Epic Monsters G-L

Morrus

Well, that was fun
Staff member
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EPIC MONSTERS (G-W)


GENIUS LOCI


Colossal Ooze
Hit Dice:
70d10+1,400 (1,785 hp)
Initiative:
2 (Dex)
Speed:
5 ft., burrow 5 ft.
AC:
0 (–2 Dex, –8 size)
Base Attack/Grapple:
+52/+88
Attack:
Slam +64 (4d10+20) melee
Full Attack:
10 slam +64 (4d10+20) melee
Space/Reach:
Varies (see text)
Special Attacks:
Enslave, improved grab, constrict 4d10+30
Special Qualities:
Blindsight 200 ft., fast healing 50, ooze traits
Saves:
Fort +43, Ref +21, Will +30
Abilities:
Str 50, Dex 6, Con 50, Int –, Wis 24, Cha 26
Skills:
Jump +5
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
30
Treasure:
Standard
Alignment:
Usually any evil
Advancement:
None
A genius loci is difficult to spot, since it looks like any other section of landscape. A genius loci itself has no intelligence, but rather “emulates” the sentience of any creature it currently enslaves (see below), if any. Each genius loci has only a single enslaved creature at one time, though other creatures may also inhabit the surface of the genius loci. Any creature entering a genius loci who makes a successful Survival check (DC 31) realizes that something is amiss, though it is difficult to tell exactly what. Genius loci do not speak directly, though they may do so through their currently enslaved thrall.
COMBAT
A genius loci can directly attack any creature standing on its surface with animated parts of itself, delivering slam attacks. It also directs its enslaved thrall against those it attacks. If its slave is slain, it selects another of its foes as its next, newest slave. Once a genius loci animates a portion of itself to attack the boundaries of its form become clear, and the creature becomes open to attack (Survival checks to determine the extent of the genius loci are no longer necessary). The animated part of the genius loci has a reach of 15 feet.
Enslave (Su): A genius loci can use the epic spell enslave once per round as a free action until it successfully enslaves a foe (Will DC 53 to resist). The DC is Charisma-based. Once it has a slave, it cannot enslave another until its current slave dies, is imprisoned, or is otherwise incapaticiated. A slave becomes free if its genius loci master is slain. A genius loci forces its slave to remain with it, though it may send its slave off to temporarily visit nearby locations in order to draw in unsuspecting victims. In fact, the “purposes” of the genius loci are to some degree influenced by the current slave. The genius loci has no Intelligence score of its own; thus, its emulation of its slave’s intelligence sometimes transfers attitudes and goals. However, a slave can only go so far in influencing its mobile master, and cannot knowingly attempt to free itself from the genius loci that keeps it close.
Improved Grab (Ex): If the genius loci hits a Gargantuan or smaller creature with a slam attack, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The genius loci has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals slam attack Damage, in addition to constriction Damage.
Constrict (Ex): A genius loci crushes its opponent, dealing 4d10+30 points of bludgeoning Damage, after making a successful grapple check.
Ooze Traits: An ooze is an amorphous or mutable creature. Oozes are immune to poison, sleep, paralysis, stunning, and polymorphing. They have no clear front or back and are therefore not subject to critical hits or flanking. Oozes are blind but have the blindsight special quality. They have no Intelligence scores and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).


