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ABOMINATION, HOL'EIN (Hollow One)
Medium Outsider (Abomination, Evil, Extraplanar)
Hit Dice: 35d8+700 (985 hp)
Initiative: +22 (+14 Dex, +4 Divine, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 71 (+10 Dex, +4 divine, +22 natural, +25 deflection), touch , flat-footed
Base Attack/Grapple: +35/+69
Attack: Slam +69 melee (4d6+39/19-20)
Full Attack: 2 slams +69 melee (4d6+39/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, breath weapon, dimensional folding, divine electricity, improved grab, spell-like abilities, strangle, weakness gaze
Special Qualities: Abomination traits, cold immunity, construct traits, damage reduction 15/epic and good, electricity immunity, fast healing, fear aura, fire immunity, internal limbo, legendary constitution, legendary dexterity, legendary strength, outsider traits, regeneration 15, scion of storms, slipstream, sonic immunity, spell resistance 49
Saves: Fort +, Ref +, Will +
Abilities: Str 70, Dex 30, Con 66, Int 60, Wis 60, Cha 60
Skills:
Feats: Improved Critical (Slam),Improved Initiative, Improved Natural Attack (Slam), Weapon Focus (Slam)
Environment: Any lower plane or the material plane.
Organization: Solitary
Challenge Rating: ?
Treasure: Standard
Alignment: Always neutral evil
Advancement: 36-70 HD (Medium), 70+ HD (Medium)
Level Adjustment: ?
Abomination Traits:
• Divine Traits: Abominations are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
• Immunities: Abominations are immune to enchantment, illusionist and transmutation magic. They are not subject to energy drain, ability damage or drain.
• Special Qualities: Abominations are not subject to death from massive damage and have maximum hit points per Hit Die.
• Telepathy: Abominations can communicate telepathically with any creature within 1000 feet that has a language.
• Virtual Size Category: Most abominations have at least 15 points of strength beyond the average for creatures of that size and as such gain a Virtual Size Category.
Air Mastery (Ex): Airborne creatures take a -4 penalty on attack and damage rolls against a hol'ein
Breath Weapon (Su): The hol'ein can inhale with supernatural force, creating a cone of vacuum 60 ft. long capable of sucking targets into the demiplane that acts as its stomach. Those caught within the area of effect must succeed at either a Reflex save (DC 59) or a strength check (DC 59) to avoid being devoured. The save DC is Constitution-based.
Dimensional Folding (Su): Using its breath weapon the hol'ein can swallow creatures of any size, even those larger than itself.
Distasteful (Su): Any creature that bites or eats any part of a hol'ein must make a successful Fortitude save (DC 59) or be forced to vomit or regurgitate the monster in the subsequent round, during which it can take no other actions.
Construct Traits: Inspite of being very much alive, these artificially created abominations possess traits almost identical to those of a construct. Immune to mind-affecting effects and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, any effect that requires a fortitude save unless it also works on objects. Can heal damage and can be repaired. Not subject to critical hits, subdual 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 60ft. They do not, however, gain any bonus hit points based upon their size and dopossess a constitution score.
Divine Electricity (Su): Anyone grappling with, or being struck by one of the hol'ein’s natural weapons suffers an additional amount of divine electricity damage equal to the base damage dice of the attack. If the hol'ein scores a critical hit with its natural weaponry this damage is also doubled. Half of ths damage is electricity and the other half divine power and is therefore not subject to reduction by protection from energy (electricity) or similar magic. be raised or resurrected.
Fear Aura (Su): Hol'ein can radiate a 35-foot radius fear aura as a free action. A creature in the area must succeed on a Will save (DC 56) or be affected as though by a fear spell (caster level 39th). A creature that saves cannot be affected by the same hol'ein’s aura for 24 hours. The save DC is Charisma based.
Improved Grab (Ex): To use this ability, the hol'ein must hit with a slam attack. It can then attempt to grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can begin to strangle.
Internal Limbo (Ex): The interior of the hol'ein is actually larger than the exterior would suggest. Those consumed by the hol'ein find themselves not in the creatures digestive tract, but rather on a dismal demiplane that vaguely resembles an endless thundering wasteland that frequently hit by deadly lightning, powerful winds, torrential rains, none of which the hol'ein has control over without using it's other abilities. Beings with the ability to gate or planeshift can escape, all others are marooned until rescued. Teleport spells function within the hol'ein, but you cannot teleport out. The more the hol'ein eats the larger the demiplane becomes, some may even have communities composed of stalwart survivors. Should the hol'ein be destroyed, the demiplane within collapses and its contents are forever lost. The hol'ein exists simultaneously outside this demiplane and inside thisdemiplane. The other self of the hol'ein that exists within this demiplane can use it's breath weapon to set other free, it serves as a doorway between the two dimensions, the one the hol'ein is in and the internal limbo that exists within the hol'ein. Damage upon either self is suffered by the other self. Similarly all else is also so affected. For one is merely an extension of the other.
Legendary Constitution (Ex): The hol'ein's prodigious stamina is renowned. Their constitution score is twice that of other abominations their size.
Legendary Dexterity (Ex): The hol'ein's amazing agility is renowned. Their dexterity score is twice that of other abominations their size.
Legendary Strength (Ex): The hol'ein's strength is the stuff of legend. Their strength score is twice that of other abominations their size, and as a result gain +4 Virtual Size Categories.
Outsider Traits: Hol'ein have darkvison (60 foot range). They cannot be raised or resurrected.
Regeneration (Su): A hol'ein takes normal damage from weapons that are both cursed and epic.
Scion of Storms (Su): Any storm based attacks dealt by the hol'ein (whether from its spell-like abilities or tempest of vengeance ability) have half their damage treated as divine energy.
Slipstream (Su): Hol'ein cannot be affected by temporal magic unless they so wish, neither can they be undermined by time travel.
Spell-like Abilities (Su): At will – Any and all non-epic spells (one per round, unless feats, ect. would allow otherwise) with the following descriptors: air, cold, darkness, divination, earth, electricity, evil, fire, force, mind-affecting, shadow, and sonic, and/or from the following domains: Air, Cold, Corruption, Darkness, Death, Earth, Fire, Pain, Repose, Sand, Summer, Thirst, Time, Weather, and Winter and/or from the following schools of magic: divination, evocation, illusion, necromancy, and transmutation . Caster Level 39th; Save DC 56 + spell level.
Strangle (Ex): If the hol'ein strikes the same target with two slam attacks it can attempt a strangle, provided the target is no more than one size category larger than the hol'ein. This is akin to drowning although the initial Fortitude save (DC 63) increases by 1 each round the hol'ein tightens its grip. The victim also suffers 6d6+20+6d6 (electricity) per round.
Weakness Gaze (Su): When the hol'ein desires, 3d10 Strength drain, 30 feet, Fortitude save (DC 56) negates. The save DC is Charisma-based. Those creatures otherwise immune to ability damage/drain, still suffer half the effect if they fail their saving throw.