Doom Eyes (3.5e Creature)

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STRIGIDAE OF THE HELLBLOOD STORM[edit]

This is an exercise in excess.

An owl, but with the following templates: Anarchic, Arcane Servitor, Apocalyptic,

Beast Lord, Enchanted, Half-Fey, Legendary, Lemoriand, Monster of Legend,

Quickened, Radiant, Relentless, Thermic Air Elemental

It's also a hero-deity as per Immortal's Handbook: Ascension.

Creating this was a lot of fun.

Doom Eyes, Strigidae of the Hellblood Storm
Size/Type: Tiny Outsider (Air, Chaotic, Evil, Fire, Incorporeal, Native, Spirit)
Hit Dice: 32d12+960+96 (1,440 hp)
Initiative: +73 (+56 Dex, +3 divine, +10 foresight, +4 Imp Init)
Speed: 280', fly 1950' (perfect)
Armor Class: 270* (+2 size, +2 anarchic, +56 Dex, +39 deflection, +57 dodge, +3 divine, +10 foresight, +10 insight, +12 luck, +69 natural), touch 201, flat-footed 157 (cannot be caught flat-footed except by HD 36+ creatures)
Base Attack/Grapple: +32**/+95
Attack: Talons +135 melee (10d10+74/18-20 plus 8d6 divine fire)***
Full Attack: Talons +135/+135 melee and tongue +135 melee touch (paralysis plus 8d6 divine fire) and sting +135 melee (8d6+46/18-20 plus 8d6 divine fire plus poison) and claw +135 melee (8d8+46/18-20 plus 8d6 divine fire) and tentacle +135 melee (8d8+46/18-20 plus 8d6 divine fire)****
Space/Reach: 2 1/2'/5'
Special Attacks: Charm person, damage feedback, dazzling, divine damage, ethereal spellcaster, improved grab, kin tyranny, manifestation, materialization, possession, reaching attack, shriek of the apocalypse, smite law, spells, spell-like abilities, spirit touch, thermic strike
Special Qualities: Air mastery, alternate forms, arcane spell immunity, critical weakness, DR 30/cold iron and divine, detect law, divine abilities, divine traits, elemental traits, extra spell-like ability uses, extra supernatural ability uses, fast healing 42, feyblood, foresight, grafts, haste, immunities, insight, low-light vision, luck, rebirth, regeneration 43, rejuvenation, resistances, see spirits, speech, SR 57, spurn lady luck's scorn, turn resistance +4 (non-shamans), 3 virtual size categories
Saves: Fort +63, Ref +89, Will +75
Abilities: Str 54, Dex 122, Con 70, Int 50, Wis 94, Cha 88
Skills: Autohypnosis +37, Balance +43, Bluff +34, Concentration +30, Disable Device +35, Disguise +34 (+36 in char), Escape Artist +43, Hide +43, Intimidate +34, Jump +24, Knowledge (Arcana) +34, Knowledge (Architecture & Engineering) +34, Knowledge (Dungeoneering) +34, Knowledge (Geography) +34, Knowledge (History) +34, Knowledge (Local) +34, Knowledge (Nature) +35, Knowledge (Nobility and Royalty) +34, Knowledge (Psionics) +35, Knowledge (Religion) +34, Knowledge (The Planes) +34, Listen +49, Move Silently +58, Open Lock +35, Psicraft +27, Search +26 (+28 secret doors), Sense Motive +36, Spellcraft +27 (+28 scrolls), Spot +45, Survival +36 (+38 underground or aboveground natural environs or other planes), Tumble +44, Use Magic Device +25, Use Psionic Device +25; Skill Tricks: Collector of Stories, Swift Concentration
Feats: Alertness, Augment Summoning, Automatic Metamagic x10, Blind-Fight, Combat Reflexes, Cryptomnesia***** (Abnormality [Face]) x2, Dire Spell, Dodge, Empower Spell, Epic Weapon Focus (Claw, Sting, Talons, Tentacle, Tongue), Epic Weapon Specialization (Claw, Sting, Talons, Tentacle, Tongue), Extend Spell, Flyby Attack, Greater Critical (Claw, Sting, Talons, Tentacle, Tongue), Greater Natural Attack (Claw, Sting, Talons, Tentacle, Tongue), Greater Power Attack, Greater Weapon Focus (Claw, Sting, Talons, Tentacle, Tongue), Greater Weapon Specialization (Claw, Sting, Talons, Tentacle, Tongue), Heighten Spell, Improved Critical (Claw, Sting, Talons, Tentacle, Tongue), Improved Dodge, Improved Finesse, Improved Flyby Attack, Improved Initiative, Improved Multiattack, Improved Natural Attack (Claw, Sting, Talons, Tentacle, Tongue), Improved Summoning, Metamagic Freedom, Mindless Spell, Mobility, Multiattack, Penetrating Spell, Power Attack, Power Attack Mastery, Quicken Spell, Sixth Sense, Spring Attack, Still Spell, Supreme Dodge, Theurgic Spell, Unbound Spell, Uncanny Power Attack, Weapon Finesse, Weapon Focus (Claw, Sting, Talons, Tentacle, Tongue), Weapon Specialization (Claw, Sting, Talons, Tentacle, Tongue), Widen Spell
Environment: Prime Material Plane
Organization: Unique
Challenge Rating: 50 (rough estimate; CR really is meaningless at this strata of power)
Treasure: Quadruple Standard
Alignment: Chaotic Evil
Advancement:
Level Adjustment:

