Epic Monsters M-S

Morrus

Well, that was fun
Staff member
MERCANE


Large Outsider
Hit Dice:
7d8+21 (52 hp)
Initiative:
+2 (Dex)
Speed:
30 ft.
AC:
15 (–1 size, +2 Dex, +4 natural)
Base Attack/Grapple:
+7/+13
Attack:
Masterwork falchion +9(2d4+3) melee
Full Attack:
Masterwork falchion +9/+4 (2d4+3) melee
Space/Reach:
10 ft./10 ft.
Special Qualities:
SR 25, spell-like abilities, telepathy
Saves:
Fort +8, Ref +7, Will +8
Abilities:
Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15
Skills:
Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12
Feats:
Expertise, Improved Disarm, Improved Feint
Climate/Terrain:
Any land and underground
Organization:
Company (1–4 mercanes and 3–18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel)
Challenge Rating:
5
Treasure:
Double standard
Alignment:
Always lawful neutral
Advancement:
By character class
Level Adjustment:
+7

Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages.
COMBAT
Spell-Like Abilities: 3/day—dimension door, invisibility; 1/day—secret chest, plane shift. Caster level 14th; save DC 12 + spell level.
Telepathy (Su): Mercanes can communicate telepathically with any creature within 100 feet that has a language.
Skills: Mercanes receive a +4 racial bonus on Appraise checks.


MERCANE CHARACTERS
A mercane’s favored class is wizard. Player character mercanes have a level adjustment of +7.


MU SPORE


Colossal Plant
Hit Dice:
35d8+315 (472 hp)
Initiative:
+5 (-3 Dex, +8 Superior Initiative)
Speed:
40 ft.
AC:
27 (–3 Dex, –8 size, +28 natural)
Base Attack/Grapple:
+26/+55
Attack:
Tendril +31 (2d6+13/19-20) melee
Full Attack:
4 tendrils +31 (2d6+13/19-20) melee, 1 bite +26 (4d6+6/19-20) melee
Space/Reach:
30 ft./30 ft.
Special Attacks:
Spore cough, improved grab, swallow whole
Special Qualities:
Acid resistance 20, blindsight 210 ft., DR 10/epic, fast healing 10, plant traits, sticky
Saves:
Fort +28, Ref +8, Will +20
Abilities:
Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28
Skills:
Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47
Feats:
Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack
Epic Feats:
Epic Reflexes, Epic Toughness (x3), Superior Initiative
Climate/Terrain:
Any
Organization:
Solitary, pair, or polyp (3–7)
Challenge Rating:
21
Treasure:
Standard
Alignment:
Usually chaotic neutral
Advancement:
36+ HD (Colossal)
Mu spores speak Common and Terran.
A mu spore’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Spore Cough (Su): Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of Damage to all creatures and structures in the area, or half Damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based.
Improved Grab (Ex): If a mu spore hits with a tendril, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the Damage given for the tendril.
Swallow Whole (Ex): If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite Damage. A swallowed creature takes the twice the Damage given for the mu spore’s bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of Damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore’s mouth, where it may be bitten or swallowed again.
Sticky (Ex): Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had success-fully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option.
Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.


NEH-THALGGU (BRAIN COLLECTOR)


