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Antimatter

Originally Posted by Kain Darkwind of the Dicefreaks forums.

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Antimatter

Antimatter

Small ooze (Incorporeal)
Hit Dice 10d10+200 (300 hp)
Initiative+0
Speed30 ft.
AC11 (+1 size)
Base Attack/Grapple+5/+1
Attack
Space/Reach5 ft. /-
Special AttacksDisintegrate, dispelling
Special QualitiesDamage Reduction 50/-, growth, immunities, SR 40
SavesFort +23, Ref +3, Will -2
AbilitiesStrength -, Dexterity 10, Constitution 50, Intelligence -, Wisdom 1, Charisma 1
Skills
Feats
Climate/TerrainQward
OrganizationSolitary
Challenge Rating45
TreasureNone
AlignmentNeutral
Advancement11-14 HD (Small), 15-29 (Medium), 30-44 (Large), 45-59 (Huge), 60-74 (Gargantuan), 75-90 (Colossal)

Disintegrate (Ex): Antimatter that comes into contact with matter (either from attacking it or having it move into the same space) deals 20d6 points of damage. On a successful Fortitude save (DC 35) this damage is reduced to 5d6. This damage overrides hardness and all forms of damage reduction or regeneration. Immunity to transmutation effects provides no immunity to the disintegration caused by antimatter. Any object or creature reduced to 0 hp by the antimatter’s disintegration is eradicated forever; it no longer exists. Even its soul is wiped from existence. (The save is Constitution based)

Dispelling (Ex): Ongoing spell, spell-like, psionic or supernatural effects are dispelled when they come into contact with antimatter. Nonepic effects are immediately so affected, epic effects may make an opposed caster level check against the antimatter to survive. Antimatter’s caster level in this case is equal to its HD+20.

Growth (Ex): Antimatter grows in size and power by destroying matter. When it deals damage with its disintegration attack, it gains an equal amount of hp as temporary hp. For every 50 temporary hp it possesses, the Antimatter gains 1HD. (And loses the 50 temporary hp) For every 100 temporary hp possessed by a maximum HD antimatter (90 HD) , it adds 20 ft to its space.

The effects of additional HD on antimatter (beyond the usual changes for advanced monsters) are as follows:

Disintegrate: Antimatter deals 2d6 points of damage per HD, and 1d6 points of damage per 2 HD on a successful save.

Damage reduction: Antimatter possesses DR 5/- for every HD it has.

Spell Resistance : Antimatter possesses SR HD+30

Immunities: Antimatter is immune to ability damage, ability drain, aligned damage, cosmic damage, critical hits, divine damage, effects that require a fortitude save (unless they work on objects), energy (acid, cold, electricity, fire and sonic) damage, energy drain, force damage, mind affecting attacks, necromatic effects, negative energy and transmutation effects that alter its form or position.

Antimatter Shadow

Antimatter Shadow

Medium outsider (Evil, Extraplanar, Incorporeal, Negative)

Hit dice10d8+50 (95 hp)
Initiative+11
Speedfly 70 ft. (perfect)
AC19 (+7 Dexterity, +2 insight) touch 17, flatfooted 10
Base Attack/Grapple+10/+17
AttacksShadow touch +17 melee touch (3d8 negative and burn)
Full Attack2 shadow touches +17 melee touch (3d8 negative and burn)
Face/Reach5 ft./5 ft.
Special AttacksBurn
Special QualitiesDarkvision, incorporeal traits, resistance to fire 50 and sonic 50, Spell Resistance 30, unhealing 5
SavesFort +12, Ref +16, Will +9
AbilitiesStrength -, Dexterity 25, Constitution 20, Intelligence 11, Wisdom 15, Charisma 11
SkillsEscape Artist +20, Hide +20, Intimidate +13, Listen +15, Move Silently +20, Search +13, Spot +15, Tumble +20
FeatsFly-by Attack, Improved Initiative, lightning reflexes, Weapon Focus (Shadow touch)
Climate/TerrainAntimatter Universe
OrganizationTeam (5-15), mob (16-50), swarm (51+)
Challenge Rating9
TreasureNone
AlignmentAlways Neutral Evil
Advancement11-20 HD (Medium), 21-30 HD (Large)
  • Burn: Creatures struck by an antimatter shadow’s touch attack must succeed on a Fortitude save (DC 20) or suffer 3d8 vile Constitution damage.
  • Unhealing: Antimatter shadows regenerate damage when within the antimatter universe at a rate of 5 hit points per round. They also regenerate when within any region with the negative dominant trait.

Thunderer

Thunderer
Medium
humanoid (Extraplanar, Negative)
Hit dice5d8+10 (32 hp)
Initiative+2
Speed30 ft.
AC17 (+5 armor, +2 Dexterity, +2 shield) touch 12, flatfooted 15
Base Attack/Grapple+3/+5
Attackslightning bolt +8 ranged touch (5d6+4 corrupt electricity)
Face/Reach5 ft./5 ft.
Special AttacksLightning blast
SavesFort +3, Ref +6, Will +2
AbilitiesStrength 14, Dexterity 15, Constitution 14, Intelligence 11, Wisdom 12, Charisma 9
SkillsListen +9, Spot +9
FeatsFar shot, Point Blank Shot, Weapon Focus (bolt)
Climate/TerrainAntimatter Universe
OrganizationSolitary, pair, or team (3-10)
Challenge Rating3
TreasureStandard
AlignmentUsually Evil (any)

Lightning Blast (Ex): Instead of hurling their bolts as ranged touch attacks, a thunderer can also fling them in a 50-foot line. This deals 4d6 points of corrupt electricity damage. The targets receive a reflex save (DC 14) for half damage.

Possessions: Thunderers are armored with a large steel shield and breastplate. They possess a quiver of endless lightning bolts, which can be thrown as +2 weapons with a range increment of 100-feet and deal 5d6 points of corrupt electricity damage.

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