Ghom (CR 60 to 65)
Ghom, Mostin's "tutor," for want of a better word. Ghom is just Ghom, but mechanically, it's based upon an illithid elder brain with 20 additional sorcerer levels + pseudonatural template + spellwarped + DvR0. Naughtily constructed with the divine array, with racial and inherent bonuses added. Ghom was made for fun, as an exercise in absurdity.
Ghom doesn't have gear, per se, but I've assumed it has permanent 'accretions' (which take up no space) which convey abilities similar to those offered by the predicted gear value of a 60th-level PC (70.6 million gp).
Ghom's 'accretions' don't function in an antimagic field, and are subject to being dispelled or disjoined like magic items: treat their effective caster level as 60 for this purpose. They grant the following bonuses, which are figured into Ghom's stat-block:
• A +20 enhancement bonus to each ability score (48Mgp).
• A +100 competence bonus to Spellcraft and Knowledge (arcana) checks (20Mgp)
• A +10 resistance bonus to all saving throws (2Mgp)
Ghom also has 'veils' – long-duration epic buff spells – of which, one or more will likely be running in the unlucky event of encountering the entity as a wandering monster. Otherwise, its epic spell suite is focused mainly around dealing with other powerful pseudonatural elder horrors: Ghom's 1st through 9th-level spells are essentially irrelevant in this regard, as only custom epic spells – loaded with spell penetration factors – can hope to pierce the SR of pseudonaturals.
Ghom doesn't have an alignment, and alignment-based effects do not affect it. It is enigmatic. According to Mostin, Ghom 'dwells beyond the Middle Region.' What the Middle Region is, is not clear.
Ghom's appearance is so horrific and insane, that I can't even begin to describe it.
Ghom, Pseudonatural Spellwarped Elder Brain Sorcerer 20; Large Outsider (Augmented, Extraplanar, Quasi-Deity); HD 26d8+1040 plus 20d4+800; hp 2128; Init +35; Speed 160ft.; AC 102 (-1 Size, +29 deflection, +27 Dex, +37 natural; touch 65, flat-footed 75); Base Atk +29; Grp +81; Atk tentacle +77 melee (2d8+33) or tendril +77 melee (1d6+33); Full Atk 11 tentacles +77 melee (2d8+33) and 4 tendrils (1d6+33); SA Extraction, improved grab, mind blast, psionics, rotting constriction, spell-like abilities, spells; SQ Blindsight 240ft., constant insight, DR 15/adamantine and epic, immunities (ability drain, ability damage, energy drain, mind-affecting effects, transmutations), regeneration 10, resistances (electricity and acid 60; fire, cold and sonic 10), spell absorption, SR 230, telepathic awareness; SV Fort +71 Ref +55 Will +69; Str 77 Dex 64 Con 91 Int 92 Wis 75 Cha 69
Feats: Alertness, Combat Reflexes, Epic Reflexes, Epic Skill Focus (Knowledge: arcana), Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Penetration, Eschew Components, Greater Spell Penetration, Ignore Material Components, Improved Initiative, Magical Aptitude, Skill Focus (Knowledge: arcana), Skill Focus (Spellcraft), Spell Penetration, Superior Initiative
Skills: Bluff +78, Concentration +89, Diplomacy +90, Disguise +84, Intimidate +78 +84 acting), Knowledge (arcana) +205, Knowledge (history) +90, Knowledge (the planes) +90, Listen +83, Sense Motive +81, Spellcraft +211, Spot +83, Survival +81 (+83 tracking, +87 on other planes). Ghom may have ranks in Craft or Profession, but the focus of that work would hold no meaning for a sane mind. Most other skills 24 ranks + relevant modifiers.
Ghom's natural attacks are considered epic weapons for the purposes of overcoming damage reduction.
Improved Grab (Tentacle): If Ghom 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 Ghom has hold of an opponent, each successful grapple check it makes with its tentacle attacks during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, Ghom regains 10 lost hit points.
Improved Grab (Tendril): To use this ability, Ghom must hit a creature of size small to Gargantuan. If it gets a hold, it sinks its tendril into the opponent's head and can try to extract in the next round. The opponent can escape with a single grapple or Escape Artist check, but Ghom receives a +2 circumstance bonus due to deep attachment.
