so starting off here's my project
OUTER GOD AVATAR, THE BEAST
This towering behemoth is truly alien, with a massive seashell-esque head with a extruding lamprey mouth, a humanoid body, giant and thick arms and legs tipped with massive claws made of shell, and a shark's tail. Its multiple blue eyes stare in many directions and at you at the same time. Your teammates each see some other beast described vaguely the same. You look at them than back at the thing, seeing that what stayed in your peripheries did not change, but what didnt is now completely different. Could this be the end?
The Beast CR 30
Source me
XP 9,830,400
CN Colossal aberration (chaotic, cold, extraplanar, water)
Init +15; Senses darkvision 60 ft., true seeing; Perception +52
Aura unspeakable presence (300 ft., DC 40)
DEFENSE
AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size)
hp 774 (36d8+612); fast healing 30
Fort +29, Ref +29, Will +33
DEFENSIVE ABILITIES
freedom of movement, insanity (DC 40), undimensioned; DR 20/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, negative energy, paralysis, and petrification; Resist acid 30, electricity 30, fire 30, sonic 30; SR 41
OFFENSE
Speed 60 ft., climb 60 ft, swim 180 ft.
Melee 2 claws +50 (4d6+23/19–20 plus grab), 4 tentacles +40 (2d10+34/19–20 plus grab), bite +40 (1d8+10 plus grab)
Space 40 ft., Reach 40 ft.
Special Attacks breath weapon(20d6 cold and negative energy), constrict (3d6+23), dread curse, feed, incomprehensible, rift, spout, powerful blows (tentacle), tentacles, trample (2d8+30, DC 51)
Spell-Like Abilities (CL 30th; concentration +42)
Constant—freedom of movement, true seeing
At will—astral projection, bestow curse (DC 24) confusion (DC 24), control weatherM, dreamM, death knell (DC 22), greater dispel magic, greater teleport, hold person (DC 22) insanity (DC 29), nightmareM (DC 29), sendingM, summon monster III
3/day—antipathy (DC 30), demand (DC 30), quickened feeblemind, weird (DC 31)
1/day—implosion (DC 31), summon (level 9, 2d4 thulgant qlippoth 100%), symbol of insanity (DC 30), wishM
STATISTICS
Str 56, Dex 21, Con 45, Int 31, Wis 36, Cha 34
Base Atk +27; CMB +58 (+60 bull rush, +62 grapple or sunder); CMD 97 (99 vs. bull rush or sunder)
Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike
Skills Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48
Languages Aklo; telepathy 300 ft.
SQ undimensioned, vulnerable to dimensional lock
ECOLOGY
Environment any (cold, underwater)
Organization solitary (unique)
Treasure none
Special Abilities
Breath Weapon (Su)
a 100 ft cone dealing 20d6 cold and negative energy damage, DC 20 Reflex
Dread Curse (Sp)
functions as the outer spawn ability
http://www.d20pfsrd.com/bestiary/mo...ions/outer-spawn/outer-spawn-the-third-stage/
Feed (Ex)
functions as outer spawn ability
Incomprehensible (Su)
Every three rounds, The Beast may get down on its hands and unveil a single shard of its true nature, instantly disintegrating any creature dealing 40d6 divine or dealing 5d6 divine and driving the target insane; but this can be completely negated by looking away before it cracks reality
Rift (Su)
as an attack action, The Beast may tear its claws through the floor and open up a gateway to a faraway place, acting as gate, but dealing 10d6 cold damage to those who use it or are within 20 ft of it
Spout (Su)
The Beast may, as an attack action, whirl streams of liquid from wherever it dragged them from into columns of spinning liquid, dealing 10d6 bludgeoning and cold damage in a 10 ft radius; the spouts can be moved 10 ft a round
Undimensioned (Su)
it totally lacks dimensions. just flat out. it has a flat 50% chance of not being hit by anything. also, you have to kill it three times. i am not joking. first time you 100 to 0 it you must fight two Echoes of The Beast, second time you down it you must fight CR 10-19 outsiders culminating with an asurendra asura, third time (and final time) you must once more fight two Echoes of The Beast
(btw heres info on Echoes of The Beast: they are just the iathavos qlippoth without flight and described as more shadowy versions of The Beast)
bye
OUTER GOD AVATAR, THE BEAST
This towering behemoth is truly alien, with a massive seashell-esque head with a extruding lamprey mouth, a humanoid body, giant and thick arms and legs tipped with massive claws made of shell, and a shark's tail. Its multiple blue eyes stare in many directions and at you at the same time. Your teammates each see some other beast described vaguely the same. You look at them than back at the thing, seeing that what stayed in your peripheries did not change, but what didnt is now completely different. Could this be the end?
