Well, anyone willing to use this as cthulhu's starspawn?
[IMaGel]http://www.wizards.com/hecatomb/images/90898_72dpi.jpg[/IMaGel]
Star spawn of Cthulhu
A close fit. Nothing to fancy on this one, almost all core rules save for the Space creature template from the d20 modern SRD. If you tear off the Cyan coloured bits, you will have a CR 19 green dragon. If you decide not to use combat expertise, improved trip or improved disarm, don't forget to change the feats to something useful. And if you allow sorcerers to make use of Quicken Spell, switch Cleave over to that. [sblock=Huge Star Spawn, Space creature very old green dragon.]
Size/Type: Huge Dragon (Air) [Vacuum?]
Hit Dice: 29d12+174 (391)
Initiative: +1
Speed: 40 ft., fly 150 ft. (poor),
Spaceflight 40’ (perfect), swim 40 ft
Armor Class: 37 (+1 dex,-2 size, +28 natural), touch 9, flat-footed 36
Base Attack/Grapple: +29/+48
Attack: Tentacle bite +39 melee (2d8+16)
Full Attack: Tentacle ‘bite’ +38 melee (2d8+16), 2 flabby claws +36 melee (2d6+5), 2 membranous wings +36 melee (1d8+5) & Corpulent Tail +36 melee(2d6+16)
Space/Reach: 15 ft./10 ft. (15 ft. with Tentacle bite)
Special Attacks: Breath weapon, crush, spells, spell Like abilities.
Special Qualities: Blindsence 60’, Darkvision 120’, DR 15 Magic, Dragon Overland Movement, Immunity to Acid, Paralysis and Sleep, Keen Senses, Lowlight Vision, Water Breathing, Radiation Resistance,
Resistance to fire 20, Resistance to cold 20, Spaceflight, SR 25,
Vacuum Survival.
Saves: Fort +23, Ref +17, Will +19
Abilities[non elite]: Str 32, Dex 13, Con 25, Int 18, Wis 16, Cha 17
Skills: Concentration +35, Diplomacy +35, Escape Artist +25, Hide +25,
Knowledge (Far Realm)+28, Listen +35, Move Silently +35, Search +28, Sense Motive +27, Spot +35, Use Magic Device +35.
Feats: Multiattack(1HD), Hover (3HD), Wingover (6HD), Power Attack (9HD), Cleave (12HD), Eschew components (15HD), Combat Expertise(18HD), Improved Trip(21HD), Improved Disarm(24HD), Combat Reflexes(27HD),
Zero-G Training (bonus)
Environment: The cold black void and underwater vaults.
Organization: Solitary, Cabal 1d4, Worshipped Enforcer(1+1d100 commoner cultists and 1d10 spellcasters) or Minions (1d6 + Something even worse).
Challenge Rating: 20
Treasure: Triple standard
Alignment: Always
Chaotic evil
Speaks Draconic, Aquaan, Abysaal, Common and Giant
Spells [as an 11th level Sorcerer]
0th DM, RM, Arcane Mark, Prestidigitation, Message, Mage Hand, , , . (DC16)
1st Mage Armor, Shield, True strike, Obscuring mist, Expeditious retreat. (DC14)
2nd Cat’s Grace, Endure Elements, See Invisibility, Arcane lock$, Bear’s Endurance(DC15)
3rd Shrink Item, Haste, Displacement, Fireball. (DC16)
4th Confusion, Greater invisibility, Stoneskin$. (DC17)
5th Feeblemind, Teleport.
$=Costly component
Spell Like abilities
Suggestion (DC16)
Control Plants
Breath Weapon (Su): This horrid creature has one type of breath weapon, a cone of corrosive (acid) gas. 50’ Cone, DC30 Reflex, 18d6 Acid. It can use this breath weapon each 1d4 rounds.
Crush (Ex): This horrid creature can land on opponents of up to small size as a standard action. Creatures in the affected area must succeed on a Reflex save (DC 30) or be pinned, automatically taking bludgeoning damage (2d8+18)during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
Frightful Presence (Ex): Whenever it attacks, charges, or flies overhead. 270’ Radius, those with 29 or fewer HD must Will save (DC 27).On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore this effect. Those who succeed the save are immune to this effect for 24 hours.
Radiation Resistance (Ex): This horrid creature gains a +8 species bonus on saves to resist any kind of radiation poisoning.
Vacuum Survival (Ex): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.
Spaceflight: In space and other zero-gravity environments, this creature gains a fly speed equal to its base speed (perfect maneuverability).
Water Breathing (Ex): ): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can also use its breath weapon, spells, and other abilities while submerged.
ZERO-G TRAINING
You can function normally in low gravity or zero gravity.
Prerequisites: Dexterity 13, Tumble 4 ranks.
Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.
Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.[/sblock]