* Materialized or ethereal against ethereal foes. Incorporeal or ethereal against material foes: 202 (+2 size, +2 anarchic, +56 Dex, +40 deflection, +57 dodge, +3 divine, +10 foresight, +10 insight, +12 luck), touch 202, flat-footed 89 (cannot be caught flat-footed except by HD 36+ creatures)

** +40 BAB with his natural weaps; all attack rolls assume he's using nat weap

***Attack (vs material while incorporeal, or vs incorporeal while material): Talons +135 melee (10d10+57/18-20 plus 8d6 divine fire)

****Full Attack (vs material while incorporeal, or vs incorporeal while material): Talons +135/+135 melee and tongue +135 melee touch (paralysis plus 8d6 divine fire) and sting +135 melee (8d6+37/18-20 plus 8d6 divine fire plus poison) and claw +135 melee (8d8+37/18-20 plus 8d6 divine fire) and tentacle +135 melee (8d8+37/18-20 plus 8d6 divine fire)

***** When within two miles of anyone who is capable of hitting his critical weakness, whether he is aware of it or not, Doom Eyes painfully grows two faces (one on top of his head; its beak right above his eyes, and one on the front of his neck, its eyes right below his beak) and he can cast two additional spells or use two additional spell-like abilities per round (or one spell and one spell-like ability); they must be a standard action or less to cast. This warns him of the danger, and he goes berserk hunting for the enemy.


This lunatic's avian dream couldn't be more unnerving if its wingspan blocked the sky. It's as if someone took a cockatrice but made it larger and even more disgusting. Most of it is covered in a gross mixture of scales and bare human skin. You can barely pinpoint its color; it seems to be a splotch of bright violets and dark reds, with the occasional puke green. Unexpectedly it is luminescent; it glows like a lantern, making it difficult to see. Even worse is its form is behind heat waves. But not enough to disguise its features: its sparse patches of feathers are caked in dried... something. A mixture of blood, pus, and worse. Hanging from its short beak is a tongue like stitched, segmented fingernails with a tri-pronged claw at the end. It is almost as long as the bird, but still diminutive compared to a tentacle, with several barbs at the end, the color of bruised human flesh jutting from the side of its chest.  It looks like whoever put it there just jabbed it into this thing's gaunt body -- right above its bloated belly -- and called it a day. Same could be said of another appendage like a human arm from the middle of its back, with large, clawed fingers. Despite its nightmarish form it does not appear demonic, but somehow like a diseased fey beast, the antithesis of everything a druid stands for. You cannot put a finger on how you come to that impression.

History Lost[edit]

In a timelost era, there existed an eternal guardian of nature. His (her? its?) name, but not his legend, has disappeared into the mists of a bygone age. He was a creature of light and life, fey and elder, in the form of huge owl spirit who brought comfort and succor to the friends of the forest. But to this day no one can trace his whereabouts. His tale lives, though, in folk memories of a distant region (barely touched by civilization) as a protector spirit or beast totem. But aside from the world’s oldest wyrms with an interest in nature rather than the arcane (alone a rarity), as well as one or two druid circles of ancient lineage, almost no one knows the truth.

But he remembers. He will always remember that day with resentment that oozes as magma.

Grandest of Nature's Cornucopia[edit]

On that day a brief planar conjunction between the material world and the Abyss split like a rotten wound in his wooded land. The infestation struck like an extinction event. Or would, had it not been for the relentless protection of the animal lord. This was not the day of his demise, though it was the precursor.

That spill of taint attracted the attention of a cult of Pazuzu. After much scouting and scrying, they chose the guardian as their prize. So they attacked. The battle lead to almost as much magical devastation as the original demon assault. After all but the high priests were slain, they captured the nature spirit. They enacted a ritual to re-open the rift and dragged their prey to the Plane of Infinite Portals.

The silver lining: their magics were unsubtle, as befits worshipers of a former lord of chaos; the planar rift was not merely sealed behind them, but utterly destroyed. That spot had been a staging point for demonic invasion every several thousand years or so, the last one before that forest had existed. Perhaps nature itself cried out and birthed this guardian to protect the world after many such conjunctions in the primeval past. His ironic “sacrifice” would be a source of melancholy triumph to this day, had any remembered but him and Pazuzu.

In the Abyss, the Pazunian priesthood summoned the being whose lifespan made even their nigh-eternal game comparatively a mayfly. The Prince of the Lower Aerial Kingdoms thanked the mortals for their offering via summary slaughter. He then glared upon the pathetic creature, its perfect feathers blinding in this blighted dimension. It was literally a shining beacon of goodness and the natural world. It would be a very tasty meal for the former obyrith, who licked his avian lips in anticipation.

...Devoured[edit]

The beast spirit lost count of the years, the decades he was tormented under Pazuzu’s foul wing, for it took that long to break him. His ethereal form was useless outside the natural world, thus his body was vulnerable to transformative magics and vile experimentation. He was permanently shrunk to the size of a normal owl, his wings were ripped out and replaced with ones that resembled Pazuzu’s, and he was infused with the primal chaos of the obyriths. His eyes used to be his most beautiful feature, but they along with everything else were remade into repulsive and violent expressions of the demon prince's “art”. This was merely the physical side of his torture, mostly wrought by Pazuzu’s minions: Pazuzu himself put the avian beast through a regimen of psychological horror the likes of which are rarely seen outside the torture chambers of the baatezu.

When the guardian finally submitted, defeated by evil, Pazuzu gorged himself on the sweet nectar of fallen virtue. To further degrade and humiliate the former paragon of avians, Pazuzu renamed him Doom Eyes, Strigidae of the Hellblood Storm. It was his intention to lather malevolent language onto his title as a multi-pronged insult to his former nature. Pazuzu even chose to name him such that would sit uneasily with himself and his kin. By this time, Doom Eyes was perfectly fine with it all. He was still radiant, still distasteful to fiends, but this time with a more abyssal light. Pazuzu enjoyed a pet whose form was offensive to all.

