Created By
Eiji-kun (talk)
Date Created: 9-2-10
Status: Complete
Editing: Please feel free to edit constructively!

Metadeus Edit

Background Edit

Free will is one of the greatest of boons to sentient beings, yet not all things are within their grasp to change. In opposition to free will lies destiny, the pre-determined fate of all beings. Summary::It is the sentient manifestation of fate, the desire for the universe to follow a certain course of action. The stories of time travel where the past refuses to change, the inescapable fate, such is the work of Metadeus. It is uncertain if Metadeus is the inevitable result of the existence of destiny, or of it is a construct created by some long-forgotten overdeity demanding the flow of time remain in its due course, but Metadeus now has but one purpose: to ensure events that must happen, do, and sometimes what must happen will only spell doom for us all...

Goals Edit

Metadeus is focused on maintaining the course of destiny by any means. Unlike most Elder Evils, Metadeus has a deep interest in the affairs of mankind, and makes subtle adjustments to ensure what must be comes to pass. Metadeus attempts to keep his presence subtle, until destiny is grossly violated. When such happens, Metadeus draws near the material plane, beginning the assimilation and suppression of aberrant elements until the course of destiny can be once again brought right, no matter the cost.

Metadeus in the Campaign Edit

Metadeus might first appear as a subtle presence, a mad cultist or a man influenced by an unknown presence from beyond the stars. Its name and corruption is barely felt, but incredibly precise to ensure the right actions happen at the right time in the right place. His presence isn't always baneful as well. If destiny demands that a certain man lives, agents of Metadeus will ensure that he is saved from the burning building as a child where he otherwise would have died. However, Metadeus often appears when a terrible event that must occur does not, often thanks to the free willed influence of heroes saving the day. In an attempt to correct what has gone wrong, Metadeus will appear and ensure the horror that was just stopped shall come to pass.

Description Edit

Metadeus is difficult to describe, for Metadeus is in truth a hive mind. All of those physically corrupted by Metadeus are, for all purposes, Metadeus as well and will define themselves as such. With that said Metadeus does possess hubs of consciousness in two stages, the "queens" of the local hivemind, to which Metadeus can manifest directly through, as well as the actual physical body of Metadeus which lies somewhere lost on the Temporal Plane, deep within its shifting gray sands of time. Rarely seen, this body is said to be a titanic mechanical structure of black iron, glowing green energy, and impossible geometries. Seen with anything from 4 to 20 sides, Metadeus is as large as a moon and seemingly artificial. It is said that within the confines of Metadeus's body lies the answer to all questions, both asked and yet to be asked, as well as the knowledge of the fate of the entire world. Any who has gone as far to check it though has never returned, slain or driven impossibly mad. It is uncertain but it is said Metadeus has some vague connection to the metacube artifact in Sigil, whose ever-changing surface mathematically describes the conditions of all creation.

Sign Edit


When things do not go as planned, there is only one reason; free will. Free will's chaotic influence has ultimately disrupted the flow of things, and as a being of absolute law, Metadeus cannot allow it to continue while repairs are being done to the flow of time. Mechanical creatures and lawful inevitables and modrons feel the influence first, becoming the shock troopers to Metadeus' growing presence. Then the corruption grows, infecting organic creatures with pseudo-technological pieces and removing their free will, adding their knowledge to the hivemind and replacing their desires with Metadeus. If left unchecked, all the world will become Metadeus, until the event that must occur does, or Metadeus is defeated and the means of Metadeus's influence is sealed off.

Faint: Lawful outsiders and constructs, specifically inevitables and modrons, begin to gain new orders on what their purpose is. This inevitably leads to a growing host of such creatures attempting to right what has gone wrong, and curiosity and confusion onto where the creatures have gotten their orders. For lawful outsiders and construct PCs, mental infection can occur on any lawful-aligned plane, where each week they must make a DC 15 Will save or fall under a geas/quest effect at caster level 20th.