Huge Aberration (Extraplanar, Incorporeal)
Hit Dice:
32d8+192 (336 hp)
Initiative:
+12 (+4 Dex, +8 Superior Initiative)
Speed:
60 ft. or via dimension door
AC:
35 (–2 size, +4 Dex, +3 deflection, +20 insight)
Base Attack/Grapple:
+24/–
Attack:
Bite +26 (4d10 + 12 plus poison) melee
Full Attack:
Bite +26 (4d10 + 12 plus poison ) melee, 10 head-tentacles +21 (2d10 plus ability drain ) melee touch attack
Space/Reach:
15 ft./10 ft.
Special Attacks:
Extract brains (ranged attack), poison, spells
Special Qualities:
Dimensional travel, DR 10/epic, incorporeal traits, amorphous physiology, manifest maw, SR 30, darkvision 60 ft.
Saves:
Fort +16, Ref +14, Will +23
Abilities:
Str –, Dex 19, Con 22, Int 20, Wis 20, Cha 17
Skills:
Concentration +41, Hide +39, Knowledge (arcana, the planes) +40, Move Silently +39, Search +40, Spellcraft +40
Feats:
Blind-Fight, Combat Reflexes, Dodge, Eschew Materials, Expertise, Improved Initiative, Maximize Spell, Mobility, Power Attack, Spring Attack
Epic Feats:
Superior Initiative
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
26
Treasure:
Triple standard
Alignment:
Usually chaotic neutral, neutral evil, or chaotic evil
Advancement:
33–66 HD (Gargantuan); 67–112 HD (Colossal)
A creature whose brain has been harvested by a brain collector cannot be raised, reincarnated, or resurrected while the brain is in the creature, because the collector preserves and draws upon the soul and basic personality of the creature for as long as it retains the brain. Neh-thalggus’ own language is a silent sign language “spoken” with their writhing head-tentacles. They can also communicate telepathically with any creature that has a language within 100 feet.
A neh-thalggu’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Poison (Ex): A neh-thalggu’s bite injects a debilitating poison (DC 32) that Damages the victim’s Constitution. He or she loses half his or her current Constitution immediately on a failed save and must save again 1 minute later or lose half of his or her remaining Constitution. If the character survives, he or she heals the ability Damage at the normal rate (1 point per day). The save DC is Constitution-based.
Head-Tentacles (Ex): The long, whiplike tentacles that frame either side of a brain collector’s face can deliver a dangerous touch attack that, if successful, causes the target to dehydrate and wither (2d10 points of desiccation Damage). In addition, each successful tentacle attack drains 1 point of Strength, 1 point of Dexterity, and 1 point of Constitution. This is permanent ability drain and may only be reversed by spells such as restoration and greater restoration. It can bring all ten tentacles to bear on a single target facing it or divide its attacks against up to ten targets that it threatens.
Extract Brains (Sp): Once every 1d4 rounds, as a full-round action, a brain collector can extract the brain from a target creature in line of sight. This attack is psionic in nature and can be blocked by a dimensional anchor currently in force on the target. The target gets a Will save (DC 31) to resist the extraction. The save DC is Intelligence-based. If the save fails, his or her brain is drawn out intact through the skull by extradimensional means and sucked up by the brain collector, lodging in an unused storage sac above and behind its eyes. If the save succeeds, he or she takes 9d6 points of Damage and is stunned for 1d4+1 rounds. A brain collector prefers to absorb brains of high-level arcane spellcasters but is fully capable of extracting those of other foes as a highly effective attack. When encountered, assume a neh-thalggu has a full retinue of thirteen stolen brains. Each brain less than the full thirteen bestows one negative level on the neh-thalggu (though these never convert to actual level loss), which is a powerful incentive for the creature to always keep its brain-sacs filled. A neh-thalggu is free to draw on all the Knowledge skills of each brain it currently stores, using the base ranks in a skill possessed by each brain, and adjusted by the neh-thalggu’s own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in).
Dimensional Travel (Sp): A brain collector’s preferred method of locomotion is via dimension door, which it can do as a quickened action, once per round. It can also use teleport without error or plane shift at will as a move-equivalent action.
Spells (Sp): A fully grown brain collector can cast arcane spells as a 13th-level sorcerer (one level of spell-casting ability per brain).
Incorporeal: A neh-thalggu is not wholly in our reality but always remains partially extradimensional. Thus it can be harmed only by other incorporeal creatures, +1 or better weapons, magic, or psionics, with a 50% chance to ignore any Damage from a corporeal source. It can pass through solid objects at will, and its own attacks pass through armor (except for its bite attack, which is treated as if a corporeal attack). It always moves silently unless it chooses otherwise.
Amorphous Physiology (Ex): A brain collector does not have fixed organs. As such, it is immune to critical hits, death from massive Damage, sneak attacks, and coup de grace.
Manifest Maw: Though it is an incorporeal creature, a neh-thalggu can manifest its mouth in corporeal form as a standard action. While so manifested, the mouth can deliver bite attacks against corporeal creatures or pick up objects. The mouth bites as if it had Str 35.
Feats: A neh-thalggu gains Power Attack as a bonus feat, even though it has no Strength score.