Doom Eyes, reborn a scout and “familiar” of Pazuzu’s, was infused with even more abyssal magic. His body was injected with pure arcane power and the elemental energies of flame and wind. He still retained his status as a nigh-divine primeval lord, and could spy on the Prime through the senses of any owl. Nature tried to reject him, however his mental might was too much, so he warped his own powers into domination over nature rather than cooperation with her.

For an age, Doom Eyes served as Pazuzu’s pet. He traveled the material world to find the most stout and holy of individuals for Pazuzu to drag down. Sometimes he would even take the form of his master to personally tempt and throw their soul screaming into the pit.

Prehistory's Final Stand[edit]

Finally, though, nature’s revulsion grew too great; she sent an aspect to slay the beast once and for all. Once again he found himself in a contest that ruined yet another region of heretofore untouched wild. But this time he proved the victor, and in triumph he devoured the sundered corpse. This cannibalization filled Doom Eyes with pure divine energy, which reacted violently with his demonic nature. It almost killed him, but eventually the divine spark was engraved onto his sullied soul.

But he did not achieve apotheosis. Doom Eyes instead became a true monster. His newfound might eclipsed that of the greatest non-unique demons, and rivaled that of the avatars of evil deities. However, the druidic high magic that so resembled his original form embraced his new, twisted self. This bone-deep piercing reminder of who he used to be... it broke him even more thoroughly than did Pazuzu: he is now utterly and unsalvageably insane.

Ends With A Scream[edit]

No longer is he a servant of chaos. Doom Eyes is now himself a force of destruction let loose upon the world. He is akin to a natural disaster, though there has been nothing natural about Doom Eyes since that fateful day. He is full of hate and woe, for the nature that did not protect him as he protected nature for so long, for the demons who abused and ruined him — that he still summons obyriths with his spell-like abilities is lost on his disheveled thoughts — and for the unfair and uncaring multiverse that abandoned him, a paragon of good, the pinnacle of animal divinity.

Doom Eyes retains enough discipline to keep from wanton devastation, for the most part. He tries to reject chaos, preferring to be methodical with his anger. The magics of the obyriths cannot be denied, though, and he can still succumb to mindless, Owlbear-esque animosity with very little provocation. Though unlike an owlbear, the wrath of the Hellblood Storm can fell an entire landscape along with every innocent inhabitant.

Doom Eyes flies the world in spirit form, murdering animals, fey, and druids in an area, then flying on in migratory vehemence. He’ll vengefully slay demons and their cultists whenever he can. He tries not to kill too freely, not wanting to risk bringing a legion of adventurers to stop him. But more and more he finds it difficult to balance malice with madness, and it won’t be long before he is once again a howling engine of unholy entropy.

Combat[edit]

He won't immediately lay waste to enemies if he spots them before they know he's there. He'll often remain on the ethereal plane and cast spells onto the material (thanks to Ethereal Spellcaster) so his prey have no idea what is going on -- he still enjoys malevolent mischief and torment from afar during his more lucid periods. Alternatively he'll shapeshift to an unassuming form (a normal owl chick or humanoid infant) and do the same.

Doom Eyes often commands a small army of summoned minions and charmed or dominated creatures. If it pleases him, he'll remain ethereal and pull the puppet's strings.

When battle begins in earnest, the Strigidae of the Hellblood Storm is as ferocious as any demon. He is not blinded by bloodlust, though he has no concern for his own survival due to his many defenses and nigh-immunity to permanent death. He uses spells not to kill, but to confound and debilitate his foes and their abilities and tactics -- another relic from his fey days.

When the enemies are magically softened up, he manifests (or manifests if he needs a slight edge in damage an armor class, which he doesn't most of the time) and engages in hit-and-run tactics. He picks off single opponents, taking full advantage of flight that is faster than a speeding arrow, while delivering 9th-lvl touch spells attached to his strikes.

If he's facing anyone who triggers his cryptomnesia, it's a different story. He stops everything he's doing and reflexively and apocalyptically shrieks.  If he's still three-faced, rage and madness take over and he flies in circles hunting for anything that moves. The moment he spots anything he'll rip to shreds and, if they survive, launch spells that immediately slay and destroy. He still possesses the clarity of insanity, and continues to throw down spells to deny his enemies any advantage, though in his state he prefers to just kill.

Doom Eyes has little to fear from arcanists thanks to his arcane spell immunity, but he is vicious towards divinely-powered spellcasters -- especially druids.

His feat selection summarized: Doom Eyes' Dodge feat applies to everyone -- with all that entails -- and its dodge bonus is equal to his Dexterity modifier.

When he power attacks, he does 1-1/2 times the attack bonus sacrificed (every 2 points less, he does +3 damage). Thanks to Uncanny Power Attack, he does not elect to use Power Attack, instead he automatically power attacks for the attack bonus exceeding the enemy's AC, up to his BAB as normal (so if he strikes an enemy with AC of 120, and he rolls a 17, he automatically power attacks with that strike for -32 to the attack roll, dealing +48 damage with that strike). Most of his bonus feats just means he gains a bonus to attack rolls, weapon damage rolls, and more powerful criticals with his natural attacks.

Automatic Metamagic Capacity works as thus: with every spell and spell-like ability Doom Eyes uses, he can apply up to 10 levels worth of metamagic to that cast. Metamagic Freedom allows the same metamagic to stack with itself.

