Someone had to do it some time. I have made a epic living spell template. I hope you like it. Plus how does it look?
Epic Living Hellball
Gargantuan Ooze
Hit Dice: 90d10+4,500 (4,995 hp)
Initiative: +48 (+48 Dex)
Speed: 30 ft. (6 squares)
AC: 144 (+48 Dex, -4 size, +90 deflection), touch 144, flat-footed 96
Base Attack/Grapple: +67/+129
Attack: Slam +113 melee (2d6+75 plus Hellball)
Full Attack: Slam +113 melee (2d6+75 plus Hellball)
Space/Reach: 20 ft./15 ft.
Special Attacks: Engulf, Hellball
Special Qualities: Blindsight 60 ft., damage reduction 20/epic, ooze traits, spell resistance 110
Saves: Fort +167, Ref +165, Will +165
Abilities: Str 110, Dex 107, Con 110, Int --, Wis 107, Cha 110
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 90
Treasure: -
Alignment: Always neutral
Advancement: None
Level Adjustment: -
A blinding globe of energy bigger than a mature oak: fire, acid, electricity and sound all at once flickering between the different states, hell-red and electric blue, dripping with hissing liquid, emitting a deafening hum.
Combat
An epic living hellball engulfs its prey and endeavors to slam it to death.
Hellball (Su): A creature hit by an epic hellball’s slam attack or engulfed by it is effected as by the hellball epic spell. The creature takes 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage (Reflex DC 70 half). This damage applies when the creature is struck by a slam attack, or each round it remains engulfed by the living meteor swarm.
Engulf (Ex): An epic living hellball can flow around a Gargantuan or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 70 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the normal effect of the hellball spell (see above) each round on the epic living spell’s turn, and are considered to be grappled.
Epic Living Epic Fireball
Gargantuan Ooze
Hit Dice: 95d10+4,940 (5,562 hp)
Initiative: +51 (+51 Dex)
Speed: 60 ft. (12 squares)
AC: 152 (+51 Dex, -4 size, +95 deflection), touch 152, flat-footed 101
Base Attack/Grapple: +71/+135
Attack: Slam +123 melee (2d6+78 plus Epic Fireball)
Full Attack: Slam +123 melee (2d6+78 plus Epic Fireball)
Space/Reach: 20 ft./15 ft.
Special Attacks: Engulf, Epic Fireball
Special Qualities: Blindsight 60 ft., damage reduction 20/epic, ooze traits, spell resistance 115
Saves: Fort +175, Ref +174, Will +175
Abilities: Str 115, Dex 112, Con 115, Int --, Wis 112, Cha 115
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 95
Treasure: -
Alignment: Always neutral
Advancement: None
Level Adjustment: -
A thick, burning red colored ball moves toward you, you seam to feel an amazing amount of energy coming from it.
Combat
An epic living epic fireball engulfs its prey and endeavors to slam it to death.
Epic Fireball (Su): A creature hit by an epic living epic fireball’s slam attack or engulfed by it is effected as by the Epic Fireball epic spell. The creature takes 40d12 points of fire damage (Reflex DC 72 half). This damage applies when the creature is struck by a slam attack, or each round it remains engulfed by the epic living epic fireball.
Engulf (Ex): An epic living epic fireball can flow around a Gargantuan or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The epic living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 72 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the normal effect of the Epic Fireball spell (see above) each round on the epic living spell’s turn, and are considered to be grappled.
Epic Fireball
Evocation [Fire]
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 1 standard action
Range: 600 ft.
Area: 60-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 855,000 gp; 17 days; 34,200 XP. Seed: Energy (DC 19). Factors: 1-action casting time (+20 DC), Change area from bolt to ball (+2 DC), Increase area by 200% (+8 DC), Increase range by 100% (+2 DC), Increase Damage to 40d6 (+60 DC), Increase damage dice three steps (+30 DC). Mitigating factors: 2d6 backlash (-2 DC), Burn 4,400 XP (-44 DC).
Epic Fireball is a massive ball of fire that detonates with a mass of flames. It deals 40d12 points of fire damage. Unattended objects also take this damage. The spell can barely be controlled and the caster takes 2d6 points of damage as it is released (in addition to burning 4,400 XP).
You point your finger and determine the range (distance and height) at which Epic Fireball is to detonate. A red, fist-sized globe of glowing energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, it blossoms into a blast of fire that commonly leaves only ashes of all that where in the area of effect.
XP Cost: 4,400 XP
Creating an Epic Living Spell
“Epic Living Spell” in an unusual template, in that it is applied to an epic spell (or in some cases, a group of epic spell effects) and not to a creature. The characteristics of an epic living spell are determined by the nature of the epic spell(s). The temple can be applied to any epic spells that create an area or effect (not targeted epic spells), but not an epic spell whose effect is already a creature (such as Dragon Knight).
An epic living spell composed of more than one epic spell uses the highest spellcraft DC for all its epic spell effects.
Size and Type: An epic living spell’s size is Gargantuan. Its type is ooze.
Hit Dice: An epic living spell has Hit Dice equal to its highest spellcraft DC. Its Hit Dice are d10s.
Speed: An epic living spell’s speed is equal to its farthest range in feet divided by 10.
Armor Class: An epic living spell has a deflection bonus to its AC equal to its highest spellcraft DC.
Attack: An epic living spell gains a slam attack it can use once per round. The slam attack deals 2d6 plus 1-1/2 times its Strength bonus. A successful slam attack also affects the target as though it was within the spell effect, with normal saving throws applying.
Special Attacks: An epic living spell has two special attacks.
Spell Effect (Su): A creature hit by an epic living spell’s slam attack is subject to the normal effect of the epic spell or epic spells making up the creature.
Engulf (Ex): An epic living spell can flow around creature that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The epic living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the epic living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must Succed on a Reflex save (DC 20 (or the adjusted base save DC of the epic spell) + the epic living spell’s Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the epic spell moves forward. Engulfed creatures are subject to the full normal effect of the epic spell(s) each round on the epic living spell’s turn, and are considered to be grappled and trapped with its body.
Special Qualities: An epic living spell has ooze traits, damage reduction 20/epic, and spell resistance equal to 20 + the highest spellcraft DC of the epic living spell.
Saves: An epic living spell has normal saves for a creature of the ooze type (no good saves). It gains a resistance bonus on all saves equal to the highest spellcraft DC of the epic spells upon which it is based.
Abilities: An epic living spell has Strength, Constitution, and Charisma scores equal to 20 + the highest spellcraft DC of the epic living spell. Its Dexterity and Wisdom scores are 17 + the highest spellcraft DC of the epic living spell. It is mindless, and has no Intelligence score.
Skills and Feats: Epic living spells, being mindless, have no skills or feats.
Environment: Any. Epic living spells are found in the Mornlands and other areas blasted my power magic.
Organization: Solitary.
Challenge Rating: An epic living spell’s Challenge Rating is equal to the spellcraft DC of the epic spell is based upon. If the epic living spell is based on multiple epic spells, increase the CR by one-half the sum of the additional epic spells spellcraft DCs (minimum increase +1 CR).
Treasure: None.
Alignment: An epic living spell retains the alignment descriptors of the base epic spell. Otherwise, an epic living spell is neutral.
Advancement: None.
Level Adjustment: -.
Some notes to help make epic living spells.
BaB = HD x .75
Saves = HD x .3
Holy crap! That's one hell of a hellball. Dude, the range for HP is between 4,590 and 5,400! Most gods don't have more than 2,000 HP in Deities & Demigods.