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Goddess/Titan Clymene

Clymene
“The Mirror”, 1899 John William Godward

The daughter of Oceanus and Tethys and wife of Iapetus she is the goddess of renown, fame and infamy. She was one of the elder Oceanides, mother of the Titanes, Atlas, Epimetheus, Prometheus, and Menoetius and the ancestress of all mankind.

Clymene
Oceanid Celestial creature/Advanced CR 31

 

This beautiful woman is clad only in sea foam and her long, white hair,
which cascades over her body.
XP 4600000

CN Medium Fey (Animal) Water Subtype Aristocrat level 8 (skill points 96)
Aristocrat Bard level 17 (skill points 238) Bard (Bard)
Init +10; Senses Darkvision
120, Low-light Vision, Tremorsense 30; Perception +43

DEFENSE
AC 43, Touch 22, flat footed 36 ( No Armour,
Shield, none)(+6 Dexterity, +13 Natural, +8 armour, +1 feats, +5 deflection)
hp 452 (9d6+8d6+17d8+306+8);Fast healing 10 (in salt
water only)
Fort +19, Ref +24, Will +28
; +4 bonus on saving throws made against bardic performance, as well as
all sonic or language-dependent effects.
Damage reduction 10/magic, Resistance
to Acid, Cold, Electricity 10, Damage Reduction
(Ex)10/cold iron, Immunity to acid, Resistance
to cold 30, Vulnerability to fire, Water
Magic (Su)An oceanid can use her spell-like abilities only when
she is in the ocean or within 1 mile of the ocean.
OFFENSE
Speed 25, swim 80ft.
Melee
Single Attack(+5/+5) shortspear +35 (1d6+15)
Full Attack(+5/+5) shortspear +33/28/23/18 (1d6+15)
Space 5ft.; Reach 5
Special Attacks: Smite Evil 1/day damage = HD (max+20),Water Telekinesis (Su) When immersed in water, an oceanid can manipulate
water to affect creatures and objects within 500 feet that are in contact with the same body of water. This functions as the combat maneuver form of the telekinesis spell (caster level 9th, combat maneuver bonus +14), including the need to maintain concentration. This ability also allows her to create a small waterspout as a standard action once per round, striking an opponent within 100 feet with a blast of water as a ranged attack that deals 7d6 points of bludgeoning damage.,Waveglide (Su) DC(39) An oceanid can create waves and currents to double or halve the speed of creatures or objects traveling on the surface of the water, affecting up to 100 contiguous 5-foot squares in a shapeable area (typically enough for one warship or two small sailing ships). This ability has a range of 1,000 feet, requires line of effect to some part of the area, and lasts as long as the oceanid concentrates. An unwilling target can ignore the effect for 1 round by succeeding at a DC Will saving throw. The save DC is Charisma-based.

 

Dirge of Doom Audience become shaken within 30ft

Fascinate Can fascinate 1 creature + 1 every 3 levels

Frightening Tune Fear in 30ft. Will save DC 10 + 1/2 level + Charisma bonus

Inspire Greatness +2D10 HD +2 to hit +1 fort save

Suggestion Can make suggestion to a fascinated creature

Spell-like Abilities

Spell-like Abilities Constant- speak with animals (sea creatures only)

Spell-like Abilities At will -control water, create water, purify food and drink (water only), water breathing (up to 9 creatures at a time)

Spell-like Abilities (CL 9th; concentration +14)

Spell-like Abilities 1/day- control weather

Spell-like Abilities 3/day- control winds, summon natures ally V (sea creatures
or water elementals only)

Spells Known:
Bard Spells
CL 17 Concentration 29
Level 0 (5) DC 22
Bard Spells: CL 17 Concentration 29

 

Level 0 (5) DC 22: Dancing Lights, Daze, Detect Magic, Ghost Sound, Know Direction, Read Magic, ;

Level 1 (8) DC 23: Cause Fear, Charm Person, Chastise, Comprehend Languages, Disguise Self, Feather Fall, ;

Level 2 (8) DC 24: Blindness/Deafness, Darkness, Foxs Cunning, Seducers Eyes, Silence, ;

Level 3 (8) DC 25: Charm Monster, Deep Slumber, Dispel Magic, Haste, Summon Monster III, Tiny Hut, ;

