Lets take a look at the mechanics for my cover-boy.
Administrum – CR 15
Large LN Outsider (lawful,
psionic)
XP 51,200
Init +2 Senses Darkvision
60 ft, true seeing, Lifesense
300 miles, Perception +27
Languages Celestial, Galactic Common,
Stonecutter, telepathy 100 ft
Defense
AC 29 Touch 11Flatfooted
27 (-1 size, +2 DEX, +4 natural, +13 inertial armor*)
HP 20d10 +80 hp (190 HP)
FORT +10 REF +14 WILL +16
(+8 bonus against
transmutation and psychometabolism effects)
Immune ability damage/drain,
disease energy drain, poison, Lifespawn mutation
Resist Electricity 10, Force 20,
Fire 20, Pleasure 10
Weaknesses
Offense
Spd 40 ft Flight 80 ft (poor)
Melee +24/+19/+14/+9 unarmed
strike (1d10+4 bludgeoning plus stunned
1d6 rounds (F-DC 24 negates), 19-20/x2)
Spell-Like Abilities (CL
20th Concentration +26)
Constant
– true
seeing
1x/day – interplanetary teleportation
Psi-Like Abilities (ML 20th
Concentration +30)
Constant
– inertial
armor (included in stat block above, augmented
to +13)
At Will
– modify
matter
-
quickened magic missile (5d4 force)
1x/day – mind switch (W-DC 23)
-
psychic chiurgury
-
psionic revivify
-
time regression
1x/year – astral seed
Statistics
Str 20 Dex 15 Con 18
Int 22 Wis 19 Cha 21
Base Atk +20 CMB +26 CMD 38
Feats Combat Manifestation, Craft Wondrous
Items, Craft Psionic Items, Deep Focus, Deep Impact, Iron Heart, Iron Will,
Improved Iron Will, Forge Ring, Psionic Weapon, Wild Talent
Skills Autohypnosis +29, Bluff +28,
Craft (alchemy, chemical)* both at +29, Craft (jeweler)* +19 Diplomacy +28,
Intimidate +28, Knowledge (arcana, civics, history, religion, the planes)* all
at +29, Perception+27 Sense Motive +18
*swap
Craft and Knowledge skills as desired to differentiate various Administrum
Ecology
Environment any
Organization usually accompanied by a
variety of powerful Inevitable servitors, humanoid allies and underlings of up
to company strength, or vast private, high-tech armies
Treasure
Special Abilities
Collective Judgment (SP)
A
group of six or more Administrum can work together to impose vast genetic and
psionic changes upon the evolution of a single species. Doing so requires six
or more Administrums to meditate together for at least 6 hours plus on
additional hour per Administrum beyond six.
At
the end of this time, the Administrum chooses a single intelligent species on
the world. All children in utero or under two years of age are affected by the uplift spell, becoming more intelligent
and gaining Psionic abilities. They are considered a new species, separate from
their parent. Simultaneously, the unmodified parent species is affected by reproductive apocalypse (F-DC 25). The
FORT Save DC for this effect increases by +1 per additional Administrum
participating in the ritual.
Honed Lifesense (EX)
Though
it is not a Lifespawn itself, and considers Lifespawn mutation to be a
corruption of healthy cellular activity, the Administrum has a Lifesense with a
range of 300 miles.
Iron Heart (SU)
The Administrum can never be
compelled to a sexual act against his will. He is immune to any form of
mind-influencing effect that would compel or influence sexual behavior or a
sexual response. Whether or not the Administrum is immune to a specific ability
depends on context. For instance, he is immune to charm person if the spell would compel him to sexual behavior with
the caster or one of the caster’s allies, but not if the same charm merely compelled him to drop his
weapon and surrender.
Perfect Genome (EX)
The Administrum cannot be genetically engineered, can never gain the Lifespawn subtype nor Lifespawn feats. The Administrum receives a +8 racial bonus on saving throws against transmutation and psychometabolism effects.
The Administrum cannot be genetically engineered, can never gain the Lifespawn subtype nor Lifespawn feats. The Administrum receives a +8 racial bonus on saving throws against transmutation and psychometabolism effects.
Nature
Administrum
are the self-appointed overseers of advanced, technologically adept societies
who are on the verge of a vast evolutionary leap into a race of powerful
psions. Administrum guide this transition, sparking it artificially with their
vast powers when necessary, regardless of the opinions of the unevolved.
Administrum take no pleasure in the extinction of non-psionic species, but do
not see evolutionary genocide as a tragedy, any more than it is a tragedy when
a butterfly emerges from its chrysalis. Administrum consider it their prime
duty to protect and guide the new breed of psions their tampering conceives.
Administrum
follow an exacting pattern when initiating contact with a ‘project’ species.
