Hyperion/Helios

To Greek Gods

greek border

Helios as Personification of Midday by Anton Raphael Mengs. One of an ensemble of four paintings with personifications of the times of day intended as supraportas for the boudoir of Maria Luisa of Parma, Princess of Asturia, now in the Palacete de la Moncloa as part of the Patrimonio Nacional, Madrid. Oil on canvas, 192 x 180 cm. Date ca. 1765 Anton Raphael Mengs 1728-1779 Helios as Personification of Midday by Anton Raphael Mengs. One of an ensemble of four paintings with personifications of the times of day intended as supraportas for the boudoir of Maria Luisa of Parma, Princess of Asturia, now in the Palacete de la Moncloa as part of the Patrimonio Nacional, Madrid. Oil on canvas, 192 x 180 cm. Date ca. 1765 Anton Raphael Mengs 1728-1779

Hyperion


Hyperion is the Titan of light, an early sun-god. He is the son of Gaea and Uranus. he is married to his sister Theia and is the father of Helios, Eos, and Selene. He was imprisoned in Tartarus along with his brothers, after the Titans were defeated by the Olympian gods in the Titanomachy.

Helios


God of the Sun, Helios rides a chariot drawn by horses through the sky, bringing light to the earth. The journey of the Sun, begin in the East and end in the West, at which point Helios completes his daily rounds and floats back to his Eastern palace in a golden bowl.
Helios is the son of two Titans - Theia and Hyperion, Helios is also the brother of Eos and Selene. Helios was also the father to some important characters. With his wife, the Oceanid Perseis, Helios has three legendary children - Circe, Pasiphae, and Aeetes . The god also had numerous relationships with women that resulted in the birth of offspring.

Used with permissiom from Palindrome

As seen in Palindrome thread at Dicefreaks

Hyperion, The Burning Dawn
Colossal outsider (Chaotic, Evil, Extraplanar)
Hit Dice 70d8 (outsider) plus +1190 (1750 hp)
Initiative +10 (+2 Dexterity, +8 Superior Initiative)
Speed 150 ft.
Armor Class 69 (-8 size, +32 natural, +24 divine, +11 deflection)
Base Attack/Grapple +70/+111
Attack 2 fists +90 melee or +87 melee touch or +64 ranged touch
Full Attack 2 fists +90 melee (3d6 plus +2d6 (fire) plus +25/17-20/x2 plus +1d6 (Overwhelming Critical) and Fort save DC 70 or die) or +87 melee touch or +64 ranged touch
Space/Reach 30 ft./30 ft.
Special Attacks The Burning Dawn, spells, spell-like abilities, rebuke undead, outsiders, and water creatures/command fire creatures 14/day
Special Qualities DR 30/epic, Tricks of Light, SR 55
Saves Fort +60, Ref +39, Will +49
Abilities Strength 60, Dexterity 14, Constitution 45, Intelligence 32, Wisdom 34, Charisma 32
Skills Bluff +84, Climb +88, Concentration +90, Diplomacy +104, Escape Artist +65, Heal +35, Intimidate +94, Jump +98, Knowledge (all) +84, Listen +84, Search +84, Sense Motive +84, Spellcraft +83, Spot +84
Feats Ability Focus (The Burning Dawn), Awesome Blow, Cleave, Enlarge Spell, Empower Spell, Extend spell, Great Cleave, Improved Bull Rush, Improved Critical (unarmed strike), Improved Initiative, Improved Sunder, Persistent spell, Power Attack, Twin Spell, Weapon Focus (unarmed strike)
Epic Feats Devastating Critical (unarmed strike), Dire Charge, Epic Fortitude, Epic Weapon Focus (unarmed strike), Expeditious Metamagic, Improved Metamagic, Overwhelming Critical (unarmed strike), Planar Turning, Superior Initiative
Enviroment Tartarus
Organization Unique
Challenge Rating 41
Treasure Gear
Alignment Chaotic Evil
Advancement

Combat

If Hyperion is facing enough opponents to present a potential thread if unified, Hyperion will use his Tricks of Light in order to break them apart using prepared and extended mirage arcanas and hallucinatory terrains. Once scattered, he then hunts them down one by one, incinerating them until there is nothing left. Hyperion prefers distance combat to melee (although he is equally competent at both), and will either choose to burn his opponents using rays of light or use enlarged spells long before throwing a punch.

Spell-Like Abilities (Sp) At will: alter self, analyze dweomer, commune with nature, cure critical wounds, eyebite, freedom of movement, fly, fog cloud, produce flame, protection from energy, read magic, remove curse, sanctuary, sending, speak with animals, soften earth and stone, speak with plants, summon monster VI, greater teleport, wind wall. 3/day: antilife shell, astral projection, greater dispel magic, greater scrying, invisibility purge, plane shift.

Caster level 53rd; save DC 22 + spell level.

The save DCs are Charisma-based.

The Burning Dawn (Ex) Hyperion is continually surrounded by an aura of ferociously powerful light. Living creatures that can see Hyperion within 200 feet must make a Fort save DC 53 or else become permanently blind. Creatures within 100 feet of Hyperion additionally take 4d10 points of damage from the intense heat which he continually generates; half of this damage is cosmic in nature, and should Hyperion strike an opponent with his powerful fists, they take an additional 2d6 points of fire damage. Hyperion may suppress or restore his ability to burn all things with his light as a free action. He will almost never do so except in the presence of Theia or Cronus, who commands this gesture of respect on Hyperion’s part through the fact that Hyperion knows that Cronus will have little hesitation to beat him into unconsciousness otherwise. Anyone who strikes Hyperion with a weapon must additionally make a Ref save DC 53 or else their weapon is simply melted or incinerated through contact with Hyperion’s blazing body; only artifacts are immune to this particular effect.

Hyperion may additionally chose to attack his foes with rays of light as a ranged touch attack; each ray of light that he generates in this manner may be up to 150 feet long and does 20d10 points of damage, half of which is also cosmic in nature. (Ref save DC 53 for half damage).

Beings can defend themselves from the destructive effects of The Burning Dawn through epic spells based on the ward seed, but other forms of mortal magic are ineffective at providing a defense against Hyperion’s destructive power.

Tricks of Light (Sp) Although Hyperion has been cast down from his time when he was worshipped as the Patron of Light upon thousands of Prime Material Planes, he has still retained a significant measure of his former prowess. This prowess is represented through Hyperion’s ability to perform Tricks of Light.

Through manipulating light itself, Hyperion may simulate any illusionist spell that produces a visual effect. As a result, Hyperion may select all spells that qualify as part of his Clerical spell selection.

Hyperion possesses Divine Rank 0, and to those few remaining worshippers that he has, he retains the capability of granting spells from the domains of Sun and Fire, although due to his disdain for them, he rarely bothers to do so. Furthermore, Hyperion is treated as a unique creature with regards to summoning attempts like the spell gate.

Clerical Spells (Sp) 6/8+1/8+1/8+1/8+1/7+1/7+1/6+1/6+1/6+1/5+1. Hyperion has access to the Evil, Fire, and Sun domains.

Hyperion casts his Clerical spells at 35th level, except for Evil spells which he casts at 36th level.

Saving throws against Hyperion’s Clerical spells are DC 22 + spell level.

The saving throw DC’s are Wisdom-based.

Hyperion may command fire-based creatures and rebuke water-based creatures, outsiders, and undead 14/day. Hyperion’s rebuke/command check is 1d20 + 17 and Hyperion’s check to dispel turning is 2d6 + 46.

greek border

To Greek Gods

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.