Force of Power (Chaos)
Colossal Aberration(Chaotic, Extraplanar)
Hit Dice: 100d8+2600 (3150 Hp)
Initiative: +42 (+8 Superior Initiative, +34 Dex)
Armor Class: 86 (-8 Size, +34 Dex, +50 Natural) Touch 36 Flat Footed 52
Base Attack/Grapple: +75/+109
Attack: Claw +85 Melee (4d6+18 plus corporeal instability)
Full Attack: 2 claws +85 Melee (4d6+18 plus corporeal instability)
Space/Reach: 40 ft. by 40 ft./15 ft.
Special Attacks: Corporeal Instability, Enslave, Chaotic Strike
Special Qualities: Aberration Qualities, DR 20/epic and lawful, SR 46, Fast Healing 30, Absorb Chaos, Immunity to Law, Immunity to Transformation, Revival
Saves: Fort +68, Ref +86, Will +75
Abilities: Str 46, Dex 68, Con 62, Int 33, Wis 38, Cha 33
Skills: Listen +122, Spot +122, Sense Motive +62, Knowledge: Nature +62, Knowledge: Chaos +62
Feats: Improved Initiative, Power Attack, Cleave, Great Cleave, Combat Reflexes, Weapon Focus (claw), Great Fortitude, Lightning Reflexes, Iron Will, Epic Fortitude, Epic Reflexes, Epic Will, Fast Healing (10), Improved Combat Reflexes, Superior Initiative, Blinding Speed (10)
Environment: Any strongly chaotic-aligned plane
Challenge Rating: 36
Treasure: Essence of Chaos
Alignment: Always chaotic neutral
The creature before you appears as a massive, constantly changing mass of flesh. Eyes of every description, and mouths filled with horrible fangs appear and disappear at random, it babbles insanely, and approaches.
Forces of Power are beings that are created through extensive magical manipulation of the stuff that makes up the Transitive Plane they are tied to. Typically, they go un-noticed, for they do not act unless attacked, or unless something is horribly threatening the balance of power.
The Force of Chaos speaks Goblin, Orc, Giant, Slaad, Abyssal, Infernal and Celestial, and tends to babble when not concentrating on speaking.
The Force of Chaos is a restless opponent, constantly changing tactics and targets, seemingly at random. Even while doing this, it enjoys causing the maximum confusion with it’s spells and abilities.
Corporeal Instability (Su): A blow from the Force of Chaos against a living creature can cause a terrible transformation. The creature must succeed on a DC 86 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast under the Force of Chaos’ control.
A victim can regain its own shape by taking a standard action to attempt a DC 25 Charisma check. A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).
Enslave (Su): Ten times per day, the Force of Chaos can attempt to enslave any living creature within 300 feet. The target must succeed on a DC 71 Will save or be affected as though by a dominate person spell (caster level 100th). An enslaved creature obeys the Force of Chaos’ telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the Force of Chaos dies or travels more than 100 miles from its slave. The save DC is Charisma-based.
Immunity to Transformation (Ex): No mortal magic can permanently affect or fix the Force of Chaos’ form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.
Revival (Ex): When destroyed, the Force of Chaos immediately begins to drain away small amounts of Chaos from every creature within 200 miles, and reforms in 2d4 weeks.
Absorb Chaos (Ex): The Force of Chaos is so attuned to the forces of Chaos that any Chaos spell cast upon it heals 1d6 damage per caster level.
Immunity to Chaos (Ex): The ambient energy of Chaos that surrounds the Force of Chaos cancels out any Law spells cast upon it, unless cast by the Force of Law, or someone holding the Essence of Law.
Chaotic Strike (Ex): Attacks made by the Force of Chaos count as Chaotic and Epic for the purposes of overcoming damage reduction.
Spell-Like Abilities: The Force of Chaos can cast all Chaos spells, divine or arcane, as Spell-Like Abilities, at will. It can also cast all spells from the Chaos Domain as free actions. Caster level 100th. The save DCs are Charisma-based.
The Essence of Chaos (Minor Artifact)
When destroyed, the Force of Chaos’ remaining power becomes concentrated, and forms into a fist-sized, gem that shines with every conceivable color. This gem grants it’s bearer tremendous power over the Power of Law. When possessed, the Essence of Chaos provides numerous benefits, as follows.
à All attacks, spells, and effects produced by the bearer count as Chaotic aligned, and bypass Damage Reduction as such.