Initial contact is handled by intermediaries, as the Administrum trade
technology with planetary governments, offering revolutionary technology like
fusion power, FTL travel, advanced genetic engineering, teleportation tech or
occult technology as gifts to radically upgrade the world’s standard of living
and technology base. Over time, Administrum take greater roles in planetary
leadership, eventually drawing the world into their vast, far-flung empire.
After a previously agreed period, usually 7 to 10 planet-years from first
contact, the Administrum reveal themselves publicly, as the race knows its
demonic appearance tends to terrify most species. Secretly, an Administrum
cabal will use its uplift ability about this time, changing the race forever
and dooming the adults of the species to gradual extinction.
Administrum
hate and fear Lifespawn. They will not tamper with a world they know to have
been previously visited by Great
Watchmakers (Just BTW, Great Watchmakers are a CR 30 homage to Jack Kirby's Celestials, also found in this book!), World Seeders or other Lifespawn demi-gods. Even the
plausible rumor of Watchmaker interest can cause Adminstrum to abruptly break
off contact and write-off a world, regardless of their level of prior
tampering. Administrum use intermediaries and catspaws to exterminate Lifespawn
infections wherever they are found, especially those of the Mother and Nemesis
bloodlines, which they find especially distasteful and unpredictable.
Administrum
resemble devils right out of the collective mythology of mankind and other
sentient species. The race disdains decoration and usually goes nude or nearly
so, dressed only in simple robes, toga or loincloth. The species moves slowly
and always speaks softly, in a calm, rational and controlled manner. They are
not prone to displays of temper, even in the heat of battle or at the moment of
their own deaths. Administrum are legalistic and pedantic in the extreme,
though they consider contracts made with less-evolved species subject to
revision in the name of the greater good…. A good their eugenic schemes define
for the galaxy.
Lets take a look at one more creature from HotL2 before we close up shop for the afternoon. The Bleakmoon Tyrant first appeared in 2009's Galaxy Command as the iconic setting bad guy. For this revision, I choose great stock art from One Man Studios/Critical Hit Studios. Mechanically, the revised Bleakmoon Tyrant fights like a combination of Darksied and obscure 80s cartoon baddie Mon-Starr (from Silverhawks). He's another high-level adversary, somebody to wade through as a final 'mini-boss' before standing up to campaign defining adversaries like Artemis or Genesis.
Bleakmoon Tyrant – CR
22
Huge LE Outsider (evil,
lawful, lifespawn, native)
XP 615,000
Init +3 Senses see in darkness, sensors equal to a
military-grade capitol ship, Lifesense 10,000, Perception +43
Languages Abyssal, Celestial, Draconic, Galactic Common, Infernal,
Stonecutter
Aura Dark Matter Corona (30 ft,
4d6 force and slowed, F-DC 41
partial)
Defense
AC 32 Touch 20 Flatfooted
29 (-2 size, +3 DEX, +1 shield, +12 equipment, +8 deflection)
HP 37d10 +296 hp (500 HP)
Damage Reduction 10/epic and good
FORT +34 REF +17 WILL +24
Immune Fire, Force, disease poison,
suffocation, vacuum, radiation
Resist Cold 20, Electricity 20
Spell Resistance 32
Weaknesses Lifecount 3
Offense
Spd 50 ft Flight 200 ft (good),
Space Flight 2,500 ft (perfect)
Melee +46/+46/+46/+41/+36/+31
cruel, vorpal handaxe (1d6+13, 20/x3)
Ranged +38/+33/+28/+23 obliteration
beam (10d10 force, 20/x3, 10,000 ft range increment)
Ranged Touch +38/+33/+28/+23 victimizing
gaze (target loses all Resistances/Immunities for 5 rounds, W-DC 41 to negate,
20,000 ft maximum range)
Special Qualities No Breath, Greater
Starflight
Spell-Like Abilities (CL 37th Concentration +43)
5x/day – baleful polymorph (DC 21)
-
bestow curse (W-DC 21)
3x/day – kinetic kill weapon (R-DC
24)
1x/day
– aeons
crash down (W-DC 25)
-
dominate monster (W-DC 25)
-
nuclear impact (DC 24)
Statistics
Str 30 Dex 16 Con 26
Int 18 Wis 16 Cha 22
Base Atk +37 CMB +49 CMD 62
Feats Cleave, Dazzling Display,
Deadly Stroke, Double Slice, Far Shot, Great Cleave, Greater Sunder, Greater
Weapon Focus (hand axe), Greater Two-Weapon Fighting, Improved Sunder, Improved
Two-Weapon Fighting, Point-Blank Shot, Power Attack, Shatter Defenses,
Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (hand axe)
Skills Craft (blacksmithing,
gunsmith, mechanical) all at +25, Flight +36, Intimidate +46, Knowledge
(arcana, local, the planes, tactics, technology) all at +44, Perception +43, Stealth
+36
Gear pair of +3 cruel, vorpal handaxes
Ecology
Environment any (native to the prison
world, Bleakmoon, in the Outer Necklace)
Organization accompanied by vast armies
of minions, including fearsome Korbus legions
Treasure vastly beyond triple
standard (but good luck taking it)
Special Abilities
Bleakmoon Mutation (SU)
As
a full round action, the Bleakmoon Tyrant can empower a willing ally with
cosmic potency that bestows the Fiendish
and Giant simple templates upon that
creature. This transformation lasts for 24 hours or until the ally is slain.