Level 4 (7) DC 26: Cure Critical Wounds, Daze, mass, Dominate Person, Speak with Plants, Summon Monster IV, ;

Level 5 (6) DC 27: Suggestion, Mass, ;

Level 6 (4) DC 28: Charm Monster, Mass, Geas/Quest, Summon Monster VI, ;

STATISTICS
Strength 22 + 2 = 24, Dexterity 21 + 2 = 23, Constitution 26 + 2 = 28, Intelligence 27, Wisdom 23, Charisma 28 + 6 = 34
Base Attack 22 CMB 29 ; CMD 63
Feats: Acrobatic, Armour Prof Heavy, Armour Prof Light,
Armour Prof Medium, Combat Casting, Combat Expertise, Combat Reflexes, Defensive Combat Training, Dodge, Extra Performance, Fleet, Improved Initiative, Low Profile, Martial Weap Prof, Mobility, Mounted Archery, Mounted Combat, Sea Legs, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Swim), Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus, Weapon Focus(Ranged);
Skills Acrobatics 51, Appraise 14, Bluff 35, Climb 15, Diplomacy 49, Disguise 35, Escape Artist 24, Fly 8, Handle Animal 24, Intimidate 40, Know Geography 14, Know History 26, Know Local 26, Know Nature 20, Know Nobility 36, Linguistics 25, Perception 43, Perform 49, Perform Oratory 17, Ride 33, Sense Motive 28, Sleight of Hand 28, Spellcraft 30, Stealth 43, Survival 11, Swim 46, Use Magic Device 17
Languages Aquan, Common, speak with animals (sea creatures
only), Sylvan
SPECIAL ABILITIES
Water Dependency (Ex) An oceanid can survive out of the water for 1 hour per point of Constitution. After this limit, she takes 1 point of Constitution damage each hour until immersed in salt water.
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained
Bardic Performance 2 times level + 2 + Charisma bonus rounds a day
Countersong May use bards perform for save vs sound
Distraction within 30ft can save vs an illusion(figment)
or illusion(pattern) with bards perform roll
Inspire Competence Competence on skill bonus = + 5
Inspire Courage Morale bonus on charm, fear, attack,
and damage = + 4
Inspire Heroics +4 save + 4 dodge AC
Jack of All Trades Can use any skill even if untrained
Lore Master Can take a 10 on Knowledge check. Take
a 20 times per day = 3
Soothing Performance (Su) Create an effect equivalent
to the mass cure serious wounds, using the bards level as the caster level.
In addition, this performance removes the fatigued, sickened, and shaken
condition from all those affected. Using this ability requires 4 continuous
performance
Versatile Performance Can use Perform skill instead
of associated skill no = 3
Well Versed +4 save vs bardic perform, sonic, language
dependent effects
Low-light Vision: A creature with low-light vision can see
twice as far as a human in starlight, moonlight, torchlight, and similar
conditions of dim light. It retains the ability to distinguish color and
detail under these conditions.
Tremorsense: A creature with tremorsense is sensitive to
vibrations in the ground and can automatically pinpoint the location of
anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The abilitys range is specified in the creatures descriptive text.
Vulnerability to:A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure.
Creatures with a vulnerability that is not an energy type instead take a
-4 penalty on saves against spells and effects that cause or use the listed
vulnerability (such as spells with the light descriptor). Some creatures
might suffer additional effects, as noted in their descriptions.
Water Subtype: This subtype is usually used for Outsiders
with a connection to the Elemental Planes of Water. Creatures with the water
subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and can usually breathe air as well. Water creatures treat the Swim skill as a class skill.
ECOLOGY
Environment any oceans
Organization
Treasure Standard
MAGIC ITEMS (max value 560000) – Total Value = 303800
Amulet of natural armour (+5) +5 Nat armour, Belt of physical
perfection (+2) +2 Strength +2 Constitution +2 Dexterity, Bracers of armour (+8) +8AC, Cloak
of charisma (+6) +6 CHR, Ring of Protection (+5) +5 AC, Ring of Invisibility
-, Staff of Charming -, +5 shortspear, Elysian Bronze Weapon : adds a +1
bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or u, (1000gp)
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