of Retreat, if possible. He uses his tail to constrict spellcasters, and casts baleful polymorph on dangerous warriors to take them out of the fight.
Morale Ydersius fights until his head is severed from his body, at which point his headless body thrashes mindlessly around the cavern before once more fleeing into the Chasm of Retreat.
________________________________________
STATISTICS
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Str 38, Dex 33, Con 36, Int 10 , Wis 23, Cha 30
Base Atk + 34; CMB +50 (+56 grapple); CMD 70
Feats Awesome Blow, Combat Reflexes, Critical Focusm, Great Fortitude, Greater Grapple, Improved Bull Rush, Improved Critical (bite)m, Improved Great Fortitude, Improved Initiative, Intimidating Prowess, Iron Will, Power Attackm(-9/+27), Sickening Critical, Stand Still, toughness, weapon focus (bite), furious focus, vital strike, improved vital strike, greater vital strike, flyby attack, improved natural attack (bite), improved critical (claws)
Skills Acrobatics +26 (+34 jump), Bluff +28, Climb +36, Escape Artist +38, Intimidate +40, Knowledge (nobility) +20, Knowledge (planes) +20, Knowledge (religion) +20, Perception +42, Sense Motive +30, Stealth +34; Racial Modifiers +8 Escape Artist, +4 Perception, +4 Stealth
Languages Aklo; telepathy 200 ft.
________________________________________
SPECIAL ABILITIES
________________________________________
Fast Strike (Ex) Ydersius strikes with unnatural speed and precision, allowing him one extra bite attack at his full base attack bonus. This effect is not cumulative with similar effects such as haste, and does not actually grant a second action.
Noxious Breath (Su) Ydersius can exhale a venomous cloud of mind-numbing pheromones in a 30-foot spread every 1d4 rounds. Breath–inhaled; save Fort DC 36; frequency 1/round for 6 rounds; effect 1d4 Wis; cure 2 consecutive saves.
Poison (Ex) Bite–injury; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.
Powerful Bite (Ex) Ydersius applies twice his Strength modifier to bite damage.
Regeneration (Ex) No form of attack can suppress Ydersius's regeneration–the snake-god regenerates even if disintegrated or slain by a death effect. If Ydersius fails a save against an effect that would kill him instantly, he rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon his remains.
Toxic Blood (Ex) Ydersius's blood is both acidic and poisonous to those it contacts. A creature that strikes Ydersius with a slashing or piercing melee weapon, an unarmed strike, or a natural weapon takes 2d8 points of acid damage and exposes itself to a contact poison. Touch–contact; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Vulnerable to Decapitation (Ex) Ydersius can only be defeated by severing his head from his body, either with a vorpal weapon or by reducing him to fewer than 0 hit points, then decapitating him with a coup de grace attack. Even then, both Ydersius's head and body live on. His head immediately decays into an inert skull, while his body is blind, deaf, mindless, and limited to claw and tail slap attacks. If the head is held to the body, it reattaches, eventually restoring the snake-god.


Lizander wrote:
Anyway, you are right, he should be chaotic evil, here is a new version CR 30, with more hp for balance and skills corrected.

It still needs to be tougher if you're going for serious mythic.

However, note that as a god (or demigod, I guess, if you're putting him in as CR 30) he should also have special qualities that allow him to grant spells. This can be done through Divine Source (also giving him those domains as SLAs) or through a generic "grants spells" ability.

You should also change his Fast Healing 30 to Regeneration 30, in accordance with the Regeneration ability you've tacked on.


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Our party of six (all Level 17 + 2 Mythic tiers) just capped the AP by fighting a CR 29/MT 10 version of Ydersius and no one was really happy with the way it went. As scary as Ydersius looked and as concerned as the GM was that we'd TPK, it went very much the other way. (NOTE: This was close to Lizander's version but not identical. I haven't done a line-by-line comparison of the two, but our opponenet had AC 50, Init +28/+8, 702 HP, etc.)