GIBBERING ORB


Huge Aberration
Hit Dice:
27d8+216 (337 hp)
Initiative:
+20 (+12 Dex, +8 Superior Initiative)
Speed:
5 ft., fly 20 ft. (good)
AC:
48 (+12 Dex, –2 size, +16 natural armor, +12 insight)
Base Attack/Grapple:
+20/+39
Attack:
24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19–20) melee
Full Attack:
24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19–20) melee
Space/Reach:
15 ft./10 ft.
Special Attacks:
Gibbering, improved grab, swallow whole, eye rays, spell-like abilities
Special Qualities:
All-around vision, flight, amorphous, SR 37, DR 10/epic
Saves:
Fort +21, Ref +21, Will +24
Abilities:
Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22
Skills:
Concentration +38, Escape Artist +42, Jump -4, Knowledge (arcana) +37, Hide +34, Listen +37, Move Silently +34, Search +37, Speak Language (any five), Spot +37
Feats:
Flyby Attack, Improved Initiative, Improved Critical (bite), Iron Will, Multiattack, Weapon Focus (eye ray), Weapon Focus (bite)
Epic Feats:
Epic Fortitude, Polyglot, Superior Initiative
Climate/Terrain:
Any land and underground
Organization:
Solitary
Challenge Rating:
27
Treasure:
Standard
Alignment:
Usually chaotic evil
Advancement:
27–54 HD (Huge); 55–108 HD (Gargantuan)
A gibbering orb can speak all languages.
A gibbering orb’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
The gibbering orb has the ability to bite its foes by extending a pseudopod with one of its mouths protruding from the end. The orb can extend four of these at any one foe, or a total of twelve in any given round. At the same time, the legions of eyes have the ability to cast a host of spells at a rapid rate.
Gibbering (Su): The cacophony of speech emanating from the scores of mouths that make up the orb forces all within 60 feet of the creature to succeed at a Will save each round (DC 40) or suffer the effects of an insanity spell.
Improved Grab (Ex): To use this ability, the gibbering orb must hit with a bite attack. If it gets a hold, the orb automatically deals bite Damage and can attempt to swallow whole.
Swallow Whole (Ex): A gibbering orb can attempt to swallow a Large or smaller opponent by making a successful grapple check. Once inside, the opponent takes 4d8 points of constriction Damage plus 3d10 points of acid Damage per round. A swallowed creature can cut its way out by using claws or a light slashing weapon to deal 20 points of Damage in a single blow (AC 16, DR 10/epic still applies). Once the creature exits, the fluidlike body structure of the orb closes the wound; other swallowed opponents must cut their own way out. When a creature dies by being swallowed whole (or when a creature killed by the gibbering orb in some other fashion is eaten by it), the gibbering orb absorbs the creature’s known spells, prepared spells, and spell-like abilities. The orb can use any two of those abilities per round as a free action. Each originates from an eye that is not producing an eye ray (see below) that round. Stolen spells and spell-like abilities are lost after 24 hours.
Eye Rays (Su): Two dozen of the eyes can each produce a magical ray each round, with each eye emulating a spell from among the list of spells below as if cast by a 27th-level caster. The save DCs, where applicable, are 16 + spell level. A gibbering orb has no directional limitations on where it can point its eye rays, because the eyes orbiting around its body drift and float wherever needed. However, a gibbering orb can never aim more than five rays at any single target, due to limitations of aiming. All rays have a range of 150 feet. Each of these effects functions as a ray, regardless of the normal parameters of the spell it resembles. That is, each is usable against a single target and requires a ranged touch attack. The eye rays are: cone of cold, disintegrate, dominate monster, energy drain, feeblemind, finger of death, flesh to stone, greater dispelling, harm, hold monster, horrid wilting, implosion, inflict critical wounds, lightning bolt, magic missile, mage’s disjunction, irresistible dance, polymorph any object, power word blind, power word kill, power word stun, prismatic spray, slay living, and temporal stasis.
Spell-Like Abilities: At will—Two stolen spells or spell-like abilities per round. Caster level 27th, save DC 16 + spell level.
All-Around Vision (Ex): The gibbering orb’s many eyes give it a +4 racial bonus on Spot and Search checks.
Flight (Ex): The gibbering orb’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
Amorphous (Ex): A gibbering orb is not subject to critical hits. It has no clear front or back, so it cannot be flanked.