PARAGON CREATURE
CREATING A PARAGON CREATURE
Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).
The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here.
HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.
Speed: A paragon creature’s speed triples, for all movement types.
AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better).
Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.
Special Attacks: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.
Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
• Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
Fast healing 20. If the creature already possesses fast healing, use whichever is better.
A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves: The paragon creature gains a +10 insight bonus on all its saving throws.
Abilities: All ability scores are 15 points higher than those of the base creature.
Skills: The paragon creature gains a +10 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus feat.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: As base creature +15.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as the base creature.
Advancement: Same as the base creature.


PRISMASAURUS


Huge Magical Beast
Hit Dice:
60d10+620 (950 hp)
Initiative:
+15 (+7 Dex, +8 Superior Initiative)
Speed:
30 ft.
AC:
55 (–2 size, +7 Dex, +40 natural)
Base Attack/Grapple:
+60/+79
Attack:
Bite +72 (8d10+11/ 19–20 (+1d6 on critical hit)) melee
Full Attack:
Bite +72 melee (8d10+11/ 19–20 (+1d6 on critical hit)), tail +67 (10d6+5) melee
Space/Reach:
15 ft./10 ft.
Special Attacks:
Prismatic emanations
Special Qualities:
Immunities, prismatic blur, SR 38, DR 10/–
Saves:
Fort +41, Ref +39, Will +24
Abilities:
Str 32, Dex 25, Con 29, Int 4, Wis 19, Cha 10
Skills:
Listen +37, Spot +38
Feats:
Alertness, Cleave, Combat Reflexes, Dodge, Endurance, Great Cleave, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (tail)
Epic Feats:
Devastating Critical (bite), Epic Endurance, Epic Toughness (x4), Epic Weapon Focus (bite), Epic Weapon Focus (tail), Overwhelming Critical (bite), Superior Initiative
Climate/Terrain:
Any sunny land
Organization:
Solitary or pair
Challenge Rating:
28
Treasure:
None
Alignment:
Always neutral
Advancement:
61–90 HD (Huge); 91–150 HD (Gargantuan)
COMBAT
Prismatic Emanations (Su): The reflected and refracted light from the prismasaurus’s crystalline ridge functions very similarly to the prismatic spray spell. Any creature of less than 8 HD that is within 30 feet of the creature is automatically blinded for 2d4 rounds. In addition, any creature within 20 feet of the prismasaurus is randomly struck by one or more rays of light, as determined by the table that accompanies the prismatic spray spell. This effect is as the prismatic spray spell in a 30-foot-radius spread, but is otherwise as cast by a 20th-level caster. The save DC for the prismatic spray effects is 49.
Immunities (Su): It is immune to poison, gases, petrification, and mind-affecting attacks.
Prismatic Blur (Ex): The reflected and refracted light that constantly surrounds the creature blurs the creature’s outline and makes it difficult to properly target. All melee and ranged attacks against the creature have a 50% miss chance.


PSEUDONATURAL TROLL


Large Outsider (Extraplanar)
Hit Dice:
6d8+66 (114 hp)
Initiative:
+7 (Dex)
Speed:
60 ft.
AC:
51 (–1 size, +7 Dex, +35 natural)
Base Attack/Grapple:
+4/+40
Attack:
Tentacle rake +35 (2d8+17) melee
Full Attack:
5 tentacle rakes +35 (2d8+17) melee
Space/Reach:
10 ft./10 ft.
Special Attacks:
Constant insight, improved grab, rend 4d8+25, rotting constriction
Special Qualities:
DR 5/epic, SR 30, acid and electricity resistance 20, regeneration 5, scent, spell-like abilities, darkvision 90 ft.
Saves:
Fort +16, Ref +9, Will +8
Abilities:
Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6
Skills:
Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, Spot +15
Feats:
Alertness, Iron Will, Track
Climate/Terrain:
Any
Organization:
Solitary or gang (2–4)
Challenge Rating:
21
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
By character class
Pseudotrolls speak Giant.
A pseudotroll’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Constant Insight (Su): A pseudotroll makes all its attacks (including grapples) with a +15 insight bonus (calculated into the above statistics). The creature is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): If a pseudonatural troll hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): If a pseudotroll hits with two or more tentacle rake attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+25 points of Damage, and can be used concurrently with its improved grab ability.
Rotting Constriction (Ex): Once a pseudotroll has hold of an opponent, each successful grapple check it makes during subsequent rounds automatically drains 2d4 points of Constitution. At the same time, the pseudotroll regains 10 lost hit points.
Regeneration (Ex): Fire and acid deal normal Damage to a pseudotroll. If a pseudotroll loses a tentacle or body part, the lost portion regrows in 1 minute. The creature can reattach the severed member instantly by holding it to the stump.
Spell-Like Abilities: At will—blur, dimension door, shield, unhallow. Caster level 20th; save DC 8 + spell level. The DC is Charisma-based.
Alternate Form (Su): At will, a pseudotroll can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against a pseudotroll in this alternate form.


