Ghoma, The Impure

I'll be working on the Lasher next, these last few are, well the Lasher is close to being at least in rough draft stage as the recent few I've posted are. The Striker and Carrier are both a ways off but I'd like to finish this thread so we'll see. Maybe I'll redouble the efforts to get them all fleshed out
 

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Ghoma Lasher, CR 90

A colossal spiral horror drifts through the void like a dead god’s fossil. The Ghoma Lasher resembles an unholy fusion of ammonite, nautilus, and abyssal cephalopod. Its obsidian shell is veined with glowing red fissures, and when it parts its armor, scythe-like tentacles unfold—each capable of rending starship hulls asunder. At its center yawns a circular maw of grinding teeth, endlessly hungry for souls. Where the Lashers appear, skies turn crimson, storms rage across continents, and the fleets of mortals are torn apart in silence, as if only the gods themselves can stand against them.

NE Titanic Outsider (Evil, Native, Qlippoth, Elemental, Ghoma)
Init +18; Senses Darkvision 1,200 ft., Blindsight 1,200 ft., Blindsense 2,000 ft., True Seeing; Perception +190

Defense
AC
128 (–20 size, +18 Dex, +130 natural), touch –2, flat-footed 110
hp 16,300 (90d10+10,800 plus Epic Toughness)
Fort +150, Ref +110, Will +115
Defensive Abilities
Damage Reduction 100/epic, good, and mythic; Spell Resistance 135; Regeneration 120 (suppressed for 1 round by epic good-aligned mythic effects or direct divine intervention); Shell of the Enduring Void
Immunities
All elemental damage (acid, cold, electricity, fire, sonic), poison, disease, petrification, paralysis, sleep, death effects, mind-affecting effects, critical hits, precision damage, ability damage and drain, energy drain, forced movement, vacuum, radiation, temporal stasis

Offense
Speed
40 ft., Fly 7000 ft. (perfect), Soar (x10 atmospheric straight-line travel), Starflight
Space/Reach 300 ft./250 ft
Melee
• 10 Scythe-Tentacles
+185 (80d10+110 plus grab, Hull Rend, Heat)
• Bite (Central Maw) +185 (100d10+110 plus Soul Absorption, Heat)
Special Attacks
Magma Projection, Soul Absorption, Weather Manipulation, Titanic Charge, Ghomic Cloud, Heat, Raging Blood, Hull Rend, Gravitic Lash
Spell-Like Abilities
(CL 90th; concentration +145)
Constant
Control Weather, Control Winds, Unhallow (mythic), Freedom of Movement, Foresight, True Seeing, Eclipse
At Will
Meteor Swarm, Disintegrate, Crushing Fist of Spite, Implosion, Gravity Well, Black Hole, Gate (Ghoma only), Mass Heal, Storm of Vengeance, Reality Maelstrom, Limited Wish
3/day
Apocalypse From the Sky, Despoil, Epic Tsunami, Mass Flesh to Stone, Epic Spell Turning, Wish
1/day
Genesis, Soul Dominion, Time Stop (mythic)

Statistics
Str
190, Dex 46, Con 160, Int 45, Wis 110, Cha 90
Base Atk +90; CMB +215; CMD 260

Feats
Awesome Blow, Flyby Attack, Power Attack, Improved Bull Rush, Improved Initiative, Improved Critical (Tentacle), Improved Critical Multiplier, Iron Will, Lightning Reflexes

Epic Feats
Epic Toughness (×5), Epic Fortitude, Epic Reflexes, Epic Will, Epic Prowess, Devastating Critical (Tentacle), Overwhelming Critical (Tentacle), Dire Charge, Colossal Power Attack
(Epic Toughness uses house rule: +20 hp per HD per instance)

Mythic Feats
Mythic Power Attack, Mythic Improved Initiative, Mythic Toughness, Unstoppable, Hard to Kill

Special Abilities

Shell of the Enduring Void (Ex)

As a move action, the Ghoma Lasher retracts partially into its spiral shell. While withdrawn, it gains +40 natural armor and improved cover (+8 AC, +4 Reflex). It is immune to cones, lines, rays, missiles, and force effects. There is a 30% chance any such effect is reflected back at the source; otherwise, it is negated.

Starflight (Su)
The Ghoma Lasher survives and moves freely in the void of space. Travel within a solar system takes 3d20 hours; interstellar travel takes 3d20 days or more. It can carry passengers, protecting them from vacuum and radiation, as an outer dragon.

Titanic Charge (Ex)
If the Lasher moves at least 300 feet in a straight line, it may make a full attack at the end of the charge. All creatures and objects in its path take 200d10+200 bludgeoning damage (Reflex DC 160 half). Starships struck must succeed at structural saves or be breached and crippled.

Hull Rend (Ex)
The Ghoma Lasher’s tentacles ignore hardness and damage reduction of non-artifact materials, including adamantine and force barriers.

Magma Projection (Su)
The Lasher rains magma like orbital bombardment, dealing 300d6 fire and bludgeoning damage in a 1,000-foot-radius area. Reflex DC 155 half.

Soul Absorption (Su)
Any creature that dies within 50,000 feet has its soul devoured. Resurrection is impossible without Wish, Miracle, or direct divine retrieval.

Ghomic Cloud (Su)
A permanent apocalyptic storm follows the Lasher. Within 2,000 feet, creatures take 4d10 acid damage per round and must succeed at Fort DC 150 or be nauseated. The cloud poisons water, kills plant life, and inflicts Firegut and Demon Fever automatically. Profane lightning strikes once per round as call lightning storm.

Heat (Ex)
Anything within 80 feet takes 20d6 fire damage per round. This damage is automatically applied to all melee attacks.

Raging Blood (Ex)
Whenever the Lasher takes damage, molten blood sprays outward, dealing 20d6 fire and 20d6 electricity damage to all creatures within 60 feet (Reflex DC 150 half).

Ecology
Environment
Space, Upper Atmosphere, Deep Void
Organization Solitary or flagship of a Ghoma armada
Treasure Incedental, None

Combat
The Ghoma Lasher is not a single encounter—it is a strategic catastrophe. It annihilates non divine fleets with charges and tentacles, collapses climates through constant weather manipulation, and devours entire populations without ever landing. Against epic heroes, it fights with attrition, inevitability, and overwhelming action economy, forcing divine intervention or catastrophic sacrifice to stop it.
Against the gods, it expects to die, but in it's death it expects to take at least one of the lesser gods or swathes of their hosts down with it.
 

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