GLOOM


Medium-Size Monstrous Humanoid
Hit Dice:
25d8+225 (337 hp)
Initiative:
+26 (+18 Dex, +8 Superior Initiative)
Speed:
30 ft.
AC:
40 (+18 Dex, +12 insight)
Base Attack/Grapple:
+25/+36
Attack:
+10 keen dagger of human dread +54 (1d4+21/17-20) melee
Full Attack:
+10 keen dagger of human dread +54/+49/+44/+39 (1d4+21/17-20) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Fear gaze, sneak attack +13d6
Special Qualities:
Blindsight 60 ft., opportunist, quiescence, spell-like abilities, SR 35, DR 10/epic
Saves:
Fort +17, Ref +32, Will +21
Abilities:
Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30
Skills:
Bluff +38, Climb +39, Hide +46, Intimidate +38, Jump +39, Listen +35, Move Silently +66, Spot +35, Survival +35, Tumble +46
Feats:
Dodge, Improved Initiative, Improved Critical (dagger), Mobility, Spring Attack, Weapon Finesse, Weapon Focus (dagger)
Epic Feats:
Sneak Attack of Opportunity, Superior Initiative
Climate/Terrain:
Any urban
Organization:
Solitary
Challenge Rating:
25
Treasure:
Nonstandard (just its dagger)
Alignment:
Usually lawful evil
Advancement:
25+ HD (Medium-size)
In the hand of any other creature but a gloom, the dagger is a +5 keen dagger.
A gloom’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Fear Gaze (Su): Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 32) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.
Opportunist (Ex): This ability functions like the rogue class feature of the same name.
Sneak Attack (Ex): A gloom is able to sneak attack as a 25th-level rogue, dealing 13d6 extra Damage.
Quiescence (Su): A gloom is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The gloom can lower this effect at will.
Spell-Like Abilities: At will—shadow walk; 3/day— true strike. Caster level 20th; save DC 20 + spell level. The DC is Charisma-based.


GOLEM


Mithral Golem
Adamantine Golem


Huge Construct
Huge Construct
Hit Dice:
36d10+40 (238 hp)
54d10+40 (337 hp)
Initiative:
+4 (Dex)
1 (Dex)
Speed:
40 ft.
20 ft. (can’t run)
AC:
42 (–2 size, +4 Dex, +26 natural, +4 haste)
37 (–2 size, –1 Dex, +30 natural)
Base Attack/
Grapple:
+27/+49
+40/+68
Attack:
Slam +39 (4d10+14) melee
Slam +58 (6d10+20) melee
Full Attack:
2 slams +39 (4d10+14) melee
2 slams +58 (6d10+20) melee
Space/Reach:
15 ft./15 ft.
15 ft./15 ft.
Special Attacks:

Trample
Special Qualities:
Construct traits, magic immunity, DR 15/epic and adamantine, alacrity
Construct traits, magic immunity, DR 20/epic and adamantine
Saves:
Fort +12, Ref +16, Will +12
Fort +18, Ref +17, Will +18
Skills:
Jump +18
Jump +14
Abilities:
Str 39, Dex 19, Con –, Int –, Wis 11, Cha 1
Str 51, Dex 9, Con –, Int –, Wis 11, Cha 1
Climate/Terrain:
Any land
Any land
Organization:
Solitary
Solitary
Challenge Rating:
21
25
Treasure:
None
None
Alignment:
Always neutral
Always neutral
Advancement:
37–54 HD (Huge); 55–72 HD (Gargantuan)
55–82 HD (Huge); 83–108 HD (Gargantuan)

MITHRAL GOLEM
A mithral golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Unlike most golems, it can run just as well as a normal creature.
A mithral golem’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Alacrity (Su): Once per round, the mithral golem may take an extra standard action (either before or after its other actions in the round).
Magic Immunity (Ex): A mithral golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect.
Construction
A mithral golem’s body is sculpted from 8 1/2 tons of pure iron and is then polymorphed into mithral (using polymorph any object). A mithral golem costs 250,000 gold pieces to create, which includes 5,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 30). The creator must be 25th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP from the creator and requires geas/quest, haste, and wish.


ADAMANTINE GOLEM
An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.
An adamantine golem’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Trample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 8d10+30 points of bludgeoning Damage. Trampled opponents can either attempt attacks of opportunity at a –4 penalty or Reflex saves (DC 57) for half Damage. The DC is Strength-based.
Magic Immunity (Ex): An adamantine golem is immune to all magical and supernatural effects.
Construction
An adamantine golem’s body is sculpted from 45,000 pounds of pure iron and is then polymorphed into adamantine (using polymorph any object). The golem costs 500,000 gold pieces to create, which includes 25,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 40). The creator must be 30th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 10,000 XP from the creator and requires crushing hand, geas/quest, and wish.