Spoiler:

Mighty Mythic Avatar of Ydersius CR 29 / MR 10
XP 6,553,600
CE Huge outsider (chaotic, evil, extraplanar, mythic)

Init +28/+8; Senses blindsight 120 ft., darkvision 120 ft., scent, true seeing; Perception +34
Aura frightful presence (300 ft., DC 39), unholy aura (DC 33)
Defense
AC 50, touch 36, flat-footed 36 (+4 deflection, +9 Dex, +24 natural,
–2 size, +5 dodge)
hp 702 (28d10+168); regeneration 30
Fort +33, Ref +27, Will +33, second save

Defensive Abilities DR 15/lawful and silver and epic, DR 9/- (does not stack with DR15), block attacks, fortification (50%); Immune acid, fire, mind-affecting effects, paralysis, petrification, poison, sleep; Resist electricity 20; SR 40
Weaknesses vulnerable to decapitation

Offense
Speed 80 ft., climb 70 ft.
Melee bite +51/+51 (2d6+30/19–20/x3 plus poison), 2 claws +51 (2d6+27), tail slap +46 (2d8+15 plus grab)
Space 15 ft.; Reach 15 ft. (20 ft. with tail)
Special Attacks constrict (2d8+20), fast strike, noxious breath, poison, powerful bite, toxic blood, mythic power (10/day, surge +1d12), mythic magic (3/day)
Spell-Like Abilities (CL 20th; concentration +28)
Constant—true seeing, unholy aura (DC 33)
At will—dream, geas/quest, greater dispel magic, permanent image (DC 31), poison (DC 29), unhallow
3/day—baleful polymorph (viper only, DC 30), demand (DC 33), dominate monster (DC 34), maximized flame strike (DC 30), freedom of movement, mass suggestion (DC 31)
1/day—blasphemy (DC 32)

Tactics
Before Combat Ydersius casts freedom of movement before climbing from the chasm.
During Combat Ydersius attacks with the savagery of a constrictor and the speed of a viper. He attempts to subject as many foes as possible to his poisonous attacks, using Awesome Blow to knock opponents into the Chasm of Retreat, if possible. He uses his tail to constrict spellcasters, and casts baleful polymorph on dangerous warriors to take them out of the fight.
Morale Ydersius fights until his head is severed from his body, at which point his headless body thrashes mindlessly around the cavern before once more fleeing into the Chasm of Retreat.

Statistics
Str 41, Dex 29, Con 24, Int 10, Wis 23, Cha 26 (+5 to all Ability Checks – Mighty)
Base Atk +28; CMB +55 (+61 grapple); CMD 74

Feats Awesome Blow, Combat Reflexes, Critical Focus, Great Fortitude, Greater Grapple, Improved Bull Rush, Improved Critical (bite), Improved Great Fortitude, Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Sickening Critical, Stand Still, Power Attack (Mythic), Iron Will (Mythic), Great Fortitude (Mythic), Improved Critical (Mythic) (Bite), Improved Initiative (Mythic)

Skills Acrobatics +28 (+36 jump), Bluff +30, Climb +37, Escape Artist +39, Intimidate +40, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Perception +39, Sense Motive +28, Stealth +34; Racial Modifiers +8 Escape Artist, +4 Perception, +4 Stealth

Languages Aklo; telepathy 200 ft.

SQ bound to Material Plane, powerful blows (claws)

Special Abilities

Bound to Material Plane (Ex) Although he is an extraplanar creature, Ydersius is bound to the Material Plane until he has fully regenerated and is completely restored. As a result, spells such as banishment, dismissal, and the like have no effect on him.

Fast Strike (Ex) Ydersius strikes with unnatural speed and precision, allowing him one extra bite attack at his full base attack bonus. This effect is not cumulative with similar effects such as haste, and does not actually grant a second action.

Noxious Breath (Su) Ydersius can exhale a venomous cloud of mind-numbing pheromones in a 30-foot spread every 1d4 rounds. Breath—inhaled; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d4 Wis; cure 2 consecutive saves.