Superior Summoning: he summons greater versions of whatever he's summoning; they have +50% more HD than they would normally. Dire Spell: all spells' damage die (including ability damage, hit point damage, negative levels, etc) are increased by one: fireballs use d8s, enervation uses d6s, etc. Theurgic Spell: all hit point damaging spells cast do half-divine damage (similar to Flame Strike). Unbound Spell: +5 spell level, the non-variable, numeric effects are increased by 50%. Mindless Spell: x2 spell level (Dominate Monster would be equivalent to an 18th-lvl spell; or 9 slots of AMC), mind-affecting immunity (such as Mind Blank or being a mindless creature or undead) is ignored; spell is treated as if it were not a mind-affecting effect for this purpose. Penetrating Spell: x3 spell level (a Mindless Penetrating spell would be x5 spell level), ignores spell resistance, as if the line said Spell Resistance: No.

If you wish to use the house rule that multiplies a creature's maximum hit points by one-tenth its CR once it reaches CR 11, Doom Eyes would instead have 7,200 maximum hit points.

Attacks[edit]

Charm Person (Sp): At-will as a standard action, Doom Eyes can use a Charm Person effect, as the spell (range 135', 45 hours). CL 45, DC 63 (WillNeg, Cha-based).
As a spell-like ability, he may apply Automatic Metamagic Capacity -- usually to heighten it and make it Mindless to bypass mind-affecting immunity, if necessary.
Alternate Forms (Su): At will as a standard action, Doom Eyes can assume the form of a Medium or smaller humanoid or of any owl or giant owl (any size, up to the greatest dire example).
Statistics are unchanged, gains no ability of the assumed form aside from physical aspects (natural attacks, scent [be sure to triple range as per Divine Senses]), and he keeps all of his special attacks and qualities except for the following: natural attacks, including grafts; replaced by those of the form he chooses. Loses the ability to speak or use somatic components unless the form he chooses can do so (humanoids, but not owls); can still use spell-like abilities.
He can remain in one of his alternate forms as long as desired and change back into his normal form as a standard action. This ability foils any true seeing effect unless it beats his spell resistance (which must be repeated with each use or with every round at the beginning of its turn).
Damage Feedback (Su): As a result of the pure essence of chaos that dwells within Doom Eyes, any creature that strikes him with a melee attack takes a number of points of damage equal to half the damage dealt with the original blow, up to a maximum of 320. Doom Eyes still takes normal damage from attacks that hit.
Dazzling (Ex): Any creature within 300' who looks at Doom Eyes are permanently blinded. They are instead dazzled for as long as they are Will DC 78 partial (Cha-based).
Detect Law (Su): At-will as a free action, Doom Eyes may use a Detect Law effect (as the spell, CL 45) except it goes straight to that of the third round as shown in the spell description.
Divine Damage (Su): All of Doom Eyes' natural attacks deal half divine damage, meaning they ignore damage reduction, hardness, and immunity to critical hits.
Grafts: Doom Eyes has five grafts, implanted by sibriex and other abyssal "surgeons" during his original transformation from spirit totem to aberrant fiend.
Charming Eye: One of his eyes were replaced by a golden orb with a dark brown pupil shaped like an hourglass, much like a goat's. He can see perfectly in any darkness, even magical darkness. It also gives him a permanent gaze attack: any in 30' who looks into the eyes of Doom Eyes must make a DC 27 Will save or be charmed (as the Charm Monster spell) for 32 days.
Clawed Arm: The large hand at the end of this lean, wirey appendage is capable of fine manipulation, and could be used to wield a weapon -- which Doom Eyes could use as a primary weapon instead of his talons -- though he almost never bothers as few weapons could possibly cause more harm than his natural attacks unless they had a deadly weapon special ability (such . It gives him a claw as a secondary attack, with a +4 Strength bonus -- irrelevant in most cases as he uses his Dexterity for both attack and damage bonus.
Fearsome Eye: His other eye was replaced with one of ruby red with a small, jet black pupil. He has continuous See Invisibility (CL 33rd) as an extraordinary ability. He also has a permanent gaze attack: any in 30' who looks into his eyes must make a DC 27 Will save or be paralyzed with fear for 1d4 rounds. Both this and the charm gaze happen simultaneously.
Greater Grappling Tentacle: This resembles a flexible arm with barbed hooks instead of fingers or claws at the end. It cannot use a weapon, though it can perform gross manipulation such as pulling a large lever or lifting a portcullis. It has a +4 Strength bonus, and a further +4 bonus on grapple checks made to hold, pin, or damage an opponent (but not when trying to break free of a grapple). It confers the Improved Grab special attack, but only when it's used to attack, and gains a +10 bonus on grapple checks to hold with only the tentacle (maintaining a hold with only part of his body).
Mohrg's Tongue: Attached by an undead arcanist under Pazuzu's command, Doom Eyes can make melee touch attacks as a secondary attack. Those touched must make a DC 30 Fort save or be paralyzed for 1d4 minutes.
Improved Grab (Ex): When Doom Eyes successfully hits with a tentacle attack on a creature of up to Large size, he can grapple as a free action without drawing an attack of opportunity. He has a +4 Strength bonus and +4 bonus to grapple checks with his tentacle, and has another +10 bonus to grapple checks to maintain the hold with just his tentacle (maintaining a hold with only part of his body). Doom Eyes will grapple a landbound opponent and fly upwards as far as he can in a full-round move and let go so it's out of the fight for as long as it's falling. He can carry up to 7,500 lbs as a light load.
Kin Tyranny (Sp): At will as a free action once a round, Doom Eyes may fix his gaze on any owl* and dominate it (as Dominate Monster).
Owls with less than 3 Intelligence get no saving throw, others can make a Will save to negate (DC 52, Cha-based), though saving once does not confer any sort of immunity, and may be targeted again.
As a spell-like ability, he may apply Automatic Metamagic Capacity -- usually to make it Mindless to bypass mind-affecting immunity, if necessary.
* e.g. owls, celestial owls, dire owls, giant owls, elder owls, half-fiend giant owls, etc.
This used to be Kin Loyalty, and it worked like a charm monster spell.'
Manifestation (Su): A spirit, like a ghost, dwells on the Ethereal Plane and, as an ethereal creature, cannot affect or be affected by anything in the material world. When a spirit manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested spirit can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested spirit can pass through solid objects at will, and its own attacks pass through armor. A manifested spirit always moves silently. A manifested spirit can strike with its touch attack or with a ghost touch weapon. A manifested spirit remains partially on the Ethereal Plane, where is it not incorporeal. Opponents on either the Material Plane or the Ethereal Plane can attack a manifested spirit. The spirit’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
Doom Eyes has two home planes, the Material Plane and the Ethereal Plane. He is not considered extraplanar when on either of these planes.
Materialization (Su): Using a full-round action, Doom Eyes can become corporeal like a normal creature on the Material Plane. He the benefits of the incorporeal subtype while materialized. When it materializes, Doom Eyes has all of his normal physical attributes and interacts with the Material Plane and its contents like a normal denizen of that plane. He also interacts with the Ethereal Plane as if the spirit were a material being (ethereal beings are invisible and incorporeal). Doom Eyes can dematerialize, going back to manifested or ethereal, as a standard action.