HA-NAGA


Colossal Aberration
Hit Dice:
20d8+220 (310 hp)
Initiative:
+14 (Dex)
Speed:
60 ft., fly 120 ft. (perfect)
AC:
40 (–8 size, +14 Dex, +24 natural armor)
Base Attack/Grapple:
+15/+39
Attack:
Coil whip +21 (4d6+8) melee
Full Attack:
Coil whip +21 (4d6+8) melee, sting +19 (2d8+4 plus poison) melee, bite +13 (4d8+4) melee
Space/Reach:
30 ft./ 20 ft.
Special Attacks:
Charming gaze, poison, improved grab, constrict 4d6+12
Special Qualities:
Flight, SR 30, DR 5/epic
Saves:
Fort +17, Ref +22, Will +22
Abilities:
Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36
Skills:
Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33
Feats:
Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse
Climate/Terrain:
Temperate and warm land or underground
Organization:
Solitary or nest (2–4)
Challenge Rating:
22
Treasure:
Standard
Alignment:
Usually chaotic evil
Advancement:
21–40 HD (Colossal)
A ha-naga’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Flight (Su): As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks.
Charming Gaze (Su): As mass charm monster, 90 ft., Will save (DC 33). The DC is Charisma-based.
Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.
Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict.
Constrict (Ex): A ha-naga deals 4d6+12 points Damage with a successful grapple attack against Huge or smaller opponents.
Poison (Ex): Sting, Fort save (DC 31); initial and secondary Damage 2d8 temporary Con. The DC is Constitution-based.
Spells: Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based.


HAGUNEMNON (PROTEAN)


Large Aberration (Shapechanger)
Hit Dice:
44d8+616 (814 hp)
Initiative:
+17 (+13 Dex, +4 Improved Initiative)
Speed:
50 ft.
AC:
50 (–1 size, +13 Dex, +28 natural)
Base Attack/Grapple:
+33/+58
Attack:
Slam +54 (2d6+21/19-20) melee
Full Attack:
5 slams +54 (2d6+21/19-20) melee
Space/Reach:
10 ft./10 ft.
Special Attacks:
Psionics, destabilize form
Special Qualities:
Alter shape, DR 10/epic, darkvision 120 ft., immunities, regeneration 50, spell resistance 39
Saves:
Fort +40, Ref +39, Will +32
Abilities:
Str 53, Dex 37, Con 39, Int 20, Wis 23, Cha 34
Skills:
Bluff +59, Diplomacy +53, Disguise +59, Hide +35, Intimidate +47, Jump +29, Listen +55, Move Silently +35, Sense Motive +29, Spot +55
Feats:
Alertness, Cleave, Combat Reflexes, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (slam)
Epic Feats:
Blinding Speed, Devastating Critical (slam), Overwhelming Critical (slam)
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
29
Treasure:
Standard
Alignment:
Always chaotic neutral
Advancement:
45–59 HD (Large); 60–74 HD (Huge); 75–89 HD (Huge)
A hagunemnon’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Psionics (Sp): At will —detect thoughts, dimension door, ethereal jaunt, knock, nondetection, plane shift, suggestion. Caster level 20th, save DC 22.
Destabilize Form (Su): If a protean hits with two or more slam attacks in the same round, it partly destabilizes its foe’s physical form, dealing an additional 4d6+31 points of Damage as well as 2 points of temporary Constitution Damage. If the victim is drained to 0 Constitution, its dead body is only so much clear fluid that drains away unless somehow preserved by friends of the victim.
Alter Shape (Ex): A protean can assume the shape of any combination of physical nondeific creatures at the same time as a free action. In fact, a protean’s form constantly boils, and it requires a move-equivalent action each round for a protean to maintain a certain shape (even if that shape is a combination of several shapes). Whatever its present form, the protean retains all its own special qualities. Plus, it gains the advantage of up to four extraordinary abilities from the forms it mimics (but not spell-like or supernatural powers). The assumed form can be no smaller than a flea and no larger than 200 feet in its largest dimension (make sure to take into account rules for reach and size modifiers to AC and melee attacks). Incorporeal traits can also be assumed, which counts as a single extraordinary ability. If a hagunemnon assumes a partial form that confers an extraordinary ability already possessed by the creature, only the better of the two abilities is retained. No matter its form, the protean can never make more than five attacks using a full-round action. However, it may substitute a melee attack form for one of its slam attacks, using its own base attack bonus and Strength modifier to Damage, but dealing base Damage appropriate to the attack type.