à The bearer casts all Chaos spells at +20 Caster Level
à The bearer gains Damage Reduction 20/epic and chaotic
à The bearer can cast the following spells as spell-like abilities
Protection from Law (unlimited use)
Magic Circle against Law (unlimited use)
Chaos Hammer (unlimited use)
Dispel Law (three times per day)
Animate Objects (twice per day)
Word of Chaos (once per day)
Summon Monster IX (once per day)
Primeval Earth Elemental
Colossal Elemental(Earth, Extraplanar)
Hit Dice: 100d8+1900 (2350 Hp)
Initiative: +17 (+4 Improved Initiative, +13 Dex)
Speed: 30 ft.
Armor Class: 85 (-8 Size, +70 Natural, +13 Dex) Touch 15 Flat Footed 72
Base Attack/Grapple: +75/+117
Attack: Slam +94 Melee (5d8+26, 19-20x2)
Full Attack: 2 slams +94 Melee (5d8+26, 19-20x2)
Space/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Earth Mastery, Push, Spell-Like Abilities
Special Qualities: Elemental Qualities, DR 30/-, SR 44, Fast Healing 30, Immunity to Acid, Resistance 30 vs. Fire, Cold, and Electricity, Elemental Split
Saves: Fort +77, Ref +52, Will +45
Abilities: Str 62, Dex 36, Con 48, Int 28, Wis 28, Cha 28
Skills: Listen +112, Spot +112, Sense Motive +60, Survival +60, Knowledge: Nature +60, Knowledge: Earth +60
Feats: Improved Initiative, Lightning Reflexes, Iron Will, Great Fortitude, Combat Reflexes, Weapon Focus (slam), Improved Critical (slam), Improved Natural Attack (slam), Power Attack, Blind-Fight, Cleave, Great Cleave, Epic Fortitude, Epic Reflexes, Epic Will, Fast Healing (10), Energy Resistance (Fire, 3), Energy Resistance (Cold, 3), Energy Resistance (Electricity, 3)
Environment: Elemental Plane of Earth
Challenge Rating: 34
Treasure: Earth Core
Alignment: Always neutral
The creature before you appears as a massive, hunched humanoid made of earth in all its forms. Great, gem-like eyes glare out from beneath it’s sloping earthen brow, and it slams it’s massive fists against the ground.
Primeval Elementals are forged from the very energy that makes up the Elemental Plane it is tied to, and thusly it is the strongest, smartest, and largest elemental of it’s kind. They reside on their Elemental Planes, unless some powerful work of magic commands them to the Material Plane (or any other plane for that matter)
The Primeval Earth Elemental speaks Terran, though it rarely bothers to.
The Primeval Earth Elemental is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. It can also move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): The Primeval Earth Elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the Elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): The Primeval Earth Elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the Elemental’s opposed Strength checks.
Earth Glide (Ex): The Primeval Earth Elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Elemental flings the Elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Elemental Split (Ex): When reduced to 0 Hit Points, the Primeval Earth Elemental shatters into 2d6+10 angry Elder Earth Elementals, which attack the people responsible for their creator’s destruction. If even one of the Elder Earth Elementals survives the ensuing battle, a new Primeval Earth Elemental forms from it in 4d6 weeks. The Elder Earth Elementals count towards the CR of the encounter.
Spell-Like Abilities: The Primeval Earth Elemental can cast all Earth or Acid spells, divine or arcane, as Spell-Like Abilities, at will. It can also cast all spells from the Earth Domain as free actions. Caster level 100th. The save DCs are Charisma-based.
The Earth Core (Minor Artifact)
When destroyed, the Primeval Earth Elemental not only fractures into Elder Earth Elementals, but it’s remaining power becomes concentrated, and forms into a fist-sized gem. This gem grants it’s bearer tremendous power over the Elemental Power of Earth. When possessed, the Earth Core functions exactly like an activated Ring of Elemental Command (earth), except for the following differences.
à The charm effect produced now has a Will Save DC of 40
à The wearer is granted Immunity to Acid
à The granted spells are changed as follows
Meld into stone (unlimited use)
Soften earth and stone (unlimited use)
Stone shape (unlimited use)
Stoneskin (three times per day, wearer only)
Passwall (once per day)
Wall of stone (four times per day)
Iron Body (once per day)
Elemental Swarm (once per week)
The Forces of Power were designed to represent the extremes of the alignment axis, physically represented on my campaign world. They don't take much action on their own, and go generally un-noticed, but each one resides in a Kingdom, somewhere, having been drawn by the general Good/Evil, or Chaos/Law in the Kingdom.
The Primeval Elementals are like the Forces of Power, in that they represent a physical form of a force of nature. These ones, however, reside in hard-to-reach places. The Primeval Water Elemental, for example, resides on the bottom of the sea, beneath the polar icecaps of my game world. So really, they're good for quests, and PCs with a death wish...