Quickening (Ex): 15 times a day as a free action, Doom Eyes moves and acts more quickly than normal for 32 rounds. On his turn, Doom Eyes may take an extra standard action, either before or after his standard and move actions for a turn. He also gains a +4 dodge bonus to AC.

After using the ability, Doom Eyes is fatigued until he can rest for 10 minutes. He may may otherwise use this ability every 1d4+1 rounds after the last use expired, but suffers exhaustion if the ability is used while he is fatigued.
Paralysis (Ex): Any being Doom Eyes makes a melee touch attack against with his tongue must make a DC 30 Fortitude save or be paralyzed for 1d4 minutes.
Poison (Ex): Any struck by Doom Eyes' scorpion sting must make a DC 69 Fortitude save (Con-based) or be poisoned. Initial and secondary damage 4d6 Wisdom.
Possession (Su): Doom Eyes, when ethereal or manifested, can merge his body with a creature on the Material Plane. This ability is similar to a Magic Jar spell (caster level 45th), except that he does not require a receptacle.
To use this ability, Doom Eyes must move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + spirit’s Charisma modifier). A creature that successfully saves is immune to that same spirit’s possession for 24 hours, and the spirit cannot enter the target’s space. If the save fails, the spirit vanishes into the target’s body.
Reaching Attack (Ex): Doom Eyes' reach is further than most creatures of his size-- his talons can extend and his scorpion tail and grafts are more than half as long as his wingspan.
See Spirits (Su): At will as a free action, Doom Eyes (when materialized) can choose to see other spirits in an area (including incorporeal or ethereal undead such as ghosts, despite invisibility). This ability does not let allow him to see other creatures under invisibility spells or similar effects, only spirits.
Shriek of the Apocalypse (Su): Three times per day, Doom Eyes can utter a supernatural shriek, unleashing tremendous destructive power. The shriek kills or destroys up to 32 creatures or objects, as selected by Doom Eyes, within a 13,200' (2.5 mile) spread, centered on himself.
A successful Will save (DC 78) resists the effect, but targets within range still take 32d8 divine sonic damage (which may kill them anyway).
This is neither a death nor a sonic effect; creatures immune to death or sonic effects are still vulnerable to this attack, and sonic resistance or immunity are only effective against half the damage, as the other half is divine in origin and thus isn't subject to sonic resistance or immunity.
Smite Law (Su): 13/day, +39 attack bonus and +32 damage against lawful opponents.
Spell-Like Abilities (Sp): CL 45, save DC's 62 plus spell level (Cha-based).
At-will - detect magic (goes straight to third round's effect upon casting), entangle, greater teleport, light, mage armor, read magic
11/day - invisibility
5/day - summon air monoloth (as summon elemental monolith, except air monoliths only), wish
3/day - blur, charm monster, color spray, command, detect law, freedom of movement, protection from law, unholy aura
2/day - insanity or mass charm, irresistible dance, prismatic spray, summon monster IX (evil outsiders only)
1/day - confusion or emotion, dominate monster, dominate person, dominate person or hold monster, enthrall or sleep, eyebite or lesser geas, faerie fire or glitterdust, fear, geas/quest or insanity, hideous laughter or suggestion, hypnotism, mass charm monster, mass invisibility, mass suggestion, mirror image, prismatic sphere, rainbow pattern, repulsion, scintillating pattern, searing light, suggestion, unhallow
Summon Monster IX (heightened x9: 1d4+1 sibriex' with 22 HD & max HP each [Fiendish Codex I, pg 52-53] or avatar* of Pazuzu with 40 HD & max HP [FCI, pg 76-77])
'* After FCII, the demon lords in FCI were unofficially retconned to be representative of the stats of their avatars, rather than the demon lords themselves. This was due to the many complaints that they were all in the low CR 20's. And for good reason: the near-deific eldritch abomination in charge (more or less) of all the Abyss, who has been plaguing the multiverse since before the existence of mortal races, absolutely should NOT be weaker than a mere great wyrm green dragon! By the way, yes, Pazuzu does not appreciate his pet enslaving his most powerful avatars, even for about five minutes at a time. Though he's wary of making a move against a being that is capable of doing so in the first place...
