Rongoon
So I log on and find all this grand info AFTER I finish my version of Rongoon.

It's all good.
Here's a version of the beast itself, from an apparently slightly different point of view.
Much oblige, Jester, for the saving throw hint. It's very, very useful. And thanks to Telim Tor for coming up with the inspiration for this thing in the first place.
RONGOON
(Colossal Magical Beast)
Hit Dice: 50d10 +600 ( hp)
Initiative: +2 (Dex)
Speed: 60 ft.
AC: 40 (-8 Size, +2 Dex, +50 natural (integument)
Attacks: 2 Horns (+63), 1 Stomp (+57)
Damage: Horn (4d6+20), Stomp (2d8+10)
Face/Reach: 40 ft. by 65 ft./ 20 ft.
Special Attacks: Sonic breath weapon, Spell-like Abilities, Crushing, Trample, Ghost Touch, 'Demesne of Shadows'
Special Qualities: Damage Reduction 50/+5, Vulnerability: Gold Weapons, Light Sensitivity, Create Spawn, Blindsight 240', Regeneration 15, Silent Movement, SR 60, Telepathy, Immunities
Saves: Fort +39, Ref +29, Will +20
Abilities: Str 50, Dex 16, Con 35, Int 7, Wis 19, Cha 35
Skills: Concentration 25, Intimidate 36, Sense Motive 20
Feats: Cleave, Combat Reflexes, Expertise, Great Cleave, Improved Critical (Horn), Power Attack, Run, Weapon Focus (Horn)
Epic Feats: Overwhelming Critical (Horn), Devastating Critical (Horn), Damage Reduction x2
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating:
Treasure: Double standard
Alignment: Lawful Evil
Advancement: Colossal (65-70HD)
Rongoon is a unique creature of unknown origin, who seems to gain sustenance from fear. As it moves across the physical plane at night, it leaves behind it a wake of nightmares and gloom, accruing a following of worshippers as it does.
Rongoon is immense, shaped rather like a musk ox or rhinocerous, with a pair of low curving horns, extremely thick limbs and neck, and a broad muzzle. It is colored mostly dark pearly grey, with onyx-like horns, hooves and strands of ropy oily looking hair hanging in long ropes from the back and fetlocks. The upper back is covered in a riddled twisting mass of coiled and layered 'armor', an integument-like imitation of a rhino's hide, but full of small 'burrows' and nooks. Similar whorled armor protects the rest of the body, but it is only on the body that the armor forms these winding burrows.
The thing's face is similar to an ox, with a broad mouth that opens very wide indeed, and two completely black eyes that reflect no light or intelligence; only a distinct and powerful awareness. Shadows tend to lean towards Rongoon, and lights dim in its presence. Sometimes, things can be seen crawling upon and through Rongoon's riddled back; Rongoon's Chosen.
Rongoon only emerges at night; at the break of dawn, it is immediately moved to the Plane of Shadows. Generally it prefers to find a population center, so as to gather fear and eventually offer itself as a deity to the residents. Infidels are crushed or forcibly converted; the faithful may sleep restfully, so long as they make offerings and obeisance to Rongoon. Rongoon is a simple-minded creature, but it is very canny, and it demands absolute obedience and worship from its 'followers'. Though not very intelligent, it is extremely perceptive and intuitive, and quick to read the truth of emotional states. It prefers to see fear.
There is a sizeable cult devoted to Rongoon, who occasionally gives up some of its members to become Chosen. This cult reveres Rongoon's power over dreams, and revels in the all-too-tangible might of their 'god'. They are obsessed with the concepts of fear and hallucination, and many have learned to enjoy the ecstatic nightmares that can be had in Rongoon's service.
Combat: Rongoon prefers to let its Chosen or its fanatic followers deal with those who would dare fight it, supporting them through its ranged attacks if necessary. If Rongoon enters melee, it usually opens with the Voice, and then charges any who appear to have resisted. It attempts to immobilize or incapacitate as many as it can, as quickly as it can, and then moves to offer repentance to those still conscious. Those who refuse are usually crushed.