HOARY HUNTER


Hoary Hunter
Hoary Steed


Medium-Size Fey (Cold)
Large Magical Beast (Cold)
Hit Dice:
46d6+598 (759 hp)
12d10+36 (102 hp)
Initiative:
+19 (+11 Dex, +8 Superior Initiative)
+8 (+4 Dex, +4 Improved Initiative)
Speed:
30 ft.
40 ft., fly 90 ft. (good)
AC:
46 (+11 Dex, +15 insight, +10 natural)
23 (–1 size, +4 Dex, +10 natural)
Base Attack/
Grapple:
+23/+37
+12/+22
Attack:
+6 keen longsword of binding +46 (1d8+27/17-20 plus 1d6 plus binding) melee
Hoof +17 (3d6+6) melee
Full Attack:
+6 keen longsword of binding +46/+41/+36/+31 (1d8+27/17–20 plus 1d6 plus binding) melee
2 hooves +17 (3d6+6) melee, bite +15 (5d8+3) melee
Space/Reach:
5 ft./5 ft.
10 ft./5 ft.
Special Attacks:
Spell-like abilities


Special Qualities:
Cold immunity, fire vulnerability, SR 36, DR 10/epic and cold iron
Cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, SR 20, DR 5/magic and cold iron, immunities
Saves:
Fort +28, Ref +36, Will +31
Fort +11, Ref +12, Will +5
Abilities:
Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26
Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14
Skills:
Diplomacy +14, Hide +60, Intimidate +57, Knowledge (geography, nature) +54, Listen +55, Move Silently +60, Ride +60, Search +54, Sense Motive +55, Spot +55, Survival +55
Jump +10, Listen +8, Spot +13
Feats:
Blind-Fight, Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus (longsword)
Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack
Epic Feats:
Dire Charge, Epic Weapon Focus (longsword), Overwhelming Critical (longsword), Superior Initiative


Climate/Terrain:
Any cold
Any cold
Organization:
Solitary or company (2–5)
Solitary (with rider)
Challenge Rating:
25
9
Treasure:
None
None
Alignment:
Always neutral evil
Always neutral evil
Advancement:
47+ HD (Medium)
13–24 HD (Large); 25–36 HD (Huge)
A hoary hunter’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
A critical hit (or the blow that would kill or render a foe unconscious) from the hoary hunter’s blade does not wound the hunter’s prey. Instead, the victim is bodily transported as per a soul binding spell heightened to 16th level (DC 30) into a diamond at the end of the sword’s hilt.
Spell-Like Abilities: At will—discern location, true strike, fog cloud, hold monster, plane shift; 3/day—dimensional anchor, dominate monster, greater dispel magic; 1/day—mage’s disjunction, contingent recall and resurrection*. Caster level 23rd; save DC 18 + spell level. *Contingent recall and resurrection is a variation on an epic spell. When slain, the hoary hunter is actually transported, with its mount, back to the fey realm, where it is resurrected. The only way to truly slay the hoary hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.


HOARY STEED
A hoary steed’s natural weapons are treated as magic for the purpose of overcoming damage reduction.
Combat
Air Walk (Su): A hoary steed can ride through the air as well as on the ground, as though affected by a permanent air walk spell.
Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names as cast by a 20th-level caster.
Magic Circle Against Good (Su): This ability continuously duplicates the effects of the spell. A hoary steed cannot suppress this ability.
Misty Breath (Su): The breath of a hoary steed functions like a constant obscuring mist spell.
Immunities (Ex): A hoary steed is immune to all charm and hold spells or abilities.


