Omnicide Theoshell Redux (3.5e Creature)

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Omnicide Theoshell (Perfect) Omnicide Theoshell (Supressed)
Size/Type: Colossal Construct Colossal Construct
Hit Dice: 200d10+2000+??? (??? hp) 200d10+2000 (4000 hp)
Initiative: +??? +2
Speed: 10 ft 10 ft
Armor Class: ???, touch ???, flat-footed ??? 87 (dex -2, size -8, deflection 20, sacred 67), touch 87, flat-footed 87
Base Attack/Grapple: +150/+166 +150/+166
Attack: Null Blade melee +??? (Instant Death) Null Blade melee +160 (20d6+18, 19-20/x2)
Full Attack: Null Blade melee +??? (Instant Death) Null Blade melee +160/+155/+150/+145 (20d6+18, 19-20/x2)
Space/Reach: 30 ft./30 ft. 30 ft./30 ft.
Special Attacks: Destruction from the Sky, Infinite Pain, Noah's Ark, Null Blade, Omnicide Crisis Destruction from the Sky, Infinite Pain, Noah's Ark, Null Blade, Omnicide Crisis
Special Qualities: Construct Traits, DR 100/-, Invincible, Nonexistence Field, Perfection, Fast Healing 40, Shard Vulnerability, SR 210, True Seeing Construct Traits, DR 100/-, Nonexistence Field, Perfection, Fast Healing 40, Shard Vulnerability, SR 210, True Seeing
Saves: Fort +???, Ref +???, Will +??? Fort +66, Ref +64, Will +70
Abilities: Str ???, Dex ???, Con -, Int ???, Wis ???, Cha ??? Str 47, Dex 6, Con -, Int 13, Wis 18, Cha 12
Skills: Knowledge (Arcana) +???, Knowledge (Architecture & Engineering) +???, Knowledge (Dungeoneering) +???, Knowledge (Geography) +???, Knowledge (History) +???, Knowledge (Local) +???, Knowledge (Nature) +???, Knowledge (Nobility & Royality) +???, Knowledge (Religion) +???, Knowledge (The Planes) +???, Search +??? Knowledge (Arcana) +101, Knowledge (Architecture & Engineering) +101, Knowledge (Dungeoneering) +101, Knowledge (Geography) +101, Knowledge (History) +101, Knowledge (Local) +101, Knowledge (Nature) +101, Knowledge (Nobility & Royality) +101, Knowledge (Religion) +101, Knowledge (The Planes) +101, Search +13
Feats: Blind Fight, Power Attack, Cleave, Mighty Cleave, Improved Initiative, Improved Critical (Null Blade), Improved ToughnessCW, Epic Toughness x60 Blind Fight, Power Attack, Cleave, Mighty Cleave, Improved Initiative, Improved Critical (Null Blade), Improved ToughnessCW, Epic Toughness x60
Environment: Astral Plane Astral Plane
Organization: Unique Unique
Challenge Rating: Unfathomable 41
Treasure: none 5,000,000 gp
Alignment: Always Neutral Always Neutral
Advancement: 201-300 HD (Colossal), 301-400 (Titanic) 201-300 HD (Colossal), 301-400 (Titanic)
Level Adjustment:
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Well crap, it's a huge pile of numbers! Run!

It's some kind of super boat robot thing.

Combat[edit]

The theoshell is a powerful thing which is dangerous and is made by a god-dude. In it's initial, perfect state, it cannot be defeated, for its power is unfathomable. Not unless four shards of pure good, evil, law, and chaos are brought within 10 miles of it can it be destroyed. The energy released by the shards disrupt the theoshell's power source. If encountered before the shards have been gathered, it is best to run and avoid it's inevitable path of destruction it wrecks.

When approached with the shards, the theoshell becomes aggressive, as it realizes it is being threatened. It will bombard the attackers with Destruction from the Sky until they are within melee range, to which it proceeds to eliminate the greatest threats it can find.

Destruction from the Sky (Su): Once a minute a theoshell may release tremendous energy from its shell, launching a swarm of missiles in a high arc over the horizon. It strikes in an 80 ft. radius burst dealing 20d6 force damage, with a Reflex save for half DC 111, the DC is Charisma based. While the range is a tremendous 10 miles, it cannot actually see beyond what is in line of sight. If attacking distant targets over the horizon it is typically employing the sense of danger from it's Shard Vulnerability.

Infinite Pain (Su): The theoshell has power over all that lives, and can trigger the body to turn on itself. One target within 60 ft. must make a DC 111 Fortitude save or die. Even on a successful save they take 10d6 damage from the agonizing pain. Those who are immune to pain are also immune to the damage.

Noah's Ark (Su): Not an actual attack, this is one of the functions of the theoshell. Whatever it targets with a ray of silver light out to 12,000 ft., it absorbs into its own body to be protected from the future destruction of the omnicide crisis. The theoshell must succeed on a ranged touch attack against the target, followed by a DC 111 Will save if unwilling. The target is drawn in under the effect of Imprisonment. Unlike actual imprisonment, the target may attempt a new saving throw each round to throw off the effect.

Null Blade (Ex): Bending the fabric of reality, the theoshell produces sharp blades made out of black nothingness, which it may employ as a one-handed weapon dealing 20d6 plus Strength in typeless magical damage, similar to an eldritch blast. It is a touch attack, and typically it takes -100 to hit on power attack, adding +100 to damage.

On a natural 20, the null blade manages to rip away even at magical force, automatically dispelling one random effect from the target.

Omnicide Crisis (Ex): The purpose of the theoshell is to destroy the universe. Once activated, it begins a long 5 minute warmup (50 rounds) as it prepares to destroy reality at its seems. It requires a move action of focus each round to maintain, and so the theoshell typically stands still while attacking with its remaining standard actions. It cannot take two move actions to focus its power in the same round. At the end of 50 rounds, on it's next turn it destroys existence and the game is over.

Invincible (Ex): When not exposed to the radiation of the four shards, the theoshell is effectively invincible, as its ability scores become nigh infinite. Indeed it is impossible to approach as it will always strike with its null blade and deal more damage than you have hit points. Fortunately in such a state, it is rather quiscient, remaining still awaiting the kill order to perform the omnicide crisis, or until it is threatened.

Nonexistence Field (Su): The theoshell is anathema to reality, it's very presence an insult. All beings within 30 ft. of the theoshell must make a Fortitude save, DC 111, each round. On a failure they gain 5 negative levels. When the negative levels equal the hit dice of the creature, it does not become a wight but is instead unmade and erased. They may only be returned to life with nothing less than the direct intervention of an intermediate diety or greater.

The field also protects the theoshell, removing its nature from the knowledge of existence. The theoshell and all those currently within the field are immune to all divination magic, with the exception of the theoshell's own true seeing ability.

Shard Vulnerability (Ex): If four shards of pure good, evil, law, and chaos are brought within 10 miles of the theoshell, the invincible quality it possesses is disrupted and it gains the scores of the suppressed form. It immediately becomes aware of its loss, and while it cannot see the target, it knows the general direction and distance of the shards while within 10 miles. It begins to use Destruction from the Sky as often as it can or move away, until the threat is abated. If they appear in visual range, it may change tactics accordingly.

True Seeing (Sp): A theoshell possesses True Seeing as the spell at will. The caster level is 100.



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