Spells: Spells never require a material or focus component.
5th-lvl cleric with Bestial, Ooze, and Madness domain spells on its list. CL 18, save DC's 65 + spell level (Wis-based).
Spells Per Day (1-3): 14/13/11
Typically prepared:
1st - grease (14)
2nd - bull's strength, touch of madness (12)
3rd - greater magic fang (4), poison (7)
Bestial: 1st - magic fang, 2nd - bull's strength, 3rd - greater magic fang; Madness: 1st - lesser confusion, 2nd - touch of madness*, 3rd - rage; Ooze: 1st - grease, 2nd - web, 3rd - poison
* ench [M-A], V&S, std act, melee touch, target is dazed for 1 rnd/CL, WillNeg, SR: Yes
20th-lvl druid, CL 33, spell DC's 65 + spell level.
Spells per day (0-9): 6/16/16/15/15/15/14/13/13/13
Typical prepared spells:
0th - Create Water (3), Dawn (3)
1st - Camouflage, Hawkeye, Omen of Peril (3), Pass Without Trace, Silvered Claws, Slow Burn(2), Spider Hand(2), Summon Nature's Ally I, Wall of Smoke (4)
2nd - Acorn of Far Travel, Binding Winds (2), Earthbind (5), Kelpstrand (3), Mass Snake's Swiftness (3), Obscuring Mist (2)
3rd - Alter Fortune (4), Control Temperature (3), Girallon's Blessing, Lion's Charge (3), Plant Growth (2), Wind Wall (2)
4th - Boreal Wind(3), Claws of the Savage (2), Eye of the Hurricane, Freedom of Movement, Giant Vermin(5), Wind at Back
5th - Baleful Polymorph(2), Choking Sands(4), Control Winds (3), Death Ward(2), owl's insight (3), Tree Stride, Unholy Beast (2)
6th - Antilife Shell, Enveloping Cocoon (2), Find the Path, Greater Dispel Magic (3), Mass Desiccate, Mummify (3), Superior Resistance (2), Tortoise Shell
7th - Control Weather (3), Death by Thorns (3), Greater Scrying (2), Mass Flesh to Salt (3), Master Earth (2)
8th - Bombardment (3), Earthquake, Frostfell (5), Reverse Gravity (3), Stormrage
9th - Cast in Stone, Cometstrike (3), Greater Whirlwind (4), Summon Nature's Ally IX (2), Tsunami (3)
36th-lvl sorcerer, CL 49, spell DC's 62 + spell level.
Spells per day (0-9): 6/16/16/16/15/15/15/15/14/14
Spells known:
0th - Arcane Mark, Caltrops, Dancing Lights, Daze, Detect Poison, Flare, Ghost Sound, Mage Hand, Mending, Open/Close, Prestidigitation, Shadowplay, Silent Portal, Sonic Snap, Stick, Touch of Fatigue, Vengeful Mount
1st - Blood Wind, Feather Fall, Guided Shot, Identify, Silent Image, Spell Flower, Summon Monster I, Vampiric Touch, Ventriloquism
2nd - Baleful Transposition, Command Undead, Detect Thoughts, Glitterdust, Gust of Wind, Hideous Laughter, Ray of Stupidity, Rope Trick, Scintillating Scales, Web
3rd - Displacement, Great Thunderclap, Magic Circle against Evil, Magic Circle against Good, Ray of Dizziness, Stinking Cloud, Tongues, Unluck
4th - Baleful Blink, Black Tentacles, Burning Blood, Dimension Door, Dimensional Anchor, Enervation, Greater Mirror Image, Hallucinatory Terrain
5th - Airy Water, Greater Blink, Lord of the Sky, Mind Fog, Persistent Image, Refusal, Telekinesis, Xorn Movement
6th - Acid Fog, Freezing Fog, Freezing Glance, Greater Anticipate Teleportation, Repulsion, True Seeing
7th - Antimagic Aura, Banishment, Forcecage, Glass Strike, Limited Wish, Plane Shift
8th - Avascular Mass, Bestow Greater Curse, Discern Location, Skeletal Deliquescence, Superior Invisibility, Temporal Stasis
9th - Gate, Implore, Maw of Chaos, Programmed Amnesia, Reaving Dispel, Summon Monster IX
Spirit Touch (Su): Doom Eyes can attack material beings while incorporeal (not ethereal) and may attack incorporeal beings while materialized. When he makes such an attack, he uses his Dexterity modifier in place of Strength modifier on melee attack rolls for melee attacks, and he uses his Charisma modifier in place of his Strength modifier on damage rolls where Strength applies. Doom Eyes may also use his touch spells against material beings while incorporeal.
Thermic Strike (Ex): Doom Eyes' natural attacks deal 8d6 additional fire damage. Bonus weapon damage applies. As an extraordinary attack, Divine Damage (see above) modifies the fire damage to be half from a divine source, similar to the spell Flame Strike.