HUNEFER


Medium-Size Undead
Hit Dice:
50d12+3 (603 hp)
Initiative:
+16 (+12 Dex, +4 Improved Initiative)
Speed:
100 ft.
AC:
52 (+12 Dex, +20 natural, +10 insight)
Base Attack/Grapple:
+25/+43
Attack:
Slam +44 (3d6+18/19–20 (+1d6 on critical hit) plus hunefer rot)
Full Attack:
2 slams +44 (3d6+18/19–20 (+1d6 on critical hit) plus hunefer rot)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Despair, hunefer rot, spell-like abilities
Special Qualities:
Blindsight 300 ft., DR 10/–, fast healing 30, SR 37, undead traits, fire vulnerability
Saves:
Fort +18, Ref +30, Will +41
Abilities:
Str 47, Dex 35, Con –, Int 18, Wis 38, Cha 36
Skills:
Concentration +66, Jump +46, Knowledge (religion, the planes) +57, Listen +67, Search +57, Sense Motive +67, Spellcraft +57, Spot +67
Feats:
Cleave, Combat Reflexes, Dodge, Expertise, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (slam)
Epic Feats:
Devastating Critical (slam), Overwhelming Critical (slam), Spell Stowaway (greater teleport)
Climate/Terrain:
Any
Organization:
Solitary, pair, or court (5–9)
Challenge Rating:
25
Treasure:
Standard
Alignment:
Always lawful evil
Advancement:
51–56 HD (Medium-size); 57–60 HD (Large); 61–66 HD (Huge); 67–70 HD (Gargantuan); 71+ HD (Colossal)
Hunefers speak all spoken languages, though it takes one 1d4 rounds to switch between languages.
COMBAT
Despair (Su): The mere sight of a hunefer requires viewers to succeed at a Will saving throw (DC 48) or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to that hunefer’s despair ability for 24 hours. The DC is Charisma-based.
Hunefer Rot (Su): Supernatural disease—slam, Fort save (DC 35), incubation period instantaneous; Damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution Damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (The mummy dust epic spell has statistics for an 18 HD mummy.)
Spell-Like Abilities: At will—chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, greater teleport, true seeing, unholy aura, weird; 1/day—ruin (epic spell). Caster level 27th; save DC 23 + spell level. The DC is Charisma-based.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual dam-age, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.


LAVAWIGHT


Medium-Size Undead (Fire)
Hit Dice:
32d12 (208 hp)
Initiative:
+12 (+8 Dex, +4 Improved Initiative)
Speed:
60 ft.
AC:
46 (+8 Dex, +28 natural)
Base Attack/Grapple:
+16/+37
Attack:
Claw +40 (3d8+21/19-20 (+1d6 on critical hit) plus blazefire) melee
Full Attack:
2 claws +40 (3d8+21/19-20 (+1d6 on critical hit) plus blazefire) melee, 1 skull butt +32 (2d6+10 plus blazefire) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Rend 6d8+31, blazefire, spell-like abilities
Special Qualities:
Undead traits, fire subtype, heat aura, SR 34, DR 10/– , fiery hardness
Skills:
Jump +33, Knowledge (religion) +33, Listen +41, Search +35, Spot +41
Feats:
Cleave, Great Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw)
Epic Feats:
Blinding Speed (x2), Epic Weapon Focus (claw), Overwhelming Critical (claw)
Saves:
Fort +12, Ref +18, Will +24
Abilities:
Str 52, Dex 27, Con –, Int 10, Wis 22, Cha 28
Climate/Terrain:
Any
Organization:
Solitary or pair
Challenge Rating:
23
Treasure:
Standard
Alignment:
Chaotic evil
Advancement:
33–42 HD (Medium-size); 43–55 HD (Huge)
Lavawights speak Common and Infernal.
COMBAT
Rend (Ex): If the lavawight hits with both of its claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d8+31 points of Damage.
Blazefire (Su): Living creatures taking Damage from a lavawight’s attack find themselves ignited with blaze-fire; they must succeed at a Fortitude save (DC 35) or permanently lose 4 hit points. The DC is Charisma-based. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 4 more hit points each round. The lavawight heals the same amount of Damage whenever a creature is drained of hit points, gaining any excess as temporary hit points. Tehse temporary hit points last a maximum of 1 hour. If an opponent is slain by blazefire, only blackened ash remains of the victim. Hit points lost to the blazefire never heal naturally and cannot be magically restored—they are gone for good.
Spell-Like Abilities: At will— dimension door, flame arrow, spell immunity (sleet storm), fireball, wall of fire. Caster level 22nd; save DC 19 + spell level. The DC is Charisma-based.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Heat Aura (Su): A 10-foot-radius spread heat aura surrounds a lavawight. All creatures of the fire subtype in the field (including the lavawight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points of fire Damage each round they remain within the heat aura.
Fire Subtype: Fire immunity, cold vulnerability..
Fiery Hardness (Ex): The lavawight’s molten skin provides it with Damage reduction of 10/–.