Moderate: Affected creatures gain the assimilated template, and can spread this template to others in a ritual which takes 1 hour, no save. The subject must be rendered helpless for this to work, and after the transformation their body is scarred and marked with seemingly cybernetic parts. Unlike the template, constructs may be affected as well, although they get a Will save equal to the save against mental corruption. They have no free will and follow the will of Metadeus. The DC to avoid mental corruption rises to DC 20 and is required daily.

Strong: The assimilation process may now be employed on any creature which is dazed or stunned, and assimilated creatures become extremely difficult to defeat. Their fast healing rises to 5 and they adapt to attacks. When physically attacked, the assimilated creature and all assimilated allies in 60 feet gain a cumulative DR 2/-. When attacked with elemental damage they gain a cumulative energy resistance 5 against the appropriate element. Against effects that require saving throws, they gain +4 to their saving throws against the same spell or effect. The effects last for 24 hours, or until this group of assimilated is destroyed. It is important not to let other assimilated join the fray. New assimilated creatures will pick up the adaptions of the current group until there are no more left. Finally the mental corruption DC rises to 25 and applies to any non-chaotic outer plane.

Overwhelming: Assimilated creatures only need 1 minute to assimilate another being, and may perform assimilation against a grappled target. Their fast healing rises to 10 and Metadeus physically appears in the sky as if a small moon. The material plane falls victim to the mental corruption, which rises to DC 40 for lawful outsiders and constructs, but may also infect any other creature capable of being assimilated, with a DC 20 Will save. If such occurs, they are under the effect of geas to find assimilated creatures and submit for assimilation at once.

Malefic Properties Edit

Anathematic Secrecy: Immune to all divine divination spells and effects.

Dark Visiting: The ever-present mental hum which suppresses free will is troubling and wears on the mind of those in range.

Encounter Information Edit

Size/Type: Colossal Outsider (Lawful)
Hit Dice: 40d8+820 (1000 hp)
Initiative: +8
Speed: 30 ft., fly 90 ft. (perfect), burrow 20 ft.
Armor Class: 57 (+20 deflection, +45 natural armor, -8 size), touch 22, flat-footed 57
Base Attack/Grapple: +40/+72
Attack: Impossible Attack +48 touch (6d6+16, 18-20/x3)
Full Attack: Impossible Attack +48 touch (6d6+16, 18-20/x3)
Space/Reach: 30 ft./30 ft.
Special Attacks: Assimilate, Crush (6d6+24), Impossible Attack, Impossible Geometries, Spell-Like Abilities, Spawn, Wave Motion Gun
Special Qualities: Acid/Electricity/Fire Resistance 20, Artificial Traits, Aura of Inevitability, Blindsight 1000 ft., Damage Reduction 20/chaotic and epic, Darkvision 60 ft., Fast Healing 10, Immune to Cold, Low-Light Vision, Spell Resistance 49, Telepathy 1000 ft.
Saves: Fort +40, Ref +28, Will +26
Abilities: Str 42, Dex 10, Con 46, Int 33, Wis 19, Cha 15
Skills: Concentration +61, Craft Alchemy +54, Craft Leatherwork +54, Craft Metalword +54, Craft Stonework +54, Intimidate +61, Knowledge Arcana +54, Knowledge Engineering +54, Knowledge Dungeoneering +54, Knowledge Geography +54, Knowledge History +54, Knowledge Local +54, Knowledge Nature +54, Knowledge Nobility +54, Knowledge Religion +54, Knowledge The Planes +54, Listen +47, Spot +47, Spellcraft +54
Feats: Improved Initiative, Improved ToughnessCW, Ability Focus (Wave Motion Gun), Flyby Attack, Lightning Reflexes, Combat Reflexes, Improved Flyby Attack, Superior Initiative, Epic Reflexes, Improved Spell Resistance x2, Spellcasting Harrier, Epic Toughness x2
Environment: Temporeal Plane
Organization: Unique and 2d6 Assimilated Legionaries
Challenge Rating: 34
Treasure: None
Alignment: Lawful Neutral
Advancement: 41-80 HD (Colossal), 81-120 HD (Titanic)
Level Adjustment:

