Asha'man said:
Amazing. Didn't you already post the Deathbringers, though? A few pages back?
Er, so I did.
Here, have another gargoyle.
GORE--- CR 29
Elite bile gargoyle binder 14/ur-priest 10
CE medium monstrous humanoid (earth)
Init +11;
Senses darkvision 60’; Listen +10, Spot +10; flash of insight
Languages Giant, Terran
AC 33 (+1 dex, +2 insight, +12 natural, +8 armor), touch 13, flat-footed 31
Hit Dice 28d8+224 (350 hp);
DR 10/magic and 2/-
Immune acid, electricity, energy drain, fear, mind-affecting, negative levels, pain, poison; freedom of movement
Fort +22,
Ref +13,
Will +28; agonized existence, slippery mind
Speed 40 ft. (8 squares), fly 60 ft. (12 squares), swim 40 ft. (8 squares)
Melee 2 claws +34 (1d6+14) and bite +33 (1d6+8) and gore +33 (1d6+8); chromatic strike, fiery retribution
Base Atk +19;
Grp +31 (+33 offensively)
Space 5 ft.;
Reach 5 ft.
Atk Options chromatic strike, cold iron claws, death attack (DC 21), magic strike, rend (2d6+18), storm strike
Combat Gear wand of inflict serious wounds (20 charges, CL 15), scroll (deadly weapon (4)), potion of fox’s cunning
Special Actions breath weapon, flash of insight, rebuke undead, siphon spell power
Class Spells Prepared (CL 14, save DC 16 + spell level):
9th level- mass heal, righteous zeal;
8th level- fire storm, quickened recitation;
7th level- blasphemy, mass cure serious wounds, quickened searing light;
6th level- blade barrier, harm, heal, thunderous blows;
5th level- quickened divine favor, flame strike, mass cure light wounds, righteous might, ultimate concentration;
4th level- cure critical wounds, death ward, defensive harmony, divination, freedom of movement;
3rd level- invisibility purge, protection from energy (2);
2nd level- cure moderate wounds, darkness, hold person, shatter,
silence, spiritual weapon (2);
1st level-7 call upon faith, cure light wounds (3), entropic shield, obscuring mist, sanctuary;
0th level-6 detect magic, guidance (5).
Bound Vestiges (CL 16): Eligor, Ipos, Marchosias, Shax
Str 34,
Dex 12,
Con 26,
Int 12,
Wis 23,
Cha 16
SQ freeze, planar attenuation (demiplane of Bile), smoke form
Feats Ignore Special Requirements, Improved Binding, Improved Initiative, Improved Multiattack, Iron Will, Multiattack, Negotiator, Practiced Spellcaster (ur-priest), Quicken Spell, Ride-By Attack, Spell Focus (evil), Spirited Charge, Toughness, Weapon Focus (claws)
Epic Feats Superior Initiative
Skills Bluff +19, Concentration +22, Diplomacy +5, Hide +24 (+35 against a background of stone), Knowledge (arcana, the planes) +6, Knowledge (religion) +19, Listen +10, Move Silently +16, Sense Motive +8, Spellcraft +9, Spot +10, Swim +20
Possessions periapt of wisdom +6, leather armor +5 made from mind flayer hide (complete with tentacles trailing down the front and back) that grants a +4 bonus on Concentration checks, cloak of charisma +6, belt of giant strength +6
Breath Weapon (Su): A bile gargoyle can spit a gob of bile up to 60’. This bile explodes in a 15’ burst, and all creatures caught within suffer 3d6 points of acid damage and 1d6 points of con damage. A successful Fort save, DC 20, results in half acid damage and no con damage.
Chromatic Strike (Su): As a free action, Gore may charge a melee attack with acid, cold, electricity or fire. That attack does an extra 1d6 points of damage of the chosen type. Each attack may only be charged once.
Fiery Retribution (Su): Whenever Gore strikes an enemy that has the ability to deal extra damage via sneak attack, skirmish or sudden strike, she deals an extra 3d6 points of fire damage.
Siphon Spell Power (Ex): As an ur-priest, Gore can sacrifice two (or more) lower-level spells to prepare a higher-level spell 1/day. (Total the sacrificed spell levels, then multiply by .75 to figure out what level spell can be cast.) (In the case of the current set up, Gore has sacrificed one 6th and two 3rd-level spells to prepare an extra 9th level spell.)
Storm Strike (Su): As a swift action, Gore can charge a melee attack as a storm strike, dealing an extra 1d6 points of electricity damage and 1d6 points of sonic damage.
Agonized Existence (Ex): Because its bile-ridden form leaves it in perpetual pain, the bile monster is immune to effects based on pain. If it falls subject to any enchantment effect or morale penalty, it automatically shakes off the effect in only 1d4 rounds.
Flash of Insight (Su): As a swift action, Gore can gain true seeing for 1 round. She must wait five rounds before doing so again.
Freedom of Movement (Su): As a swift action, Gore can use freedom of movement. This lasts for one round, and this ability cannot be used again until after five rounds have passed.
Smoke Form (Su): At will, Gore can take the form of a cloud of smoke (as the gaseous form spell). Once she returns to her normal form, she cannot shift to smoke form again for 5 rounds.