Entropy Elemental ElderAs magic started to run out in the universe, many people and places finally started to show signs of entropy.
Yet spellcasters and psychics and gods and others kept draining it, further weakening the fabric of the universe for a few more pleasures, mercylessly crushing anybody who dared to speak against them as usual as they made reality crumble faster.
Then they came. Their forms were many, some looking as beasts, others as machines, new and old, broken and flawless, yet others as swirling liquids or geometric shapes, but all with one thing in common, they were all made of pure entropy. Or manifestations of Entropy itself, nobody ever discovered. Spellcasters and psychics and gods tried everything to exterminat them, unleashing all their magic, sending forward hordes of brainwashed slaves, but the entities kept coming in greater numbers and size. Deities were forgotten, mages were crushed inside their collapsing dimensions, civilizations of magic all died together, and the universe was given a moment of respite.
The survivors remembered them as Entropy Elemental Elders, and they appear wherever and whenever there is too much saturation of magic that threatens the fabric of reality, restoring the balance of things.
otherwise Entropy Elemental Elder (name pending for monster version)
Fearfully referred to as the "Eee" because thats the sound people make when they see one
HD: d20
Level | BAB | Fort | Ref | Will | Feature | Maneuvers Known | Stances Known |
1 | +1 | +2 | +2 | +2 | Body of Entropy, Empty Existence, Immaterial Shell, Maneuvers | 2 | 2 |
2 | +2 | +3 | +3 | +3 | Entropy Beam | 4 | 4 |
3 | +3 | +3 | +3 | +3 | Growth | 6 | 4 |
4 | +4 | +3 | +4 | +4 | Entropority | 8 | 4 |
5 | +5 | +4 | +4 | +4 | Bonus Feat | 10 | 6 |
6 | +6 | +5 | +5 | +5 | Bonus Feat | 12 | 6 |
7 | +7 | +5 | +5 | +5 | Growth | 14 | 6 |
8 | +8 | +6 | +6 | +6 | Masterwork Entropority | 16 | 6 |
9 | +9 | +6 | +6 | +6 | Bonus Feat | 18 | 6 |
10 | +10 | +7 | +7 | +7 | Quantum Entropority | 20 | 6 |
11 | +11 | +7 | +7 | +7 | Growth | 22 | 8 |
12 | +12 | +8 | +8 | +8 | Relicwork Entropority | 24 | 8 |
13 | +13 | +8 | +8 | +8 | Bonus Feat | 26 | 8 |
14 | +14 | +9 | +9 | +9 | Growth | 28 | 8 |
15 | +15 | +9 | +9 | +9 | Greater Quantum Entropority | 30 | 10 |
16 | +16 | +10 | +10 | +10 | Artifactwork Entropority | 32 | 10 |
17 | +17 | +10 | +10 | +10 | Growth | 34 | 10 |
18 | +18 | +11 | +11 | +11 | Omega Quantum Entropurity | 36 | 10 |
19 | +19 | +11 | +11 | +11 | Bonus Feat | 38 | 10 |
20 | +20 | +12 | +12 | +12 | Phantasmwork Quantum Entropority | 40 | 10 |
4 Skill points+int per level, ×4 at 1st level. Class skills: Balance, Climb, Concentration, Escape Artist, Jump, Hide, Listen, Knowledge(any), Move Silently, Spot, Sense Motive, Swim, Tumble.
Body of Entropy: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Not subject to critical hits or flanking.
• Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
• Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.
The Entropy Elemental Elder is a small Elemental that grows quickly. Early in existence the elemental cannot yet fly, but it can hover up to 5ft. off the ground, along the ground at a speed of 40ft. Despite not being clear what they are made of, Entropy Elemental Elders are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally (in theory at least, there’s no recorded events of such things ever happening).
The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge. It counts as an humanoid for equipment slots.
The Entropy Elemental Elder can switch between normal and mecha scale as a swift action.
Finally, an Entropy Elemental Elder gains a bonus to its armor class in the form of a natural armor bonus equal to its highest ability modifier.
Empty Existence: The Entropy Elemental Elder can never be somebody’s cohort/follower/minion/similar. The Entropy Elemental Elder radiates a permanent Antimagic field with radius depending on its size (5 feet for small, 10 feet for medium, 20 feet for large, 40 feet for huge, 80 feet for gargantuan, 160 feet for colossal). If anything would make an Entropy Elemental Elder loses Energy, such as using a pilot maneuver or being hit with an Energy-draining attack, instead it gains that much Empty Existence. If they have over 100 Empty Existence, then they take a -1 penalty to all 1d20 rolls, plus an extra -1 per 5 Empty Existence over 100. Similarly effects that would recover Energy instead reduce Empty Existence. The Entropy Elemental Elder automatically reduces 5 Empty Existence at the start of each of its turns. If an effect would care about the max cap of Energy, then it counts as 100.
Maneuvers: The Entropy Elemental Elder learns maneuvers and stances from two schools of its choice as shown on the table. To learn a maneuver of a given level, it must have a Pilot Level of double the maneuver level, less one. His Pilot level is equal to its Entropy Elemental Elder level.
Immaterial Shell: The Entropy Elemental Elder gains DR/- and a sacred bonus to all ability scores equal to its level. In addition if anybody attempts to take control of the Entropy Elemental Elder or command its actions or drain/gain any kind of benefit from it or similar, instead they lose 1d12 current and max HP. This cannot be prevented/redirected/reduced/similar and HP lost this way returns at the rate of 1/day. In addition the Entropy Elemental Elder gains the full benefits of the Entropy Elemental feat.
When one of the following effects refers to a mecha pilot, it refers to someone with a level in on of the classes
here provided they’re inside their machines.
