Primordial Lord (3.5e Template)
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Primordial Lord[edit]
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Template add to a Primordial Warrior (3.5e Class) after they become one with their Primordial Lord.
Primordial Lords are beings beyond gods and the universe itself. The following is a brief summary of the 13 Primordial Lords to help the DM role play the Lords. They are considered 30th Level Primordial Warrior (3.5e Class).
Antima: The Primordial of Void, she looks upon the infinite nothingness of the Void and craving more power to win in the tournament that the Lords participate in every 1,000,000,000 years. She looks for Warriors who can bring her more power and greatness to her name. She acts like a royal queen who has a bit of an edge and yet a kind person at heart.
Aganua: The Primordial of Water, she is calm and kind. She lives in the embodiment of water and sees nothing but water in her eyes. She sees the world as a place that could be filled with water and could be improved. She wants to win the tournament to flood the entire world in water.
Astrona: The Primordial of Air, she sees the world as a place with landing zones that are training wheels for those learning to fly. Astrona wants the world to see what it is like to fly beyond the skies and into the Plane of Air.
Aegris: The Primordial of Life, he sees the world as a place of healing and restoration. He wants to win the tournament to rid the world of death and violence. He sees the world as a place that could grow a spring of never ending life.
Ignferno: The Primordial of Fire, sees the world as a place to catch fire and burn. He wants to win the tournament to set the world aflame for all of the Fire Elementals to find a wonderful place to live. He sees the world as the Eternal Torch that will burn his fire for endless years.
Magno: The Primordial of Earth, sees the earth as a perfect place that needs less water. He is cool with the Earth itself and tied with the Water Primordial and Air Primordial in the last tournament that set the world into its current state. He sees the World as a perfect place.
Thunarda: The Primordial of Storm, sees the world as a peaceful place and wants to change that. She loves storms and wants to see the World to be under a constant storm of rain, snow, thunder, and all other natural disasters. She wants to win the tournament to finally have the world destroyed by countless storms. She sees the world as a canvas for destruction.
Tranquilla: The Primordial of Calmness, sees the world as a place that needs to be peaceful and tranquility. She wants to win the tournament so she can make the world a place without war and with no conflict.
Ordiano: The Primordial of Law, sees the world as a place that needs to be judged for their crimes and sent to their respective planes. He want to win the tournament to purify the world into a Lawful world only.
Tartarus: The Primordial of Chaos, sees the world as a place that could eternal tear itself apart. He wants to win the tournament to plunge the world into eternal darkness send it all into chaos and make everyone Chaotic.
Pandora: The Primordial of Good, sees the world as an innocent place that can never be corrupted. She wants to win the tournament to purge the world of any evil and any Evil aligned creature.
Lucifer: The Primordial of Evil, sees the world as a place to corrupt and to watch as others turn their backs on each other. He wants to win the tournament to burn away all the good left in the world and wants to see everyone betray each other.
Necromata: The Primordial of Death, sees the world as a place to harvest souls and gain more power as people die. She wants to win the tournament to shorten the life spans of everyone and reap more and more souls eternally gaining power and spreading death.
Creating a Primordial Lord[edit]
Primordial Lords is an acquired template only Primordial Warrior (3.5e Class) get by achieving 20th level in their class.
Size and Type[edit]
None.
Hit Dice[edit]
You gain 10 HD of the same type as the Primordial Warrior (3.5e Class) and no other bonuses from the HD.
Speed[edit]
All speeds increase by 30ft.
Armor Class[edit]
Gain a Deflection bonus to AC equal to your Charisma Mod.
Attack[edit]
NaN.
Full Attack[edit]
NaN.
Special Attacks[edit]
You do not gain or lose any abilities.
Special Qualities[edit]
You gain the ability to learn one Epic Level spell that you can use as a Spell-Like ability at will as long as you can succeed on the Spellcraft DC. You also change all saves from the current ones to the following based in which is higher, and any bonuses to saves from classes are not included in either, add after determining which is higher.
- Ability or Energy Drain: The Save DC is 10 + 1/2 Primordial Lord's Hit Dice + Primordial Lord's Cha Mod.
- Breath Weapon: The Save DC is 10 + 1/2 Primordial Lord's Hit Dice + Primordial Lord's Con Mod.
- Fear or Frightful Presence: The Save DC is 10 + 1/2 Primordial Lord's Hit Dice + Primordial Lord's Cha Mod.
- Gaze Attacks: The Save DC is 10 + 1/2 Primordial Lord's Hit Dice + Primordial Lord's Cha Mod.
- Poison: The Save DC is 10 + 1/2 Primordial Lord's Hit Dice + Primordial Lord's Con Mod.
- Spell-Like Abilities: The Save DC is 10 + 1/2 Primordial Lord's Hit Dice + Primordial Lord's Cha Mod. A Primordial Lord's caster level is a minimum of 30 for all special attacks. Any Special Attack that doesn't fall under previous categories has the DC increased as if it was a Spell-Like Ability.
You also gain 2 of the following abilities and gain one for every 10 HD you have more than 30 HD.
- Augmented Critical: Using it's natural attacks, a Primordial Lord threatens a critical on an 18-20, with a Critical Multiplier of x3.
- Breath Weapon: The Primordial Lord gains a breath weapon. Either a 300 ft. Line or a 150 ft. Cone. Choose one type of energy damage, usually one the goes well with the base creature. (Fire, Cold, Sonic, Electric) The Breath Weapon is usable every 1d4 rounds, and deals 30d8 of the selected damage.
- Advanced Breath Weapon: This Special Attack can only be taken if you've taken "Breath Weapon" as a Special Attack. The Primordial Lord's Breath Weapon gains 10 Hit Dice of damage, it's DC increases by 5, and the Breath Weapon deals half the original damage and deals half of a new type of damage from the following list (Evil, Good, Chaos, Law, Epic, or Force) Once again choose one that fits well with the base creature.
- Aligned Aura: The Primordial Lord gains an aura, 150 ft. radius, that follows it's alignment (Such as a Chaos Aura or Lawful Good Aura). Any creature inside this aura of a different alignment takes a -4 penalty to Attack, Ac, and all skill checks. Any creature in direct opposition of the alignment (Lawful Neutral creature in a Chaotic Neutral aura) must make a Fort Save DC 20 + 1/2 Primordial Lord Hit Dice + Cha mod or become nauseated. True Neutral Primordial Lords cannot take this Special Attack.
- Epic Spell-like Ability: Choose an epic spell which has a Spellcraft DC to cast equal to or lower then the Primordial Lord's Hit Dice. The Primordial Lord gains that spell as a Spell-like Ability usable at will, an infinite number of times a day.
Abilities[edit]
+15 Str, +15 Dex, +20 Con, +30 Cha
Skills[edit]
None
Feats[edit]
None
Environment[edit]
These Lords roam anywhere where their element is the most promantly pronounced element in the area.
Organization[edit]
These Lords are solitary or have an entourage of 10 Elementals of the same type.
Challenge Rating[edit]
+10
Treasure[edit]
Quintuple Standard
Alignment[edit]
True Neutral. (Chaotic Neutral for Primordial of Chaos, Lawful Neutral for Primordial of Law, Neutral Good for Primordial of Good, Neutral Evil for Primordial of Evil.)
Advancement[edit]
NaN.
Level Adjustment[edit]
+10
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