Spell-Like Abilities: At will: Blur, Deeper Darkness, Dimension Door, Dream, Greater Dispelling, Improved Invisibility, Lesser Geas, Mind Fog, Mirage Arcane, Modify Memory, Permanent Image, Repulsion, Sending, Shades, Silence. 3x/day: Desecrate, Dominate Monster, Feeblemind, Geas, Project Image, Screen, Shadow Walk. 1x/day: Forbiddance, Sympathy. Caster Level 25, Spell DC=25+Spell level. Note that the Shades and Permanent Images created by Rongoon will last even past sun-up, though its other Illusion/Phantasm spells will fade.
Demesne of Shadows (Su): The presence of Rongoon has an immediate impact on the environment:
All those asleep within 1 mile of Rongoon must make a Will save or suffer as per a Nightmare spell, though no actual damage is taken. The nightmare is always the same; a great crushing and inescapable weight presses down, promising a slow but certain death.
All Chosen and all those who truly worship Rongoon gain Regeneration 3, so long as they are within a half mile of Rongoon.
All light sources have their radiance reduced by half, within 1 mile of Rongoon.
All natural animals within 1 mile of Rongoon slink off to hide, becoming very quiet, and will often simply freeze in place, unmoving until Rongoon's presence passes. An Animal Handling or Animal Empathy roll against DC 20 encourages the animal to become restful. This effect does not apply to Familiars or Paladin's steeds, but does apply to Animal Friendship spell subjects and the like.
Blindsight (Ex): Through preternatural sensitivities and its power to feel thoughts, Rongoon has the equivalent of Blindsight within 240' of it.
Immunities (Ex): Rongoon is immune to polymorphing, petrification or any form-altering attack, as well as charms and compulsions. It is immune to energy drain, ability drain, or ability damage, and is not subject to cold or any illusion without a quasireal component.
Telepathy (Su): Though it can be used passively, like the Telepathy of an Outsider, Rongoon also constantly Detects Thoughts (as the spell, at caster level 24; Will DC 27 to resist). Rongoon uses this to tailor Shades and other illusions to fulfill wishes of the faithful and visit nightmares on those who are awake. Any information Rongoon discovers in this way can be instantly relayed to the Chosen.
Horn Throw (Ex): Rongoon attacks with a sweeping movement of the head, attacking once with a gore against two targets up to 160 degrees apart. Anyone struck by Rongoon's gore must also make a Reflex save against DC 35; failure means they are caught by the horn and thrown up and away for as many feet as per HP damage taken, landing prone. Those who have Evasion save at DC 25, but if Rongoon scores a critical, the toss is automatic.
Crush (Ex): Rongoon may choose to pin a target beneath a hoof. This is automatic if a target is prone within Rongoon's reach. If the target is still moving, then they must make a Reflex save against DC 25+the number of HP damage from the stomp. Failure means they are pinned.
Pinned targets are treated as being grappled, but rolls to escape are against a DC of 96. Immediately after being pinned, Rongoon offers the target a chance to repent (telepathic free action). If the target refuses, Rongoon crushes them the next round, inflicting twice maximum stomp damage (52HP) each round until the target is dead or Rongoon is forced to move.
A Bluff check against Rongoon's Sense Motive may trick Rongoon into letting a target go, but Rongoon does not give second chances to those who trick it.
Those who have suffered from Rongoon's Nightmares find frightening familiarity in being pinned. They must make a Will save (DC 37) or collapse in abject fear, submitting to Rongoon's demand, and unable to act for d4 rounds. Though Rongoon never crushes such targets, they are treated as Panicked for 4d6 rounds, after which they are Shaken until they cannot see Rongoon any longer or until Remove Fear or similar is cast.
Rongoon cannot move when pinning a target, but it can change facing, though this inflicts normal stomp damage. It does, however, delay crushing for that round.
Rongoon may otherwise attack normally while pinning a target, and it cannot pin a target at the end of a charge movement.
Ground-Rending (Ex): As a standard action, Rongoon can literally run over an opponent in front of it, or suddenly pivot to trample opponents to its sides or rear. In doing so, Rongoon can make no other attack that round, but those within range of a charge move to the front, or within Rongoon's normal reach to the side or rear, may either make attacks of opportunity at -8 to hit, or make a Reflex save (DC 55) to avoid 8d10+20 points of bludgeoning damage. Rongoon cannot perform this twice in a row unless in a straight-line charge; if Ground-Rending to the side or rear, its facing changes to the target direction, and it must regain balance to trample again.