LEGENDARY ANIMAL


Legendary Bear
Legendary Tiger


Large Animal
Large Animal
Hit Dice:
20d8+140 (230 hp)
26d8+188 (305 hp)
Initiative:
+6 (+2 Dex, +4 Improved Initiative)
+8 (+4 Dex, +4 Improved Initiative)
Speed:
50 ft.
50 ft.
AC:
21 (–1 size, +2 Dex, +10 natural)
23 (–1 size, +4 Dex, +10 natural)
Base Attack/
Grapple:
+15/+32
+19/+34
Attack:
Claw +27 (2d6+13) melee
Claw +29 (2d6+11) melee
Full Attack:
2 claws +27 (2d6+13) melee, bite +22 (4d6+6) melee
2 claws +29 (2d6+11) melee, bite +24 (2d8+5) melee
Space/Reach:
10 ft./5 ft.
10 ft./5 ft.
Special Attacks:
Improved grab
Pounce, improved grab, rake 2d6+5
Special Qualities:
Scent
Scent
Saves:
Fort +19, Ref +14, Will +11
Fort +22, Ref +19, Will +12
Abilities:
Str 36, Dex 14, Con 24, Int 2, Wis 16, Cha 12
Str 32, Dex 18, Con 24, Int 2, Wis 14, Cha 10
Skills:
Climb +15, Jump +21, Listen +14, Spot +14, Swim +20
Climb +13, Hide +15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16
Feats:
Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track
Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness(x2), Track
Climate/Terrain:
Any forest, hill, mountains, plains, and underground
Any forest, hill, mountains, plains, or underground
Organization:
Solitary or pair
Solitary or pair
Challenge Rating:
9
10
Treasure:
None
None
Alignment:
Always neutral
Always neutral
Advancement:
21–40 HD (Large)
27–48 HD (Large)
LEGENDARY BEAR
COMBAT
Improved Grab (Ex): To use this ability, a legendary bear must hit with a claw attack.
LEGENDARY TIGER
COMBAT
Pounce (Ex): If a legendary tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the legendary tiger must hit with a bite attack. If it gets a hold, it can rake.
Rake (Ex): A legendary tiger can make two attacks (+30 melee) against a held creature with its hind legs for 2d6+5 points of Damage each. If the legendary tiger pounces on an opponent, it can also rake.
Skills: Legendary tigers receive a +8 racial bonus on Hide and Move Silently checks. *In areas of tall grasses or heavy undergrowth, the Hide bonus improves to +16.


LESHAY


Medium-Size Fey
Hit Dice:
50d6+650 (825 hp)
Initiative:
+21 (+17 Dex, +4 Improved Initiative)
Speed:
40 ft.
AC:
52 (+17 Dex, +20 insight, +5 natural armor)
Base Attack/Grapple:
+25/+30
Attack:
+10 keen brilliant energy bastard sword +53 (1d10+15/17-20) melee
Full Attack:
2 +10 keen brilliant energy bastard swords +53/+48/+43/+38 (1d10+15/17-20) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Gaze, spell-like abilities, leShay weapons
Special Qualities:
Superior two-weapon fighting, DR 15/epic and cold iron, elf traits, immune to poison and disease, low-light vision, SR 42, fast healing 10
Saves:
Fort +29, Ref +44, Will +35
Abilities:
Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47
Skills:
Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59
Feats:
Blind-Fight, Cleave, Dodge, Expertise, Improved Critical (leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack
Epic Feats:
Blinding Speed, Polyglot, Spell Stowaway (heal)
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
28
Treasure:
Standard
Alignment:
Any
Advancement:
None
A leshay’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Spell-Like Abilities: At will—alter self, detect thoughts, displacement, freedom, greater dispelling, heal, greater invisibility, knock, speak with plants, spell turning, greater teleport, water breathing. Caster level 28th; save DC 28 + spell level. The DCs are Charisma-based.
LeShay Weapons (Su): Each leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she shifts from class to class, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but leShay can “draw” their weapons from nowhere as a free action. LeShay weapons are considered light weapons for a leShay, regardless of their size.
Superior Two-Weapon Fighting (Ex): A leShay fights with a leShay weapon in each hand. Because these weapons are extensions of its own body, the leShay does not take an attack or Damage penalty for attacking with two weapons.
Gaze (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based.
Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).