The Bleakmoon Tyrant can empower up to 35 HD worth of allies with this ability
per day.
Dark Matter Corona (SU)
A corona of strange gravitic effects surrounds the
Bleakmoon Tyrant at all times. Anyone who ends their turn within 30 ft of the
Bleakmoon Tyrant suffers 4d6 Force damage and is slowed for as long as they remain in the aura and for 1 round after
leaving it. A successful DC 41 FORT Save halves the Force damage and negates
the slowed condition, but this save
must be repeated for each round of exposure.
If the Bleakmoon Tyrant chooses to suppress this aura,
his Deflection bonus to Armor Class is also suppressed.
Victimizing Gaze (SU)
As an attack action, the Bleakmoon Tyrant can fire a lance of burning crimson light from his dark gaze. This is a ranged touch attack with a 20,000 ft maximum range and no range increment. The target is severely debilitated on a hit, losing all forms of Damage Reduction, Spell Resistance or Powered Resistance as well as all forms of Energy Resistance or Energy Immunity. This loss remains in place for a maximum of 5 rounds, with the target gaining a DC 41 WILL Save at the end of each round to end the effect early.
As an attack action, the Bleakmoon Tyrant can fire a lance of burning crimson light from his dark gaze. This is a ranged touch attack with a 20,000 ft maximum range and no range increment. The target is severely debilitated on a hit, losing all forms of Damage Reduction, Spell Resistance or Powered Resistance as well as all forms of Energy Resistance or Energy Immunity. This loss remains in place for a maximum of 5 rounds, with the target gaining a DC 41 WILL Save at the end of each round to end the effect early.
Nature
The Bleakmoon Tyrant is one
of the most dangerous and ambitious cosmic warlords to ever have emerged from
the churning, hyper-Darwinistic cauldron of the innermost reaches of Phallus
Space. Over the last ten millennia or so, the Bleakmoon Warlord has carved out
a sphere of influence and power stretching across endless parsecs of crowded,
teeming and hazardous space. The Tyrant’s frightful, cosmos-rattling power and
imperial ambitions has attracted the attentions of even the Old Gods, and it is
testament to the Bleakmoon Tyrant’s tactical acumen that Their attention has
not eradicated him.
The Bleakmoon Tyrant is a
slaver without compare and without mercy. The Tyrant is a specialized dealer in
unique and exotic Lifespawn slaves, mind-warped and modelocked Battlechangers
and other highly valuable prey. The Tyrant maintains a network of space
pirates, slavers, star-criminals, mercenaries and xeno-horrors stretching
across galaxies and spanning multiple planes of existence. The Tyrant rules
from his redoubt on the fortified moon Bleakmoon, a skull-like, crater-scarred
world under the dying, crimson light of one of the Phallus’ myriad captured
suns.
The Bleakmoon Tyrant’s
origins and true nature are unknown, as the immortal Tyrant is known only by
his gleaming armor, the color of blood. Thought the Tyrant’s gender is
unverified, common rumor holds that the Tyrant is a male, likely of either the
potent Singular or Genesis bloodlines.
The Bleakmoon Tyrant truly lives up to his name. Though
a tactical genius, he is prone to underestimating his enemies, and enjoys
sadistically taunting his foes or torturing them rather than killing them out-right.
His child-like rages and melancholy are legendary, and woe to any underling who
brings him bad news. Not only does the Tyrant shoot the messenger, he usually
wipes out their entire
bloodline for good measure. The Tyrant is a petty
sadist, who makes excellent use of both his spell-like abilities, more
conventional tortures and the skills of entire worlds of slave-breakers to
destroy his slaves mentally and spiritually while reshaping their physicality
to his needs.
The Bleakmoon Tyrant is an immense armored biped clad
head to toe in blood red cyber-armor forged from exotic, ultra-dense
star-steel. The narrow slit of the Tyrant’s helm reveals pulsing red light with
the exact radiation signature of the dying star that Bleakmoon itself orbits.
The Bleakmoon Tyrant is a joyful and dangerous combatant, a crimson blur of
death and pain wielding twin mono-molecular axes and firing optic blasts capable
of scuttling a military corvette. His electronically modulated voice is a
demonic snarl of hatred.
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