I'd appreciate any help that's offered on this - I don't have any sort of access to Call of Cthulhu.
The d20 Call of Cthulhu deities' abilties are strongly based off Deities & Demigods, though with the names changed and explained worse
Basically they tend to get Squamous Blast (range = 1 mile/rank, damage = 1d12 x (rank + Charisma modifier), destroys walls of force etc., no immunity or resistance applies) - probably use Cosmic Effect for this. A lot of them get Divine Shield (use Forcefield). Then they have some really scary individual things; Cthulhu has 2d4 Constitution drain/round when grappled, Nyarlathotep has 'Divine Dodge' which is the same thing as Nebulous (50% miss chance for everything), Azathoth has a very nasty Sanity draining attack (hard to represent in standard D&D really, but just treat it as a mass
insanity spell maybe).
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To do a pseudo-Helioedes; well, it's supposed to be to Pseudonatural what Amidah is to Paragon.
So take the
Pseudonatural template and make some improvements...
A helioedes is a pseudonatural that has gone entirely mad, and in that madness, transcended. The insanity no longer affects only the creature itself, but spills over into a vast area of surrounding reality, shaped into twisting madness. The creature's energies also are past containment, searing outwards, as the creature ignites like a miniature sun...
“Helioedes” is a template that can be added to any creature with the pseudonatural template (referred to hereafter as the base creature), with 80 Hit Dice or more.
HD A helioedes has d100s for hit dice, and always has maximum hit points.
Speed A helioedes’s speed becomes Supersonic (as the cosmic ability).
AC Helioedes gain a natural armor bonus equal to 3/4 their Hit Dice, or +105, whichever is better, unless the base creature has higher natural armor.
Special Attacks
A helioedes creature retains all the special attacks of the base pseudonatural creature and also gains the following:
Constant Insight (Su): The helioedes gains an insight bonus of +24 on all rolls, equivalent to an elder one's divine bonus.
Solar Constriction (Su): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds deals 1d20 divine fire damage per 4 hit dice of the Helioedes.
Gamma Ray Burster (Su): The helioedes can direct its intense radiation at an opponent. This has a range of extreme (1600 ft. + 160 ft./HD) and inflicts 1d20 divine fire damage per 2 hit dice of the helioedes. This requires a ranged touch attack.
Fiery Storm (Su): The helioedes is surrounded by a flaming aura with a radius of 400 ft. + 40 ft./HD; all creatures within the aura take 1d6 fire damage per 8 HD of the helioedes per round.
Madness Aura (Su): The helioedes' hyper-intense perceptions warp a large area around it (400 ft. + 40 ft./HD); all creatures within the aura suffer a -24 insight penalty on all rolls as mad perceptions and patterns bombard their minds.
Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following.
Damage Reduction: 60/-, as an elder one, unless the base creature has higher damage reduction.
Nebulous: All attacks and effects have a 50% miss chance.
Nova: When a helioedes is killed, it explodes dramatically, as its massive energies are no longer even tenuously restrained by its will. See the
Kiloton spell for effects; caster level = helioedes' HD.
Abilities: Increase from the base creature as follows: Str +44, Con +20, Dex +20, Wisdom +20
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I'm sure U_K would make something much better, though; that's just my stab at a "sun-themed super-pseudonatural".
I'd be glad to see the "real" version though...