What kind of MF'n munchkin thought this SOB up? he must have been thinking " I'm 12 years old and I need to end this game. I know! I kill all my players" AC 85? Exqueezeme? you'd have to be lvl 50 or higher to get close to this number. I gotta believe that eventually you run out of buffs that stack... Must be a realms Monster. > -----Original Message----- > From: Albright@xxxxxxxxxxxxxxx [SMTP:Albright@xxxxxxxxxxxxxxx] > Sent: Thursday, July 03, 2003 9:47 AM > To: meepo@xxxxxxxxxxxxx > Subject: [meepo] Your first challenge as Epic Heroes... :-) > > Absurd, but amusing. Enjoy. > > The God-Eater > > Advanced Paragon Tarrasque of Legend > Colossal Magical Beast > Hit Dice: 100d10+3700 (4700 hp) > Initiative: +23 (+19 Dex, +4 Improved Initiative) > Speed: 60 ft. > AC: 85 (-8 size, +12 insight, +12 luck, +19 Dex, +40 natural) > Attacks: Bite +150 melee, 2 horns +145 melee, 2 claws +145 melee, tail > slap > +145 > Damage: Bite 8d8+55, claw 2d10+40, horn 2d12+40, tail slap 6d8+40 > Face/Reach: 40 ft. by 40 ft./25 ft. > Special Attacks: Poison, frightful presence, rush, improved grab, swallow > whole, improved critical > Special Qualities: Haste, damage reduction 50/+10 and 25/--, carapace, > immunities, regeneration 100, scent, SR 60, magic immunity* > Saves: Fort +87, Ref +75, Will +54 > Abilities: Str 70, Dex 37, Con 60, Int 20, Wis 31, Cha 33 > Skills: Bluff +58, Climb +77, Escape Artist +60, Hide +44, Intimidate +76, > Jump +77, Knowledge (divinity) +52, Knowledge (history) +52, Knowledge > (nature) +52, Knowledge (planes) +52, Knowledge (religion) +52, Listen > +57, > Move Silently +60, Search +52, Sense Motive +57, Spellcraft +52, Spot +58, > Swim +77, Survival +58 > Feats: Cleave, Combat Reflexes, Deadly Poison, Devastating Critical > (bite), > Devastating Critical (claw), Dodge, Epic Damage Reduction (5), Epic Weapon > Focus (bite), Expertise, Fling Enemy, Great Cleave, Greater Mighty Roar, > Improved Bullrush, Improved Combat Reflexes, Improved Critical (bite), > Improved Critical (claw), Improved Disarm, Improved Initiative, Improved > Multigrab, Improved Trip, Mighty Roar, Mobility, Multiattack, Multigrab, > Power Attack, Overwhelming Critical (bite), Overwhelming Critical (claw), > Spring Attack, Sunder, Virulent Poison, Weapon Focus (bite) > Climate/Terrain: Any > Organization: Solitary > Challenge Rating: 85 > Alignment: Neutral > > Frightful Presence (Su): The God-Eater can inspire terror by charging or > attacking. Affected creatures must succeed at a Will save (DC 71) or > become > shaken, remaining shaken until they leave the area of effect. > > Rush (Ex): Once per minute, the normally slow-moving God-Eater can move at > a > speed of 450 feet. > > Improved Grab (Ex): To use this ability, the God-Eater must hit a Huge or > smaller opponent with its bite attack. If it gets a hold, it can try to > swallow the foe or fling him. > > Swallow Whole (Ex): The God-Eater can try to swallow a grabbed opponent of > Huge or smaller size by making a successful grapple check. Once inside, > the > opponent takes 4d8+40 points of crushing damage plus 4d8+12 points of acid > damage per round from the God-Eater's digestive juices. A swallowed > creature > can cut its way out by dealing 50 points of damage to the God-Eater's > digestive tract (AC 40). Once the creature exits, muscular action closes > the > hole; another swallowed opponent must cut its own way out. The God-Eater's > gullet can hold two Huge, four Large, eight Medium-size, or sixteen Small > or > smaller creatures. > > Augmented Criticals (Ex): The God-Eater threatens a critical hit on a > natural attack roll of 15-20, dealing quadruple damage on a successful > critical hit. > > Carapace (Ex): The God-Eater's armor-like carapace is exceptionally tough > and highly reflective, deflecting all rays, lines, cones, and even magic > missile spells. There is a 60% 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. > > Immunities (Ex): The God-Eater has fire, poison, and disease immunity. > > Magic Immunity (Ex): The God Eater is immune to all spells and spell-like > abilites from casters below divine rank 15. Deities of divine rank 15 or > higher can still must contend with the God Eaters normal spell resistance > and carapace. > > Regeneration (Ex): No form of attack deals normal damage to the God-Eater. > The God-Eater regenerates even if disintegrated or slain with death magic: > These attack forms merely reduce it to -10 hit points. It is immune to > effects that produce incurable or bleeding wounds, such as a sword of > wounding, mummy rot, or a clay golem's wound ability. The God-Eater can be > permanently slain only by reducing it to -100 hit points and using a wish > or > miracle spell cast by a deity of at least divine rank 15 to keep it dead. > If > the God-Eater loses a limb or body part, the lost portion regrows in 1d6 > rounds (the detached piece dies and decays normally). The creature can > reattach the severed member instantly by holding it to the stump. > > Poison (Ex): A poison of unimaginable potency drips from the ravenous maw > of > the God-Eater and can affect creatures normally immune to poison, > including > deities. DC 77 Fort save, 6d6 Con damage primary, secondary damage death. > > Haste (Su): The God-Eater acts and maneuvers with appalling speed, gaining > an extra partial action every round. > > > > Thanks, > > Dru Albright > Aronson+Johnson+Ortiz > 230 South Broad Street > Philadelphia, PA 19102 > (215) 546-7500 >