Well, if you're changing the Phaethon's type, I think elemental would work better...since it's basically living magma.
Hmm... it could go either way. They have oozelike traits, and they resemble a large ooze... elementals generally have a semi-humanoid form (head and two arms).
As for the size of a Xixecal...they are at least 100 ft. tall...and I personally think titanic would be a better size category for those rather than colossal...since they have freaking dragons riding on their shoulders.
I agree. There's a pic on d20srd.org, so that's why I wanted to know how big the ELH said they really were.
While I'm here, how big is a hecatoncheires? Something with 50 heads and 100 arms has to be bigger than 32 feet long (Huge).
Will you be posting them here whe they're finished, Kerrick?
I can, but they'll be converted to my system, which uses slightly different skills and spell save DCs. Actually, I can post a couple of the abominations right now - I just finished them up last night.
That's something I've long wanted to do but never got around to. I hope you change their damage to Divine Fire and Divine Cold, like the Amiliticii has Divine Electricty on all its attacks.
I'll have to look at my copy of the Bestiary again. In the meantime, here's the anaxim. It still needs a few tweaks - the ECL is NOT the right one (I'm waiting on v6 for that) and I need to fix the advancement.
[sblock]
Anaxim
Medium Construct (Abomination, Extraplanar, Lawful)
Hit Dice: 38d10+20 (400 hp)
Initiative: +8
Speed: 60 ft. (12 squares), fly 100 ft. (20 squares) (average)
Armor Class: 42 (+4 Dex, +28 natural), touch 14, flat-footed 38
Base Attack/Grapple: +22/+34
Attack: Spinning blade +36 melee (2d6+12/19-20 x3) or electricity ray +26 ranged (10d6 electricity)
Full Attack: 2 spinning blades +36 melee (2d6+12/19-20 x3) and 2 slams +34 melee (2d6+6) and shocking touch +34 melee (2d6+6); or electricity ray +26 ranged (10d6 electricity) and 6 spikes +24 ranged (2d6+12) (120 ft. range increment)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 4d6+18, sonic blast, spell-like abilities, summon iron golem
Special Qualities: Blindsight 100 ft., construct traits, DR 20/adamantine and chaotic and magic, fast healing 15, magic immunity, telepathy
Skills: Climb +50, Jump +50
Feats: Cleave, Great Cleave, Improved Offense, Improved Critical (blade), Improved Initiative, Overwhelming Critical (blade), Power Attack, Power Critical (blade), Precise Strike, Weapon Focus (blade)
Saves: Fort +16, Ref +20, Will +21
Abilities: Str 35, Dex 19, Con —, Int 10, Wis 20, Cha 20
Environment: Any
Organization: Solitary, binary (pair), or command line (2–5 anaxims and 5–12 iron golems)
ECL: 22
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 39–48 HD (Large); 49–55 HD (Huge); 56–70 HD (Gargantuan); 71–114 HD (Colossal)
An anaxim's natural weapons are treated as magic and lawful-aligned for the purpose of overcoming damage reduction.
Combat
Rend (Ex): If the anaxim hits with both spinning blades, it slices particularly well. This attack automatically deals an additional 4d6+18 points of damage.
Sonic Blast (Ex): As a standard action, an anaxim can emit a 60-foot cone of sonic energy that deals 20d6 points of sonic damage to all creatures that fail a DC 29 Reflex save; those that succeed take half damage. The save DC is Constitution-based.
Spell-Like Abilities: At will — //greater dispel magic, displacement// (DC 24), //greater invisibility// (DC 25), //ethereal jaunt//. Caster level 22nd. The save DCs are Charisma-based.
Summon Iron Golem (Sp): An anaxim can summon an iron golem up to four times per day.[/sblock]