When one of the following effects refers to “spell” or “magic”, it refers to all spells/psionics/SLAs/PLAs/invocations/salient divine abilities/divine characteristics/similar.
The following effects are all Ex unless otherwise pointed out.
Pick one of the following options. Regardless of the choice, magic and spell effects always fail to detect or take in account the actions of somebody with Entropy Elemental . So for example if somebody was killed or a spell was ended, divinations would still report the victims as still active. Something like direct scrying would be fooled as well, and even sending them a Message would receive an eerie reply, empty echoes of something already gone.
Null Soul-You are fully immune to spells, even instantaneous effects. You could just walk through an Entangle, Grease or Wall of Force effect. You cannot willingly drop this immunity however. Spells cast by Mecha Pilots with Pilot level equal or greater than yours ignore this but you still count as having SR=11+PL against them, and any magic effect that gets through has its duration reduced to 1 round if it would be greater.
Dimensional Decay-As a standard action, you can make a personal dimension or extradimensional space start to collapse provided you’re inside it, adjacent to its entrance, or adjacent to anybody who just teleported/plane shifted/similar inside it (you can automatically sense any such areas you pass through if it happened in the last 1d12 hours). It takes 1d12+1 rounds for it to fully collapse, shaking violently and breaking apart as a warning, and anybody and anything still there in the end is erased forever with no recovery possible.
Shatter Soul-Whenever you damage, hit or touch another creature, automatically end all spells on them. Creatures that do not need to eat nor drink must make a Fort save with DC 10+1/2 HD+highest stat mod or have all their ability scores halved permanently unless they accept to have a normal human lifespan starting from then. Undeads and non-android constructs instead must make a Will save with the same DC and if they fail they go into an eternal rampage destroying whatever’s in range until they’re destroyed themselves or 1d12 days passed, whichever happens first. Either way mecha pilots of your level or higher gain a +5 bonus in their saves.
Rune Breaker-At the start of your turn any permanent spell effects and magic items within 1 mile stop working. For each 24 hours they remain in your proximity there is a 50% chance they forever lose their power although they look as they were before. You may take this option one extra time if you have PL 10+. The second time extends the area to all the planet/asteroid/asteroid belt you’re on. Magic items in the personal possession of mecha pilots of your level or higher are immune to this. In addition when you attack somebody's projection/clone/summon/companion/minion controlled by magic/similar (except for familiars), the master also is harmed if they had been hit by the attack as well.
Tindalos Track-You can automatically detect the exact position of anyone who casts a spell or has one affecting them for the next 1d12 hours depending on their CL. 30 feet for up to CL 2, 300 feet for up to CL 4, 3 miles for up to CL 6, 30 miles for up to CL 8, 300 miles for up to CL 10, anywhere in the closest three planets/asteroid belts for up to CL 12, anywhere in the closest three star systems up to CL 14, anywhere in the closest 3 galaxies up to CL 16, anywhere in existence for higher CL. You ignore all miss chances from such targets while you can detect their presence. Mecha Pilots can count their CL as 4 lower for the purposes of this effect. You can take this option two times. The second one allows you to instantly transport yourself adjacent to anyone you detect casting a spell with this and attack them as a free action with a non-Heavy weapon provided you’re of their level or higher.
End of Magic-Whenever you damage, hit or touch another creature that gained sustenance from magic or things produced/altered by magic (such as food from Create Food or Heroe's Feast or Goodberry), they must make a Will save with DC 10+1/2 HD+highest stat mod or have all their ability scores halved until they make up for all the magic sustenance they took with three times as much sustenance from mundane origins and can never again benefit from magic sustenance. If they fail by 10 or more, all of their descendants and creations suffer from this as well.
Entropy Beam: As an attack action by gaining 5 Empty Existence the Entropy Elemental Elder may project a Beam with range increment equal to its flight speed with the Rending and Power properties dealing 1d12 damage for medium size.
Growth: An elemental grows quickly. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size. It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. At 11th level, the elemental gains the ability to assume huge size. At 14th level to Gargantuan. At 17th level to Colossal. This size change doesn’t grant any ability score changes and Natural Armor increases by just +1 for each extra size above medium.
Entropurity: Nothing can be more pure than nothingness itself. At 4th level the Entropy Elemental Elder gains the special properties of a
pure metal of its choice as if it was wearing heavy armor and equipped with a tower shield of the respective material, plus counting its slam as made of the same pure metal.
Bonus Feat: At levels 5, 7, 9, 11, 13, 17 and 19 the Entropy Elemental Elder gains a bonus feat it qualifies for.
Master Entropority: At 8th level the Entropy Elemental Elder gains the respective Masterwork pure metal benefits.
Quantum Entropority: At 10th level 1/day as a free action even it isn’t its turn the Entropy Elemental Elder can gain the benefits of a second pure metal for 1 minute. At the end of the duration it can choose to keep either choice as its “main”.
Relic Entropority: At 12th level the Entropy Elemental Elder gains the respective Relictwork pure metal benefits.
Greater Quantum Entropority: At 15th level 1/day as a free action even it isn’t its turn the Entropy Elemental Elder can gain the benefits of two extra pure metals for 1 minute. At the end of the duration it can choose to keep either choice as its “main”.
Artifact Entropority: At 16th level the Entropy Elemental Elder gains the respective Artifactwork pure metal benefits.
Omega Quantum Entropority: At 18th level the Entropy Elemental Elder 1/day as a free action even it isn’t its turn the Entropy Elemental can gain the benefits of three extra pure metals for 1 minute. At the end of the duration it can choose to keep either choice as its “main”.
Phantasm Quantum Entropority: At 20th level the Entropy Elemental Elder gains the respective Phantasmwork pure metal benefits.