Living Epic Spell (3.5e Template)
From D&D Wiki
“Living Epic Spell” in an unusual template, in that it is applied to an epic spell (or in some cases, a group of epic spell effects) and not to a creature. The characteristics of a living epic spell are determined by the nature of the epic spell(s). The temple can be applied to any epic spells that create an area or effect (not targeted epic spells), but not an epic spell whose effect is already a creature (such as Dragon Knight).
A living epic spell composed of more than one epic spell uses the highest spellcraft DC for all its epic spell effects.
Size and Type: A living epic spell’s size is Gargantuan. Its type is ooze.
Hit Dice: A living epic spell has Hit Dice equal to its highest spellcraft DC. Its Hit Dice are d10s.
Speed: A living epic spell’s speed is equal to its farthest range in feet divided by 10.
Armor Class: A living epic spell has a deflection bonus to its AC equal to its highest spellcraft DC.
Attack: A living epic spell gains a slam attack it can use once per round. The slam attack deals 2d6 plus 1-1/2 times its Strength bonus. A successful slam attack also affects the target as though it was within the spell effect, with normal saving throws applying.
Special Attacks: A living epic spell has two special attacks.
Spell Effect (Su): A creature hit by a living epic spell’s slam attack is subject to the normal effect of the epic spell or epic spells making up the creature.
Engulf (Ex): A living epic spell can flow around creature that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living epic spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living epic spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must Succed on a Reflex save (DC 20 (or the adjusted base save DC of the epic spell) + the living epic spell’s Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the epic spell moves forward. Engulfed creatures are subject to the full normal effect of the epic spell(s) each round on the living epic spell’s turn, and are considered to be grappled and trapped with its body.
Special Qualities: A living epic spell has ooze traits, damage reduction 20/epic, and spell resistance equal to 20 + the highest spellcraft DC of the living epic spell.
Saves: A living epic spell has normal saves for a creature of the ooze type (no good saves). It gains a resistance bonus on all saves equal to the highest spellcraft DC of the epic spells upon which it is based.
Abilities: A living epic spell has Strength, Constitution, and Charisma scores equal to 20 + the highest spellcraft DC of the living epic spell. Its Dexterity and Wisdom scores are 17 + the highest spellcraft DC of the living epic spell. It is mindless, and has no Intelligence score.
Skills and Feats: living epic spells, being mindless, have no skills or feats.
Environment: Any. living epic spells are found in the Mornlands and other areas blasted by magic power.
Challenge Rating: A living epic spell’s Challenge Rating is equal to the spellcraft DC of the epic spell is based upon. If the living epic spell is based on multiple epic spells, increase the CR by one-half the sum of the additional epic spells spellcraft DCs (minimum increase +1 CR).
Alignment: A living epic spell retains the alignment descriptors of the base epic spell. Otherwise, a living epic spell is neutral.
Level Adjustment: -
Some notes to help make living epic spells:
- BaB = HD x .75
- Saves = HD x .3
See the links below for some information on how this template is applied.