Eldritch Horror Paragon (3.5e Racial Paragon Class)

Eldritch Horror Paragon
While all Eldritch Horrors are unspeakable creatures from the far realms, some are more unspeakable than others. Eldritch Horror Paragons are the least spoken of them all.

Making an Eldritch Horror Paragon
Eldritch Horror Paragon Specializations mostly grant abilities that boost survivability, speed, minions, and manipulation.

Abilities: Eldritch Horror Paragons use Strength, Dexterity, Constitution, and Charisma, but seldom all four.

Races: Eldritch Horrors are the only race who can become paragons of the same.

Alignment: Any. The Far Realms are outside of the planes that define alignment, so it would make no sense for Eldritch Horrors to be constrained by them. That said, "creature which causes brain damage by existing" is not generally a description associated with Lawful Good creatures.

Class Features
All of the following are class features of the Eldritch Horror Paragon.

Weapon and Armor Proficiency: Eldritch Horror Paragons gain no new proficiencies.




 * Different Illogic: You gain Spell Resistance equal to your Constitution or Charisma modifier + your character level.


 * Oppressive Aura: Increase your Aura of Horror's area of effect by 30', and increase the penalties to -3.


 * Extended Aura: Increase your Aura of Horror's area of effect by 30', and increase the duration to 1d6+2 rounds.


 * Friendly Horror: Increase your Aura of Horror's area of effect by 30'. You may choose to exclude any number of creatures from your Aura of Horror's effect.


 * Silent Scream : Increase your Aura of Horror's area of effect by 20'. As a standard action, you can wail in frequencies that cannot be heard. Choose a distance that is equal to or less than your Aura of Horror's area of effect. Even though the frequencies cannot be heard, all other creatures within the chosen distance must make a Will save (DC 10 + half hit dice + Charisma modifier) or take 1d8 points of damage per character level and fall prone. This ability can only be used once every 1d4+1 rounds.


 * Mental Bleeding (Requires Silent Scream): Increase your Aura of Horror's area of effect by 20'. Your Silent Scream damage increases by 1 point per character level, and creatures that fall prone from it cannot stand up on their next turn.


 * Sphere of Visual Permeability : Increase your Aura of Horror's area of effect by 20'. As a standard action, you can make your vicinity invisible. Choose a distance that is equal to or less than your Aura of Horror's area of effect. For the next 2 rounds, all creatures, objects, and terrain within the chosen distance are completely invisible to everyone. Creatures attempting to move through this area move at half speed, as though blind. Note that this ability does not make you hard to find: anyone who sees two edges of the area can easily extrapolate the center and attack that space, and even if you make the area very small, some of the ground will become invisible, giving away your location.


 * Peripheral Atrocities : Increase your Aura of Horror's area of effect by 20'. Whenever a creature within range of your Aura of Horror (you don't have to be using it now) makes a Spot check and fails to notice you, you may have them take 1 point of damage per character level.


 * Impenetrable Flesh: You gain Damage Reduction X/-, where X is your character level.


 * Accelerating Regeneration: You gain Fast Healing 1. This increases by 1 for every 15 hit points less than maximum you are currently at.


 * Spawn Horror: You have an army of Aberrations at your beck and call with CRs following the Leadership chart for followers as though your leadership score was twice your character level (obviously, this Specialization is useless until level 5), using Follower level as CR. Replenishing your Aberration followers take five hours.


 * Horrible Wings: You gain a clumsy fly speed equal to your land speed.


 * Incomprehensible Swooping (Requires Horrible Wings): Your flight maneuverability increases by one step and your fly speed doubles.


 * Skittering Scuttling: You gain a climb speed equal to your land speed -10', and your land speed increases by 10'.


 * Benighted Burrowing: You gain a burrow speed equal to half your land speed, and your land speed increases by 10'.


 * Alacritous Haste: Your land and swim speeds increase by 5' per 2 character levels.


 * Incomprehensible Armor: You gain an armor bonus equal to 4 + half your character level.


 * Tentacular: You gain two tentacles that deal 1d6 points of Bludgeoning damage (if medium). These are secondary natural attacks.


 * Alien Biology: You become immune to mundane poisons and diseases, critical hits, and death effects.


 * Believable Dreams : You gain the ability to use modify memory once per day, although its range is reduced to Touch, and can only be cast on helpless targets. You can use it one additional time per day at 6 HD, 11 HD, and 16 HD.


 * Sibilant Tongues: You get a +5 +character level competence bonus to Bluff and Diplomacy checks.


 * Reality Burrowing : As a full-round action, you can teleport 30'. As a 1-minute action, you can teleport 500'.


 * Team Burrowing: When you use Reality Burrowing (or the spell-like abilities that have it as a prerequisite), you may bring up to one willing creature per character level within Close range with you.


 * Long-Distance Burrowing (Requires Reality Burrowing) : As a full-round action, you can teleport 100'. As a 1-minute action, you can teleport 1 mile. As a 1-hour action, you can teleport 1000 miles.


 * Planar Tunneling (Requires Long-Distance Burrowing) : As a 1-day action, you can teleport to a place on another plane, although you arrive 5d100 miles from your destination.


 * Incorrect Geometries: When you take a standard action attack action or full-attack action, you may attack as though your location was a target location to which you have line of sight and line of effect within 10'. When you take a 5' step, you may teleport 10' instead.


 * Skinbag: You can make disguise checks as a full-round action, without penalties for imitating a different gender, race, or age category.


 * Control the Uncontrollable: You can give orders to confused creatures. When those creatures would normally attack you (rolls 01-10; rolls 71-100 as well if you're the nearest creature), instead they obey your order as though they were dominated.


 * Indeterminate Size: You can change your size to a size up to one category larger or smaller than your normal size. This takes one minute, and applies physical ability score adjustments.


 * Unspecified Dimensions (Requires Indeterminate Size): Your available size changes are now up to two categories larger or smaller than your normal size.


 * Perfect Darkvision: Your darkvision has no maximum range and can see in color. Your darkvision also allows you to see through magical darkness.


 * Unexplainable Competence: Pick an ability score. That becomes the key ability for all skills.

Each of those ability scores improves by 2.

Ex-Eldritch Horror Paragons
Eldritch Horror Paragons who stop being Eldritch Horrors lose their class features. If they stop being Eldritch Horrors permanently, they may replace all their Eldritch Horror Paragon levels with class levels in other classes.

 in the Game
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Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.