CREATING A PSEUDONATURAL CREATURE
Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature).
Size and Type: The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
HD: A pseudonatural creature always has maximum hit points.
Speed: A pseudonatural creature’s speed doubles, for all movement types.
AC: Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better.
Attack/Full Attack: A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.
Damage: Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier.
Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following.
Constant Insight (Su):The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex):If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex):Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.
Spell-Like Abilities: At will—blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.
Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following.
Electricity and acid resistance of a varying amount related to its Hit Dice (see the table below). If the creature already possesses such resistance, use whichever is better.
Damage reduction of a varying amount related to its Hit Dice (see the table below). If the creature already possesses Damage reduction, use whichever is better.
Spell resistance equal to the creature’s HD x5. If the creature already possesses spell resistance, use whichever is higher.
One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has.
A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.


Hit Dice
Electricity and Acid Resistance
Damage Reduction
Extra Tentacle Rake Attacks
1–3
15
5/epic
1
4–7
20
5/epic
2
8–11
25
10/epic
3
12–15
30
10/epic
4
16–19
35
15/epic
5
21–24
40
15/epic
6
each 4 more HD
+5
15/epic
+1

If the creature already has one or more of these special qualities, use the better value.
Alternate Form (Su):At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3.
Skills: Same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10
Treasure: Same as the base creature.
Alignment: Same as base creature.
Advancement: Same as the base creature.


RUIN SWARM


Tiny Vermin (Swarm)
Hit Dice:
50d8+500 (725 hp)
Initiative:
+16
Speed:
20 ft., climb 20 ft., fly 90 ft. (perfect)
Armor Class:
30 (+2 size, +16 Dex, +2 natural), touch 28, flatfooted 14
Base Attack/Grapple:
+37/—
Attack:
Swarm (5d6)
Full Attack:
Swarm (5d6)
Space/Reach:
10 ft./0 ft.
Special Attacks:
Blinding, distraction (DC 45)
Special Qualities:
Blindsense, fast healing 15, swarm traits, vermin traits
Saves:
Fort +37, Ref +34, Will +22
Abilities:
Str 3, Dex 42, Con 30, Int—, Wis 23, Cha 32
Skills:

Feats:

Environment:
Any
Organization:
Solitary, cloud (2–4 swarms), or plague (5–8 swarms)
Challenge Rating:
23
Treasure:
None
Alignment:
Always neutral
Advancement:
None
Combat
Blinding (Ex): Any living creature that begins its turn with a ruin swarm in its space must make a Fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based.
Blindsense (Ex): The ruin swarm notices and locates creatures within 200 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment).
Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 45 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from
slashing and piercing weapons.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.
A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage.
Vermin Traits: A ruin swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).


SHADOW OF THE VOID


Large Undead (Cold, Incorporeal)
Hit Dice:
35d12 (227 hp)
Initiative:
+17 (+9 Dex, +8 Superior Initiative)
Speed:
Fly 60 ft. (perfect)
AC:
48 (–1 size, +9 Dex, +10 deflection, +20 insight)
Base Attack/Grapple:
+17/–
Attack:
Incorporeal touch +25 (2d6 plus blightfire) melee
Full Attack:
Incorporeal touch +25 (2d6 plus blightfire) melee
Space/Reach:
10 ft./10 ft.
Special Attacks:
Blightfire, create spawn, spell-like abilities
Special Qualities:
Undead traits, incorporeal traits, turn resistance +6, cold subtype, cold aura, SR 36, DR 10/epic
Saves:
Fort +13, Ref +20, Will +26
Abilities:
Str –, Dex 29, Con –, Int 17, Wis 25, Cha 31
Skills:
Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45
Feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack
Epic Feats:
Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative
Climate/Terrain:
Any
Organization:
Solitary or gang (2–5)
Challenge Rating:
26
Treasure:
None
Alignment:
Always lawful evil
Advancement:
36–42 HD (Large); 43–70 HD (Huge)
A shadow of the void’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Blightfire (Su): Living creatures taking Damage from a shadow of the void’s incorporeal touch attack find themselves ignited with blightfire; cold, black flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 6 points of Constitution. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points. The creature heals 30 points of Damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blight-fire, only icy fragments of the victim remain, until they reform as a winterwight. The save DC is Charisma-dased.
Create Spawn (Su): Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. Winterwights are under the command of the shadow of the void that created them and remain enslaved until its death. They do not possess any of the abilities they had in life, though they do possess general knowledge of the slain creature. This knowledge is used for evil purposes, if possible.
Spell-Like Abilities: 3/day—deeper darkness, freezing sphere. Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.
Incorporeal Traits: Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
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.
Cold Subtype: Immunity to cold. Vulnerability to fire, (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure).
Cold Aura (Su): A 10-foot-radius spread cold aura surrounds a shadow of the void. All creatures of the cold sub-type in the area (including the shadow of the void) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura.