The loud, monotone keening in the air foretold its arrival. Visible from the horizon it seemed to crest a perfectly triangular mountain made of black metal, illuminated with a green fire deep within its belly. As it rose it revealed itself a diamond of incalculatable size, its myriad parts shifting about in impossible ways. We'd not have long to gaze into its maddening form long though, for then from such a far ways away it shone, and the air became horribly... horribly... bright...

Metadeus controls the flow of destiny. Within it lies the entire plan of the universe known not even to the gods, from the first question, to the final answer in all time. Kept to itself, none know why Metadeus does what it does, beyond that it is determined to keep the flow of the universe "on course", to what destiny good or ill we know not. When the river of time moves off another path and fate is not fulfilled, Metadeus appears to right the wrong by any means nessicary, even the destruction of all free will if it must.

Metadeus speaks Abyssal, Celestial, Infernal, and for campaigns which can even comprehend it, a digital computer language of its own design, spoken in electromagnetic pulses.

Combat Edit

Metadeus starts combat from afar, spotting dangers and threats well before they reach him and obliterating them with his Wave Motion Gun. When they reach within 100 ft., he usually abandons this tactic for more traditional weapons, casting spells or attacking with its impossible attack as needed. It constantly spawns creatures, providing plenty of cannon fodder, but has no value on the survival of its own allies. That isn't to say it will aim for its spawn, but if it is tactically worth it it will destroy them. If reduced to low hit points, it will attempt to raise its defenses and tank while healing in one of its impossible geometries. Retreat is not an option, only endurance.

Artifical Traits (Ex): Metadeus is partially artificial and shares many traits similar to constructs as well as outsiders. Metadeus is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, and necromancy effects. He benefits from the Repair series of spells as if he were a construct, and can be repaired through the Craft Construct feat. Metadeus is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. He is not at risk from massive damage, and dies immediately at 0 hp, but otherwise retains the other traits of a living creature.

Assimilate (Ex): As a standard action, Metadeus can fire slivers of needles as a ranged touch attack to any target in 30 ft., dealing 10d6 slashing damage, and forcing a Fortitude save, DC 35 against becoming an assimilated creature loyal to Metadeus right away. Success prevents the same target from being affected by assimilation for 24 hours, but does not prevent damage.

Aura of Inevitability (Su): It is the purpose of Metadeus that destiny not be denied. To ensure your inevitable defeat, all those within 1000 ft. of Metadeus become unable to teleport, heal, or apply positive status effects to themselves while near Metadeus, all attempts to do so failing. Likewise it is impossible to teleport close to him, ensuring battle starts out at a distance where his Wave Motion Gun is appropriate. The area in his aura is treated as if it were a strongly lawful-aligned plane.

Crush (Ex): As a standard action Metadeus may simply land his massive frame on his opponents that are Large or smaller to crush them. The crush attack affects as many creatures that can fit under its body. Creatures in the affected area must succeed on a Reflex save (DC 48) or be pinned, automatically taking bludgeoning damage during the next round, unless Metadeus moves off them. If Metadeus 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. A crush attack deals 6d6+24 damage.

Impossible Attack (Ex): The body of Metadeus lies in many dimensions beyond our understanding, allowing it to strike through space with unseen limbs. It appears of sharp geometric shapes appear out of thin air, and on a successful touch attack these geometric horrors manifest within its victims, tearing organs and piercing bodies from the inside out, as well as sending a dizzying kaleidoscopic array of shapes around the nearby air. These touch attacks are an attack action, and it may make as many attacks as its BAB allows (four) as if using a melee weapon. This piercing and slashing attack is augmented to have a critical range of 18-20/x3, and may manifest even if a dimensional lock is within place.