Qualities[edit]

Air Mastery (Ex): Airborne creatures take a –20 penalty on attack and damage rolls against Doom Eyes.
Arcane Spell Immunity (Ex): Doom Eyes is immune to all spells from an arcane spellcaster up to 13th-lvl -- equal to the spells of an arcane caster up to his HD, assuming a 32nd-lvl sorcerer took Improved Spell Capacity with each bonus feat.
This can provide immunity to epic spells cast by an arcane spellcaster; to see whether or not Doom Eyes is immune to a particular epic spell, simply divide the DC by 10 and add 7. E.g., Demise Unseen (DC 80) is equivalent to a 15th-lvl spell.
Critical Weakness (Ex): Doom Eyes may only be killed by a deity with the nature portfolio or one of its aspects or avatars. Additionally, powerful druids or clerics of a nature deity (at least 15th-lvl) who face Doom Eyes will be temporarily blessed by their god with the ability to pierce this critical weakness with the deity's favored weapon. Such attacks are treated as a double-power bane weapon against Doom Eyes only (+4 effective enhancement bonus, +4d6 damage).
The attack still deals nonlethal damage (per regeneration) on a successful attack. However, Doom Eyes is killed instantly if he is struck appropriately with its critical weakness while it is unconscious due to nonlethal damage. Any coup de grace with the nature-blessed weapon is treated as if the character wielded a cold iron major artifact, penetrating Doom Eyes' damage reduction.
Discovering this is a DC 65 bardic lore, Knowledge (History), or Knowledge (Nature) check. Legend Lore may work, too, but it always takes 2d6 weeks and gives only vague clues. The nature god will bless his mighty servant whether the character knows this weakness or not -- the character cannot tell that they are so blessed, and neither is the deity obligated to inform the character, preferring to "let nature take its course".
The deity can only so bless one character at a time. If there are multiple nature deities, then multiple such characters may be blessed.
Damage Reduction (Ex): Divine damage reduction can be overcome by major artifact weapons of at least +6 enhancement bonus or by deities of an equal or higher divine rank than the possessor of divine damage reduction. Creatures with divine damage reduction overcome magic and epic damage reduction with their natural attacks.
Divine Traits (Ex): Doom Eyes has some measure of the spark of godhood. He isn't a true deity, but he's treated as a hero-deity in some areas but not all, and gains the following:
Ability Scores: Hero-deities permanently gain +6 to each ability score.
Damage Reduction (Ex): Deities are unaffected by any ability that ignores, bypasses, negates, etc. their damage reduction (not weapons that pierce their damage reduction, but abilities like the Stone Dragon maneuver Mountain Hammer Strike) except when used by a deity or effective deity of two divine ranks (e.g., hero-deities vs. demigods, lesser deities vs. greater deities) lower than itself.
Deflection (Ex): Deities gain a deflection bonus to their Armor Class equal to their Charisma modifier.
Divine Abilities: Hero-deities gain 3 divine abilities. Doom Eyes chose:
Divine Sorcery (Ex): Know double your number of sorcerer spells.
Mythic Dodge (Ex): You can use your Dexterity modifier as your Dodge bonus. (renamed Uncanny Dodge from Ascension)
Superior Summoning (Su): You can summon creatures with 50% (round fractions down) more hit dice than usual. e.g. If you were to cast summon monster IX, and summoned a couatl, it would have 13 hit dice (instead of only 9 hit dice).
Divine Bonus (Ex): Hero-deities add a +3 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws, spell resistance, and bonus hit points per hit die.
Divine Senses (Ex): The senses of a hero-deity are three times superior to that of the base creature.
Hit Dice: Hero-deities have maximum hit points per hit dice.
Immortality (Ex): A hero-deity does not age, requires no air to breathe, no food or drink, nor sleep.
Immunities (Ex): A hero-deity is unaffected by natural attacks such as: disease, natural elements (cold, drowning, fire, lava, lightning, etc.), poison and so forth. They can still be affected by magical cold, magical disease, magical fire, etc.  Deities ignore antimagic.
Natural Armor Bonus: Hero-deities gain a bonus to natural armor equal to 1/4 their hit dice.
Speed: All movement speeds tripled.
Spell Resistance (Su): Hero-deities gain spell resistance equal to their CR +13 (10 + divine bonus).
Ethereal Spellcaster (Su):  All spells cast and all spell-like abilities used by Doom Eyes can be cast from the Ethereal Plane to affect material opponents.
Eyes of the Beast (Su): At will as a standard action, Doom Eyes can use a Greater Scrying effect (as the spell) on any representative of his own species (normal, dire, elder, or monstrous). Caster level 33rd.
Extra Supernatural Ability Uses (Su): Doom Eyes has 9 extra uses of supernatural abilities, which have been distributed thusly: +2 Shriek of the Apocalypse, +1 to Rebirth, +6 to Smite Law.
Note: Used to give that many uses for each and every single supernatural ability, but being able to use Shriek of the Apocalypse 10/day, on top of everything else, was too much.
Fast Healing (Ex): Reduced by 2 if in total darkness.
Feyblood: Doom Eyes is treated as being the fey type as well as an outsider.
Foresight (Ex): Doom Eyes uses his genius-level logical and analytical faculties on his vast collection of memories as well as on current observations to greatly enhance both, giving him an edge on situations and problem-solving skills bordering prognostication. Because of this, he gains a foresight bonus equal to one-third his total hit dice to: attack rolls, armor class, and checks (ability checks, skill checks, caster level checks, turning checks, etc).
Haste (Su): Always treated as hasted. CL 33rd.
Heat Aura (Ex): Any within 15' of Doom Eyes, or striking him with natural weapons or unarmed strikes, or grappling or being grappled by Doom Eyes, takes 8d6 divine fire damage (equal to Thermic Strike), or half damage on a successful Fortitude save against DC 69. Weapons striking Doom Eyes, regardless of reach, may be charred: they take the same damage (half on Fort), but mind hardness against the fire damage (does not apply to divine damage).