SHAPE OF FIRE


Large Undead (Fire, Incorporeal)
Hit Dice:
35d12 (227 hp)
Initiative:
+17 (+9 Dex, +8 Superior Initiative)
Speed:
Fly 60 ft. (perfect)
AC:
48 (–1 size, +9 Dex, +10 deflection, +20 insight)
Base Attack/Grapple:
+17/–
Attack:
Incorporeal touch +25 (2d6 plus blazefire) melee
Full Attack:
Incorporeal touch +25 (2d6 plus blazefire) melee
Space/Reach:
10 ft./10 ft.
Special Attacks:
Blazefire, create spawn, spell-like abilities
Special Qualities:
Undead traits, incorporeal traits, turn resistance +6, fire subtype, heat aura, SR 36, DR 10/epic
Saves:
Fort +13, Ref +20, Will +26
Abilities:
Str –, Dex 29, Con –, Int 17, Wis 25, Cha 31
Skills:
Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45
Feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack
Epic Feats:
Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative
Climate/Terrain:
Any
Organization:
Solitary or gang (2–5)
Challenge Rating:
26
Treasure:
None
Alignment:
Always lawful evil
Advancement:
36–42 HD (Large); 43–70 HD (Huge)
A shape of fire’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Blazefire (Su): Living creatures taking Damage from a shape of fire’s incorporeal touch attack find them-selves ignited with blazefire; white-hot, lambent flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 10 hit points. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 10 more hit points each round. The shape of fire heals the same amount of Damage whenever a creature is drained, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the 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. The save DC is Charisma-based.
Create Spawn (Su): Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. Lavawights are under the command of the shape of fire that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Spell-Like Abilities: 3/day—fire storm, incendiary cloud. Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.
Incorporeal Traits: Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
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.
Fire Subtype: Immunity to fire. Vulnerability to cold (takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure).
Heat Aura (Su): A 10-foot-radius spread heat aura surrounds a shape of fire. All creatures of the fire subtype in the area (including the shape of fire) 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.


SIRRUSH


Large Magical Beast
Hit Dice:
40d10+680 (900 hp)
Initiative:
+23 (+15 Dex, +8 Superior Initiative)
Speed:
90 ft.
AC:
44 (+15 Dex, –1 size, +20 natural)
Base Attack/Grapple:
+40/+60
Attack:
Claw +56 (2d6+16/19–20 (+1d6 on critical hit)) melee
Full Attack:
4 claws +56 (2d6+16/19–20 (+1d6 on critical hit)) melee, bite +54 (4d6+8) melee
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, stunning roar
Special Qualities:
Blindsight 300 ft., DR 10/epic, darkvision 60 ft., fast healing 20, low-light vision, SR 39, scent; acid, cold, electricity, fire, and sonic resistance 10
Saves:
Fort +39, Ref +37, Will +27
Abilities:
Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28
Skills:
Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57
Feats:
Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Epic Feats:
Blinding Speed (x4), Overwhelming Critical (claw), Superior Initiative
Climate/Terrain:
Any
Organization:
Solitary, pair, or pack (4–9 sirrushes and 1–2 three-headed sirrushes)
Challenge Rating:
24
Treasure:
Standard
Alignment:
Usually chaotic neutral
Advancement:
41–50 HD (Large), 51–60 HD (Huge), 61+ HD (Gargantuan)
 

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