Impossible Geometries (Ex): The body of Metadeus is said to have anywhere from 4 to 20 sides at any one time (and sometimes, at the same time). Painful and confusing to look at, it shifts forms in battle rapidly, gaining different attributes as it does. It may shift shapes and forms as an immediate action, adjusting to the situation as needed. Its more commonly seen shape when starting combat is the eight-sided diamond. Select forms as detailed below.

Tetrahedron (d4): Metadeus doubles all movement speeds and spawns creatures faster, every round counting as 1.5 rounds until it may spawn again. If within a vacuum such as in space or on the plane of vacuum, it is capable to employing greater teleport or plane shift at will.
Cube (d6): Metadeus gains fast healing 20, its DR/chaotic and epic changes to DR/-, and it gains a +6 bonus to all saving throws.
Octahedron(d8): Metadeus deals an additional +1 damage per die for his Wave Motion Gun, and he may shape it into a 600 ft. cone, or a 200 ft. radius burst out to 12,000 ft. When attacked by anything, it may counterattack as an immediate action with a disintegrate spell.
Pentagonal Trapezohedron (d10): Metadeus becomes immune to acid, cold, electricity, and fire damage, and may make any of its attacks (such as its impossible attack, wave motion cannon, or spell-like abilities) either acid, cold, electrical, or fire damage instead of damage of its normal type. In this state, Metadeus takes no damage from its environment, be it lava from a volcano or the negative energy plane's life-stealing force.
Dodecahedron (d12): The damage of the impossible attack and crush rises a size catagory to 8d6 and gains an additional +8 points of damage. Metadeus gains an extra attack (as if under the effects of haste) and its reach extends out to 60 feet.
Icosahedron (d20): The DCs for all of spells and spell-like abilities cast by Metadeus rise by +6, and it may cast one spell or spell-like as if under the effects of Quicken Spell with no adjustment in spell level or casting time. It gains the spell-like ability greater dispel magic at will while in this mode.

Spellblast-DCs up, auto-shape spell and change element, dispeling

Spell-Like Abilities (Sp): At will - antipathy, binding, blight, contingency, control weather, control water, dimensional anchor, discern location, dominate person, fabricate, foresight, freedom, geas/quest, greater prying eyes, greater scrying, greater shout, imprisonment, mass hold person, mass suggestion, moment of prescience, power word blind, power word stun, stone shape, soul bind, sympathy, trap the soul; 3/day - banishment, demand, dominate monster, flesh to stone, mage's disjunction, mass hold monster, maze, polymorph any object, power word kill, stone to flesh, telekinetic sphere, temporal stasis. Caster level 40th. The saving throws are Intelligence based.

Spawn (Ex): Metadeus constantly spawns new assimilated creatures from the depths of its myriad dimensions. Every 5 rounds, 1d6 assimilated legionaries appear adjunct to Metadeus. While not much of a threat on their own, they will aid Metadeus in its actions, and if left unchecked their numbers, and firepower, will grow until they are a major threat. When combat begins Metadeus is almost always starting out with 2d6 legionaries already spawned around it.

Wave Motion Gun (Su): Metadeus is equipped with a terrifyingly powerful attack which it uses to destroy strategic targets from a vast distance away. As a standard action it charges up a laser that spread in a line area of effect, 30 ft. wide and 12,000 ft. long. It deals 40d6 damage and disintergrates creatures into ash if reduced to less than 0 hp, with a DC 50 Fortitude save for half damage. It destroys force effects as if it were a disintegrate spell, and obliterates prismatic effects in one shot as well, though those hiding behind such an effect are protected from the beam even as the prismatic effect is destroyed. It may perform this ability once every 1d4 rounds. It typically will employ this on far-away targets or hard targets such as buildings, and its senses are sharp enough to know when something approaches. The saving throw is Constitution based.

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