Ghost Touch (Ex): Rongoon may strike incorporeal and ethereal targets normally, and can also perceive ethereal creatures.
Complete Silence (Ex): Rongoon moves without any sound, though the general property damage it may cause as it moves certainly isn't very quiet.
Rongoon's Voice (Su) : Normally, Rongoon communicates through its simple telepathy, communicating in tones, symbols and pictures interspersed with words. Otherwise, it uses the Chosen to speak for it. The Voice is usually a weapon, but it has several uses.
-Proselytizing: When Rongoon is not otherwise engaged, it constantly emits a great low pitched sound, like a single chanted note that never ends. This acts like the Frightful Presence attribute, except Rongoon need not be seen for it to have effect. It has a maximum range of 500 yards and a DC of 47, and those who saved against it without seeing Rongoon must save again when/if they do. Also, those who reach Panicked do not flee; they instead collapse and beg for mercy.
Rongoon prefers not to fight while Proselytizing, but it can. Any saving throw against sleep-based effects within 500' of Rongoon Proselytizing prompt a -4 to the saving throw.
-Litany: When Rongoon perceives that its 'faithful' are being threatened, it may emit a tumult of deep chanting tones that rise and fall. This has the effect of immediately drawing any worshippers to it, as well as anyone under the effect of its Geas spells. 'Infidels' must make a Will save at DC 47 or become Shaken. Further, the Litany prompts a Concentration roll at the same DC against any 'infidel' spellcasters within 500', and acts as a countersong to Bardic performance-based abilities.
Rongoon may use Spell-like abilities, but may not melee without breaking the Litany.
-Reciting the Anathema: Sounding like deep angry thunder, this horrifying blast of sound may only be used once every d6 rounds, erupting without warning and affecting all within a 100', 180 degree arc in front of Rongoon. This inflicts 8d10 points of damage, half sonic and half negative energy. Those within the arc must make a Fortitude save (DC 47), or also take d6pts of temporary Charisma damage. Those who succeed only take half the original damage.
Those reduced to 0 Charisma by this attack are subject to Rongoon's will, and obey it slavishly until their attribute is restored.
This blast ignores up to 10pts of hardness in respects to shattering/sundering materials, and immediately snuffs out any light sources within its range. Magical lights are subjected to the equivalent of a Greater Dispelling, at a caster level of 24.
Create Spawn (Su): As a standard action, Rongoon can swallow a recently dead body. This corpse undergoes a change while within Rongoon, and is expelled the next night as one of the Chosen. If this occurs, the person may only be restored if the Chosen is slain again, and the following spells cast: Dispel Evil, Restoration, Resurrection. A True Resurrection will cause one of the Chosen to revert immediately if it fails a saving throw (-10 to DC), and Wish or Miracle will also suffice.
Sometimes a willing (or absolutely terrified) person will submit to being swallowed while still alive. This drains 1 permanent Charisma point each round they are within Rongoon, and the next night they are expelled as one of the Chosen, but retaining any class ability not disallowed by a Lawful Evil alignment. Clerics may still cast spells up to 4th level; apparently, Rongoon grants them. Saving such a victim is only different in that they need not be slain, but restoration is painful, and the victim will need to rest for a week.
Vulnerability to Gold: Normal gold weapons inflict but 1 point of damage (plus Strength bonus), but enchanted gold weapons ignore Rongoon's Damage Reduction entirely, and are always treated as if doing 1.5 times the wielder's Strength bonus in damage. Criticals from such weapons add another multiplier to their damage. Enchanted gold armor gains Damage Reduction 5/- against Rongoon and his Chosen.
Light Sensitivity: Rongoon despises light. While within bright light, it is -2 to attack and saving throw rolls, but Rongoon generally deals with anything bearing light quickly. Though it does not take additional damage from light-based attacks, Rongoon saves at -5 against them. This excludes Prismatic effects; only pure light is truly harmful to it.
There y'all are. It looks a little overdone to me, but like I said, this is my first shot at an Epic beastie.
What do you think?
(Working on the Chosen right now...)
-MsM