Immunities (Ex): Ability damage, ability drain, blind, charm, daze, dazzle, death effects, death from massive damage, disease, all energy damage (acid, cold, electricity, fire, and sonic), energy drain, exhaustion, fear, fatigue, mind-affecting effects, paralysis, petrification, poison, polymorphing, sleep, stunning, and wounding.
Doom Eyes is unaffected by natural attacks such as: disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. He can still be affected by magical cold, magical disease, magical fire, etc., except as noted above.
Insight (Ex): Doom Eyes' ocean-deep instincts on the art of the dance between predator and prey are honed beyond mortal comprehension, who wields them as the sharpest sword and sturdiest shield. He has an Insight bonus equal to one-third his total hit dice to: attack rolls, armor class, weapon damage rolls (natural or wielded, and extraordinary abilities such as rend, trample, constrict, etc), and DC's he forces others to make (spells, SLAs, special attacks, etc).
Low-Light Vision (Ex): Doom Eyes sees three times as well as a human in normal light and six times as far as a human in dim light.
Luck (Ex): Doom Eyes' overpowering sense of self and monumental hubris both force fate into favortism. As such, he has a luck bonus equal to one-third his total hit dice to: attack rolls, armor class, saving throws, and spell resistance.
The bonuses from Foresight, Insight, and Luck together always equal his total hit dice; if uneven, luck is usually the largest bonus.
Rebirth (Su): Four times per day as an immediate action, when he is brought to negative hit points, he is automatically brought back to full hit points (happens outside his turn if necessary). Each time he uses this ability, any ongoing negative effect, or any other effect he does not wish to be affected by, are automatically removed, negated, and so on. If he is effectively removed as a threat (petrification, domination, inescapable capture) this ability automatically activates at the beginning of his next turn, moved out of immediate danger if necessary.
Regeneration (Ex): No form of attack deals lethal damage to Doom Eyes. He regenerates even if he fails a saving throw against a disintegrate spell or a death effect. If he fails his save against a spell or effect that would kill him instantly, the spell or effect instead deals nonlethal damage equal to Doom Eyes' full normal hit points +10 (or 1,450 hp). He is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. No matter how much nonlethal damage he takes after being knocked unconscious, he is regenerated to at least 1 hit point the following round.
He may only be slain by bringing him to below 0 hit points and hitting Doom Eyes with his critical weakness (see above).
Rejuvenation (Su): As long as there is at least one evil-aligned owl (such as an evil elder owl or spirit giant owl) on and native to the material plane or ethereal plane, Doom Eyes cannot be permanently destroyed. If slain, he simply rejuvenates in 2d4 days near (d100 miles in a random direction) the location of the original abyssal portal he was dragged through, but always on the ethereal plane.
Discovering this is a DC 65 bardic lore, Knowledge (History), or Knowledge (Nature) check, similar (but separate) from the knowledge check for its critical weakness.
There aren't very many such creatures in the world -- though they aren't rare, they tend to be scattered -- but it will require a divination game of cat-and-mouse, one which Doom Eyes will dog anyone playing it every step of the way.
Saves: All saves are good saves, +3 bonus on all saves.
Speech (Ex): Doom Eyes can speak like a human, though his words are difficult to understand thanks to an unnatural pitch that's randomly gurgling to screeching, grafted mohrg tongue, and language full of delirium. When he grows two extra faces, they do not have mohrg tongues but he makes three separate, continuous tirades. Since the faces only appear when near a creature who can kill him, his utterances would terrify an orcish chieftain.
Spirit Subtype: Some games, especially those with shamans, have spells and abilities that work on spirits. The spirit subtype, similar to the psionic subtype, simply indicates that a creature is vulnerable to such spells and abilities and nothing else.
Spurn Lady Luck's Scorn: Doom Eyes never rolls an automatic failure. Any ability that would normally automatically fail on a natural 1 (e.g., attack rolls) instead work as follows: on a natural 1, re-roll, except with a -20 penalty on that roll. If that roll is another natural 1, re-roll with a -40 penalty, and so on.
No one rolls an automatic success against Doom Eyes or any of his abilities. Any attack by an opponent that would normally automatically succeed on a natural 20 (e.g., their attack roll, spell with a saving throw) instead works as follows: on a natural 20, re-roll, except with a +20 bonus on that roll. If that roll is another natural 20, re-roll with a +40 bonus, and so on.
This is a natural ability.
Skills: Owls have a +8 racial bonus on Listen checks, +2 racial bonus on Search checks, a +4 racial bonus on Spot checks, and a +14 racial bonus on Move Silently checks. He has a +8 racial bonus on Spot checks in areas of shadowy illumination (net +4 increase). Radiant creatures have a -8 racial penalty to Hide. Doom Eyes has a +8 bonus to Hide when manifested (incorporeal) or ethereal. Skills were recalculated as if Doom Eyes was always an outsider (as per the Legendary Creature template).

Adventure Ideas[edit]

  • Mid Level, High Level: A few months ago, a region was scarred from a battle where Doom Eyes massacred a paladin crusade, and it has gone into hiding since. The flooding energies of elemental chaos have over time warped the survivors who call this home, becoming anarchic beasts, half-fiends, and worse.
  • Low Epic: Your party is invited to join the latest crusade against Doom Eyes, mobilized the moment he was spotted. This time there's a secret weapon: an artifact that can shunt a minor deity deep within the Plane of Earth and trap it there for a century and a day (that creature gains Planar Commitment during this time).
  • Mid Epic: Your party is the latest crusade against Doom Eyes.



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