Extract (Ex): If Ghom begins its turn with a tendril attached to an opponent and makes a successful grapple check, it automatically extracts its opponent's brain, instantly killing that creature. This power is ineffective against constructs, oozes, elementals, plants and undead.
Mind Blast (Sp): Every 1d4 rounds, Ghom can use a mind blast in a 60-ft. cone. Anyone caught in the blast must make a Will save (DC 62) or be stunned for 3d4 rounds. This ability is the equivalent of a 4th-level spell.
Alternate Form (Su): As a standard action, Ghom can assume a form which is even more hideous to behold. His abilities are unchanged, but opponents receive a –1 morale penalty to their attack rolls against him.
Regeneration: Ghom takes normal damage from sonic and acid-based attacks.
Spell Absorption (Su): Spells which target Ghom and fail to overcome its spell resistance either grant Ghom 5 temporary hit points per level of the failed spell, or an increase in speed equal to 5x the failed spell level, at Ghom's discretion. The effects last 1 minute.
Telepathic Awareness: Ghom detects all minds within 350 ft. which are not shielded by a mind blank or similar effect. Within this range, Ghom can communicate with any creature which has a language.
Spell-Like Abilities: At will – astral projection, blur, charm monster (DC 43), detect thoughts (DC 41), dimension door, dominate monster (DC 48), mass suggestion (DC 45), plane shift (DC 46), shield, unhallow
Spells (6/13/12/12/12/12/11/11/11/11 per day; caster level 40th; Save DC 39+ spell level): 7th – banishment, sequester, vision; 8th – discern location, mind blank, moment of prescience; 9th – implosion, mage's disjunction, wish
Epic Spells:
Many. Ghom has a 30,000XP reservoir. Outside of the Far Realm, where time is a relevant concept, Ghom's reservoir can be assumed to be replenished every week and he can use 4 epic spells per day.
Slay Pseudonatural (Spellcraft DC 217): [Slay (+25), quickened (+28), still (+2), silent (+2), +200 spell penetration (+400); +20 Save DC (+40), 80d6 backlash (-80), burn 20000XP (-200)].
• A target creature of Ghom's choice with up to 80HD within 300 ft. dies. Ghom makes the caster level check to penetrate SR at +246. Fort negates (DC 69). Generally effective against pseudonaturals of 50HD or less, any death ward needs to be dispelled or disjoined before this spell can be used.
Obscene Ego (Spellcraft DC 220): [Fortify (+17), quickened (+28), still (+2), silent (+2), +99 Cha (+198); Burn 2700XP.
• Ghom's enhancement bonus to Charisma rises to +100, increasing its Charisma score to 149. Add +40 to the listed save DCs of all of its spells, and +40 to all of its listed Charisma-based skill checks. Obscene Ego lasts for 20 hours. Ghom has analogues for each of its other ability scores.
Oceanic Mind (Spellcraft DC 221): Contact (+23). Ward (+14), emulate detect thoughts (+17), 20-ft. radius (+2), +1900% (+76), effective against mind blank (+14), +40 Save DC (+80), quickened (+28), silent (+2), still (+2); Burn 5700XP.
• As a swift action, Ghom is instantly aware of all of the thoughts and motivations of all creatures within a 400-ft. radius: each is entitled to a Will save (DC 89) to deny Ghom access to their thoughts, but spell resistance is ineffective. Oceanic Mind ignores mind blank effects; epic protections incorporating the conceal or delude seed are entitled to an opposed caster level check. The Oceanic Mind persists for 20 minutes.
Boundary Reaffirmation (Spellcraft DC 221): Banish (+27); 1 action (+20), +36HD (+18), +200 spell penetration (+400), +8 Save DC (+16); 80d6 backlash (-80), -20,000XP
• Groaning incomprehensibly and motioning with his tentacles, Ghom can banish any creature with 50 or fewer hit dice to another plane, or to another of the shifting layers of the Far Realm. Creatures are entitled to a Will saving throw to negate (DC 57); Ghom makes a spell penetration check at +246.
Ghom hints at the idea of a set of immensely powerful pseudonatural spellcasters, who must necessarily vie through intermediaries. The cost of assaulting one another directly with magic would be too high: spell penetration factors would require huge investments of XP and backlash to offset.