Creating an Eternal

"Eternal" is an acquired template that may be added to any dragon, elemental, fey, humanoid, monstrous humanoid, outsider or undead (referred to hereafter as the "base creature"). The Eternal uses all of the base creature's statistics and special abilities except as noted here.

Size and Type: The base creature's size usually increases by at least one step (determined by the GM). The majority of Eternals are Huge or larger, though Medium and smaller Eternals are possible. Ifthe creature's size changes, use Table 4—2: Changes to Statistics by Size in the MM to calculate changes to natural armor, Armor Class, attack rolls and grapple bonus.

The base creature's type becomes outsider (except for an elemental), though its Hit Dice, base attack bonus, skill points and other such features of its original type are retained. The base creature also gains the Eternal subtype.

Hit Dice and Hit Points: An Eternal must have 20 or more Hit Dice. An Eternal receives maximum hit points for each Hit Die.

Speed: An Eternal's base land speed improves by one-third (rounded down to a multiple of 5). Overall speed increases by another 20 feet as a supernatural effect (this extra movement is negated by antimagic field and similar effects). For example, if the base creature's speed is 30 feet, its new speed is 60 feet.

Armor Class: Natural armor improves by +5. The Eternal gains a deflection bonus to AC equal to its Charisma bonus (if any), and a divine bonus to AC of + 1 for every 10 Hit Dice. For example, an Eternal with 35 HD has a +3 divine bonus to AC.

If the creature's size changed, see Table 4-2: Changes to Statistics by Size in the MM to determine its new Armor Class and to see whether its natural armor changes further.

Base Attack/Grapple: If the base creature's size increased, it gains additional Strength and an improved size bonus to grapple checks.

Attack and Full Attack: An Eternal's attacks do not automatically fail on a natural roll of 1.

If Strength or Dexterity change, use the new modifier to determine attack bonuses. A change in a monster's size also changes its attack bonus; see Table 4-2: Changes to Statistics by Size in the MM.

Damage: If the base creature's size increased, its weapons (both natural and manufactured) increase in size as well.

Space/Reach: If the Eternal's size increased, the base creature's Space and Reach should be adjusted as appropriate.

Special Attacks: An Eternal retains all the special attacks of the base creature and also gains the following attacks.

Epic Weapons (Ex): An Eternal's natural weapons are treated as epic weapons aligned as the Eternal's alignment for the purpose of overcoming damage reduction. For example, the natural weapons of a chaotic evil creature are treated as chaotic-and evil-aligned weapons.

Spell-Like Abilities: Choose up to one spell of 8th level or lower per 10 Hit Dice. The Eternal may cast these spells at will as a 20th-level caster.

Choose up to one spell of 9th level or lower per 20 Hit Dice. The Eternal may cast these spells once per day as a 20th-level caster.

The save DC for all spell-like abilities is 20 + the spell's level + the Eternal's Charisma bonus (if any).

Special Qualities: An Eternal retains all the special qualities of the base creature and also gains the following qualities. If the base creature already has one or more of these special qualities, use the better value.

Booming Voice (Ex): When an Eternal speaks or makes a sound, as a free action he can make his voice be heard by all creatures within a 5-mile radius.

Damage Reduction (Ex): An Eternal has damage reduction 20/epic. This overlaps but does not stack with any existing damage reduction.

Eternal Immunities (Ex): The Eternal is immune to banishment and imprisoning effects, death effects, disease, disintegration, all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects), paralysis, poison, petrification, polymorphing attacks, sleep effects and stunning.

The Eternal is not subject to ability damage, ability drain, critical hits, energy drain, exhaustion, fatigue or nonlethal damage.

Eternal Presence (Ex): The Eternal's mere presence is awe-inspiring. This mind-affecting ability takes effect automatically whenever the Eternal's presence is felt through sight, speech, an attack or any other means. Creatures within 100 feet per Hit Die are subject to the effect if they have fewer HD than the Eternal.

Allies of the Eternal receive a +2 morale bonus on attacks, damage rolls, saving throws, ability checks and skill checks for 4d6 rounds.

Neutral creatures must succeed on a Will save (DC 10 + half the Eternal's HD + the Eternal's Charisma modifier) or stare at the Eternal in fascination for 4d6 rounds. They can defend themselves normally, but take no other actions.

Enemies of the Eternal must succeed on a Will save (DC 10 + half the Eternal's HD + the Eternal's Charisma modifier) or be shaken for 4d6 rounds. A shaken creature becomes frightened if the Eternal threatens the victim in any way, such as by attacking, casting a spell, approaching the victim, or even looking the victim in the eye menacingly. Enemies immune to fear are treated as neutral creatures for this effect.

A potentially affected creature that succeeds at its Will saving throw remains immune to that Eternal's divine presence for one day.

Fast Healing (Ex): An Eternal has fast healing equal to half its Hit Dice.

Immortality (Ex): Eternals do not age, eat, sleep or breathe. An Eternal cannot die from natural causes or from taking massive damage.

Keen Senses (Ex): An Eternal has darkvision 120 ft., low-light vision, and is continuously affected as though by the true seeing spell.

Resistances (Ex): An Eternal has resistance to acid, cold, electricity, fire and sonic 10.

Spell Resistance (Ex): An Eternal has spell resistance 35 if the base creature's spell resistance is not already better.

Uncanny Dodge (Ex): An Eternal can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

Base Save Bonuses: An Eternal gains a resistance bonus on saving throws equal to its Charisma bonus (if any) and a divine bonus to saving throws of +1 per 10 Hit Dice.

An Eternal's saving throws do not automatically fail on a natural roll of 1.

Abilities: Increase from the base creature as follows: Str +6, Dex +4, Con +8, Int +6, Wis +8, Cha +10.

Ifthe creature's size changed, see Table 4-2: Changes to Statistics by Size of the MM for additional changes to Strength, Dexterity, and Constitution.

Skills: An Eternal gains a +1 divine bonus per 10 Hit Dice on all skill checks.

Feats: An Eternal gains the Improved Initiative feat for free if it does not already have it.

Challenge Rating: Same as the base creature + 7.

Level Adjustment: Same as the base creature +13.

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