Poison (Ex) Bite—injury; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.

Powerful Bite (Ex) Ydersius applies twice his Strength modifier to bite damage.

Regeneration (Ex) No form of attack can suppress Ydersius’s regeneration—the snake-god regenerates even if disintegrated or slain by a death effect. If Ydersius fails a save against an effect that would kill him instantly, he rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon his remains.

Toxic Blood (Ex) Ydersius’s blood is both acidic and poisonous to those it contacts. A creature that strikes Ydersius with a slashing or piercing melee weapon, an unarmed strike, or a natural weapon takes 2d8 points of acid damage and exposes itself to a contact poison. Touch—contact; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.

Vulnerable to Decapitation (Ex) Ydersius can only be defeated by severing his head from his body, either with a vorpal weapon or by reducing him to fewer than 0 hit points, then decapitating him with a coup de grace attack. Even then, both Ydersius’s head and body live on. His head immediately decays into an inert skull, while his body is blind, deaf, mindless, and limited to claw and tail slap attacks. If the head is held to the body, it reattaches, eventually restoring the snake-god.

Notes:

Mythic Abilities - Should have 11

Block Attacks, Dual Initiative, Fortification, Mythic Magic, Powerful Blows, Second Save

Block Attacks (Ex)
Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).

Dual Initiative (Ex)
The monster gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster's initiativeis 23, for its first turn it could make a full attack (and take a 5 foot step) atinitiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monsterspell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature's round or the start of its turn such as saving throws against ongoing effects or taking bleeddamage), only the monster's first turn each round counts toward such durations.

Fortification (Ex)
The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.

Mythic Magic (Su)
Up to three times per day, when the creature casts a spell, it can cast the mythic version instead (as with all mythic spells, the creature must expend mythic power to cast a mythic spell in this way).

Powerful Blows (Ex)
The specified attack adds 1-1/2 times the creature's Strength bonus on damage rolls instead of its normal Strength bonus or half its Strength bonus.

Second Save (Ex)
Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it's still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw.

If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.

Once in the Boneyard, we put the head back in place, and got a surprise round the instant he regenerated above 0 hp. We hurt him pretty bad there. The group's archer alone did 179 HP, this being just before the paladin's shared smite activated.

Ydersius had the highest initiative (as well as the lowest, thanks to his Dual Initiative) and his first action was to try casting baleful polymorph on the archer who'd taken his headless avatar from full HP to well below zero in a single round, back in the Darklands. The spell didn't go off, because three PCs got attacks of opportunity -- a paladin, plus a fighter and rogue under the effects of a shared smite; they hit him for a combined total of 187 points, bypassing all his DR.

Then we all got our regular turns, killed him most sincerely dead before his end-of-round inititive came up, and cut off his head so Pharasma could judge him. I didn't catch every PC's damage that round, but it was 281 from the fighter and 459 from the archer.

Not one PC took a single point of damage or was affected by a single spell or spell-like ability. We've gotten very attached to our characters over the course of the AP -- these are the same six we started the adventure with -- but we'd all have enjoyed the final battle more if it had lasted several rounds and cost the lives of multiple characters. We'd have been able to resurrect the casualties later as long as the cleric or witch survived.

On the other hand, I believe things would have gone very differently if the GM had chosen to full-attack the paladin instead of trying to polymorph the archer. He would have saved himself 187 HP of damage from AOO's and very likely reduced the paladin to single-digit hit points if not killed her outright in the first round. That would end the shared smite, which as it was added over 400 bonus HP to the collective damage done by the paladin, fighter, rogue and archer in the [only] round following the surprise round.

One crit against the paladin, or a loss of 6 CON from the poison bite plus better-than-average damage rolls from the four attacks, would have put the paladin below her negative CON score. The archer had fewer HP to start with and would have been even easier to take out at the end of the same round. After that, the remaining PCs would probably have had zero chance of survival.

At these levels it really is all about who wins initiative.

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