LIVING VAULT


Colossal Construct
Hit Dice:
96d10+80 (608 hp)
Initiative:
2 (Dex)
Speed:
10 ft. (can’t run)
AC:
60 (–8 size, –2 Dex, +60 natural)
Base Attack/Grapple:
+72/+123
Attack:
Slam +99 (10d6+35) melee
Full Attack:
2 slams +99 (10d6+35) melee
Space/Reach:
30 ft./20 ft.
Special Attacks:
Imprisonment
Special Qualities:
Recognition, safekeeping, construct traits, magic immunity, DR 15/epic and adamantine
Saves:
Fort +32, Ref +30, Will +33
Skills:
Jump +0
Abilities:
Str 80, Dex 7, Con –, Int –, Wis 12, Cha 1
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
33
Treasure:
Standard (see text)
Alignment:
Neutral
Advancement:
None
To access a vault, its creator must call the vault from where it is sequestered through the use of a sending spell. The vault has no obvious opening; however, items can be stored and retrieved by naming them (the living vault provides an inventory to its creator on request). The item to be stored appears to sink into the living vault’s form as if made of mud. Likewise, items retrieved pop out of the living vault’s form. Storing and retrieving items in this fashion takes one round per transaction. Creatures other than the vault’s master who wish to access the inventory must destroy the vault to do so. If a vault is destroyed, all the objects and creatures stored within immediately emerge.
A living vault’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Imprisonment (Sp): As a free action twice per day, a living vault can project a 60-foot cone. Creatures caught in the cone must make a Will save (DC 58) or be affected as by the imprisonment spell, except creatures are stored within the vault’s interior. The living vault can hold two Gargantuan creatures, eight Huge creatures, thirty-two Large creatures, one hundred twenty-eight Medium-size creatures, and so on. This assumes that the rest of the vault is also relatively empty, so a large hoard of treasure reduces the number of creatures a living vault can hold at any one time. If freedom is later cast upon the very spot where the victim of imprisonment disappeared, the victim is freed, though it doesn’t appear where it disappeared, but in a space adjacent to wherever the living vault is currently physically located.
Recognition (Ex): Once made, a living vault responds only to its owner; no other being can access the vault’s interior. The vault is not fooled by disguised creatures, and can distinguish between its true master and false duplicates, even penetrating disguises used in conjunction with shapechange, alter self, disguise self, polymorph, seeming, and simulacrum and similar effects. The vault does, however, respond to the product of a clone spell.
Safekeeping (Sp): At will, a living vault can use a power that combines the effects of sequester and plane shift to render the vault invisible to any form of sight or divination, and at the same time transfer it to a random portion of the Astral Plane. When in safekeeping mode, the living vault responds to a sending by its master, returning to the location from which it left and becoming tangible once again. Creatures and objects that are stored within the vault are treated as if under the effects of sequester, whether the vault itself is or not. Often, creatures are brought into the vault via imprisonment, but sometimes unconscious or otherwise subdued creatures are stored as an object, in which case they receive no saving throw to resist the effect.
Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal Damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Not at risk of death from massive Damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.
Magic Immunity (Ex): A living vault is immune to all magical and supernatural effects, except as follows. A freedom spell cast on it causes it to defer the use of its own imprisonment power for 10 rounds.
 

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