Neat stuff ferret, where are raccoons from?
And here is my latest creation...and to think, this being has a mommy. >)
Stone Tainted God (Dire Bear + Legendary Animal + Kaiju + Elder Magical Beast + Earth Elemental + Half-Fiend)
Colossal Outsider (Earth, Evil)
Hit Dice: 78d8+1160 (1521)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 Ft, Burrow 30 Ft.
AC: 49 (-8 Size, +3 Dex, +44 Natural)
Attacks: 2 Claws +112 melee, Bite +107 melee; or Spikes +82
Damage: Claw 6d6+34, Bite 8d6+17; or Spikes 4d6+34
Face/Reach: 40 Ft. By 80ft/20ft
Special Attacks: Augmented Criticals, Battle Frenzy, Breath Weapon, Burrow,
Earth Mastery, Energized Attack, Improved Grab, Ranged Attack, Shockwave,
Spell-Like Abilities, Swallow Whole, Trample
Special Qualities: Absorb Energy, Damage Reduction 25/+5, Darkvision 120,
Death Throes, Elemental, Fast Healing 20, Immunities, No Breath, Scent, See Invisibility, SR: 27, Tremorsense, Reflect Spells
Saves: Fort: +53, Ref: +42, Will: +28
Abilities: Str:79, Dex:17, Con:41, Int:20, Wis:14, Cha:42 (1014)
Skills: Balance +81, Bluff +94, Concentration +93, Intimidate +94,
Knowledge (History) +83, Knowledge (Nature) +83, Knowledge (Planes) +83, Knowledge (Religion) +83, Listen +80, Search +80, Spot +80, Swim +112,
Wilderness Lore +80
Feats: Battle Roar, Cleave, Combat Casting, Dodge, Expertise, Great Cleave,
Improved Bull Rush, Improved Critical (Bite, Claw), Improved Initiative,
Improved Trample, Mobility, Penetrate Hardness, Point Blank Shot, Precise Shot,
Spring Attack, Stunning Roar, Thunderous Roar, Whirlwind Attack
Climate/Terrain: Any forest, hill, mountains, plains, and underground
Organization: Solitary
Challenge Rating: 31
Treasure: None
Alignment: Always Neutral Evil
Advancement: Nil
The Stone Tainted God is an immense engine of destruction. Like many gods, this one sleeps centuries away, but when he wakes it is the most frightening experience imaginable for all around. The sky darkens, storms rise up, lightning strikes, and the earth quakes. There are many doomsday cults surrounding the Stone Tainted God, and with good reason. Their clerics get access to the domains of Destruction, Earth, and Evil.
The Stone Tainted God has been asleep for centuries beneath a poisoned forest. Slowly it regains strength, it lies sleeping, waiting for its brethren to awaken, the other three demon gods.
There is supposedly weaponry, made from the fifth demon god, who was destroyed when the celestial gods came down and destroyed him. If these weapons are wielded by the righteous then the Stone Tainted God will fall.
Combat
Anything stupid enough to fight this guy generally get flattened.
Absorb Energy (Su): The Stone Tainted God can absorb cold attacks. Any damage from an cold source that penetrates the Stone Tainted God’s energy resistance is absorbed and converted into temporary hit points that last for ten minutes before vanishing.
Augmented Critical (Ex): Using its bite attack, the Stone Tainted God threatens a critical on a natural attack roll of 17-20, dealing triple damage on a successful critical hit.
Battle Frenzy (Ex): When the Stone Tainted God is reduced to 25% of its maximum hit point total it gains a +4 bonus to Strength and can make an additional melee attack with its primary natural attack each round at a –5 penalty. These benefits cease if it is healed above 25% of its maximum hit point total or is reduced to 0 hit points or less.
Breath Weapon (Su): The Stone Tainted God may spit a 10 feet tall, ten feet wide, 100 feet long line of cold dealing 10d6 points of damage. A Reflex save (DC:63) will halve the damage.
Burrow (Ex): The Stone Tainted God can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Itts burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing the Stone Tainted God flings it back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.
Death Throes (Su): When killed the Stone Tainted God explodes in a burst of fire that deals 20d6 points of damage to everything within 100 feet. Creatures in this region must make a Reflex saving throw (DC 63) to take half damage.
Earth Mastery (Ex): The Stone Tainted God gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne, the earth elemental creature suffers a –4 penalty on attack and damage rolls.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Energized Attack (Su): As a standard action once per minute, the Stone Tainted God can infuse its natural attacks with cold. This lasts for 1d4+1 rounds; during this time all the kaiju’s melee attacks do an additional 3d6 cold damage. This damage is not multiplied on a successful critical.
Immunities (Ex): The Stone Tainted God is immune to Mind-Influencing Effects, damage from Acid, Electricity, Fire, and Sonic, and ignores the first 50 points of damage from Cold based sources.
Improved Grab (Ex): To use this ability, the bear must hit with a claw attack.
No Breath (Ex): The Stone Tainted God does not breathe and is immune to gas-based attacks that require a Fortitude saving throw. It can also exist buried in the earth, udnerwater, or in other airless environments with ease.
Ranged Attack (Ex): The Stone Tainted God possesses some form of physical ranged attack; the ability to fire boney spikes from its hide.
Projectiles fired in this manner replenish their supply in one round, allowing the kaiju to make these ranged attacks at the rate of one per round. This attack has a 200-foot range increment and causes 4d6+34 damage.
Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate Stone Tainted God’s spell resistance are reflected back upon their casters.
See Invisibility (Su): The Stone Tainted God can continuously see invisibility as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.
Shockwave (Ex): As a standard action, the Stone Tainted God can rear up and come crashing to the earth. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the Stone Tainted God. Creatures in this region must make a Reflex saving throw DC 81 or fall prone. Structures in this area suffer 4d6 points of damage.
Speech (Ex): 6 languages
Spellcasting Affinity (Ex): The Stone Tainted God may use spells unhindered by its physical form.
Spell-Like Abilities: 1/day – Control Weather, Earthquake; 3/day – Call Lightning, Ice Storm; as a 20th-level sorcerer.
3/day any three 1st level divine spells as a sorcerer of 5th level. 3/day-Darkness, Poison, Unholy aura; 1/day – Blasphemy, Contagion, Desecreate, Destruction, Horrid Wilting, Summon Monster IX (Fiends Only), Unhallow, Unholy Blight; as a 78th level sorcerer.
Swallow Whole (Ex): The Stone Tainted God can try to swallow an opponent of Huge or smaller size by making a successful grapple check. Once swallowed, the opponent takes crushing damage equal to 2d8+34+3d6 Acid damage. A swallowed creature can cut its way out using claws or a light weapon by dealing 50 points of damage to the Stone Tainted God’s digestive tract (AC 20). Once the creature exits, the muscular action closes the hole; another swallowed opponent must again cut its own way out.
Trample (Ex): As a standard action during its turn each round, the Stone Tainted God can run over an opponent of Gargantuan size or smaller. The Stone Tainted God merely has to move over the opponent. The trample deals 4d12+34. A Reflex save DC 81 may be made for half damage.
Tremorsense (Ex): The Stone Tainted God can automatically sense the location of anything within 60 feet that is in contact with the ground.