The Beast CR 30
Source me
XP 9,830,400
CN Colossal aberration (chaotic, cold, extraplanar, water)
Init +15; Senses darkvision 60 ft., true seeing; Perception +52
Aura unspeakable presence (300 ft., DC 40)
DEFENSE
AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size)
hp 774 (36d8+612); fast healing 30
Fort +29, Ref +29, Will +33
DEFENSIVE ABILITIES
freedom of movement, insanity (DC 40), undimensioned; DR 20/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, negative energy, paralysis, and petrification; Resist acid 30, electricity 30, fire 30, sonic 30; SR 41
OFFENSE
Speed 60 ft., climb 60 ft, swim 180 ft.
Melee 2 claws +50 (4d6+23/19–20 plus grab), 4 tentacles +40 (2d10+34/19–20 plus grab), bite +40 (1d8+10 plus grab)
Space 40 ft., Reach 40 ft.
Special Attacks breath weapon(20d6 cold and negative energy), constrict (3d6+23), dread curse, feed, incomprehensible, rift, spout, powerful blows (tentacle), tentacles, trample (2d8+30, DC 51)
Spell-Like Abilities (CL 30th; concentration +42)
Constant—freedom of movement, true seeing
At will—astral projection, bestow curse (DC 24) confusion (DC 24), control weatherM, dreamM, death knell (DC 22), greater dispel magic, greater teleport, hold person (DC 22) insanity (DC 29), nightmareM (DC 29), sendingM, summon monster III
3/day—antipathy (DC 30), demand (DC 30), quickened feeblemind, weird (DC 31)
1/day—implosion (DC 31), summon (level 9, 2d4 thulgant qlippoth 100%), symbol of insanity (DC 30), wishM
STATISTICS
Str 56, Dex 21, Con 45, Int 31, Wis 36, Cha 34
Base Atk +27; CMB +58 (+60 bull rush, +62 grapple or sunder); CMD 97 (99 vs. bull rush or sunder)
Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike
Skills Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48
Languages Aklo; telepathy 300 ft.
SQ undimensioned, vulnerable to dimensional lock
ECOLOGY
Environment any (cold, underwater)
Organization solitary (unique)
Treasure none
Special Abilities
Breath Weapon (Su)
a 100 ft cone dealing 20d6 cold and negative energy damage, DC 20 Reflex
Dread Curse (Sp)
functions as the outer spawn ability
http://www.d20pfsrd.com/bestiary/mo...ions/outer-spawn/outer-spawn-the-third-stage/
Feed (Ex)
functions as outer spawn ability
Incomprehensible (Su)
Every three rounds, The Beast may get down on its hands and unveil a single shard of its true nature, instantly disintegrating any creature dealing 40d6 divine or dealing 5d6 divine and driving the target insane; but this can be completely negated by looking away before it cracks reality
Rift (Su)
as an attack action, The Beast may tear its claws through the floor and open up a gateway to a faraway place, acting as gate, but dealing 10d6 cold damage to those who use it or are within 20 ft of it
Spout (Su)
The Beast may, as an attack action, whirl streams of liquid from wherever it dragged them from into columns of spinning liquid, dealing 10d6 bludgeoning and cold damage in a 10 ft radius; the spouts can be moved 10 ft a round
Undimensioned (Su)
it totally lacks dimensions. just flat out. it has a flat 50% chance of not being hit by anything. also, you have to kill it three times. i am not joking. first time you 100 to 0 it you must fight two Echoes of The Beast, second time you down it you must fight CR 10-19 outsiders culminating with an asurendra asura, third time (and final time) you must once more fight two Echoes of The Beast
(btw heres info on Echoes of The Beast: they are just the iathavos qlippoth without flight and described as more shadowy versions of The Beast)
bye