From time to time I pick up my books and amuse myself by seeing what kind of abuses my mind can conjure up. Often I do this paired with my brother, who when we where last registered on this board posted the bucket of snails whirlwind attack smack down.
Once again I am here with the same. This time with something far more devestating generated from only the Core Rulebooks and the Epic Handbook. A creature virtually guarenteed to wipe out any silly little Epic level charater that decides to get in it's way, all for the price of a mere CR 58...
ULTIMATE CREATURE
Pseudo-natural, Paragon, Winged Half-Celestial, Red Half-Dragon, Fully Advanced Iron Colossus
Hit Dice: 288D12 + 3456 (6912 hp)
Initiative: +20
Speed: 320, 640 fly (good), Can't Run
AC: 103 (-8 size, +12 Dex, +65 natural, +12 Luck, +12 Insight)
Attacks: 75 tentacle rakes
+319 tentacle, +328 grapple (not including size), No concealment for enemies
(+216 base, +25 luck, +15 insight, +70 Str, +1 weapon focus, -8 Size)
Damage: Tentacle: 2d8+90 (+70 +20 Luck), 19-20 x2
Face/Reach: 40 x 40 / 25
Special Attacks: Poison Breath, Fire Breath, Improved Grab, Rotting Constriction Special Qualities: SR 1440, DR 375/+76, Spell Like Abilities, Dark Vision 300 ft, Magic Immunity, Construct Traits, Anti-Magic Field, Rust Proof, Fast Healing 20, Immunity Cold, Immunity Fire, Immunity Acid, Immunity Electricity, Immunity Disease, Alternative Form, Sonic Resistance 50
Saves: Fort +96, Ref +108, Will +111
Abilities: Str 150, Dex 34, Con -, Int 26, Wis 41, Cha 28
Skills : Bluff +162, Diplomacy +162, Gather Information +162, Move Silently +151, Hide +151, Sense Motive +170, Intimidate +162, Spot +170, Listen +170, Spellcraft +163, Wilderness Lore +170, Search +163, Disable Device +163, Concentration +155, Perform +162, Pick Pocket +167, Ride +167
Feats : Power Attack, Cleave, Great Cleave, Run, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Improved Initiative, Improved Critical Tentacle, Track, Dodge, Spring Attack, Expertise, Whirlwind Attack, Mobility, Flyby Attack, Improved Flyby Attack, Sunder, Leadership, Weapon Focus Tentacle, Snatch, Hover, Wing Over
Epic Feats : Blinding Speed x4, Energy Resistance Sonic x 5, Epic Speed, Improved Combat Reflexes, Improved Dark Vision x 4, Infinite Deflection, Legendary Wrestler, Legendary Tracker, Exceptional Deflection, Polyglot, Reflect Arrows, Spell Casting Harrier, Superior Initiative, Improved Whirlwind Attack, Overwhelming Critical tentacle, Devastating Critical tentacle, Epic Strength x 21
There are still --3-- Feats remaining
CR: 58
QUICK LIST OF NOTABLE FEATRUES
Alternative Form: Enemies suffer -1 penalty on will saves.
Poison Breath : Cone of Poison 80 feet 1 every d4 rounds as a free action. It deals 3d6 primary and 2d6 secondary constitution damage. This is Fortitude DC 71 to avoid.
Fire Breath : A 30 ft cone of Fire dealing 6d10 damage with a save DC of 32. Once per a day.
Improved Grab : If he hits with a tentacle he can immediately as a free action initiate a grapple with that tentacle.
Rotting Constriction : After grappled each subsequent round another grapple check allow the construct to deal 2d4 +13 permanent constitution damage, at the same time the creature recovers 10 hp.
Spell Like Abilities : Several, but none are ever worth using...
Magic Immunity : Immune to all magic and supernatural effects except lightning which heals 1/3rd its damage in hp.
Construct Traits : Normal Construct Immunities and Traits (Note due to Psudeo Natural it is an outsider but maitains ALL special qualities of the base creature...).
Anti–Magic Field (Ex): Anti-magic field of 100ft in radius around the creature that is impervious to all spells, spell like or supernatural effects. In addition all magical items or such abilities except those supernatural abilities of the creature. (one assumes the power reinstates in a round after disjunction). This field is as though cast by a 40th level wizard.
Rust Proof : Cannot be Rusted
Blinding Speed : 20 rounds of haste initiatied as a free action.
Reflect Missiles : Can with a successful reflex save against DC 20 + missile magic bonuses return missiles or ranged touch attack magic to the attacker unlimited times per a round. This negates attacks, and the missile has an attack bonus of +260. This is available as long as an open hand is free, this is always true.
Tentacle Critical: In the event of a critical hit with the tentacle attack the subject must make a save vs DC 226 or die instantly. Even on success they still take full critical damage plus 1d6 (1d6+4d8+180).
Hover : This forces a DC 157 (144 + 13 insight) save for all in 180ft (assuming lowest possible colossal size dragon area). In addition the wizards suffer penalty from combat harrier if within reach (-144 to Concentration checks).
SERIOUS COMBAT TACTICS to consider:
Use Tentacle racks because of Great cleaves it often hits creatures that can be downed in a single hit first. It takes full advantage of power attacks, thus if the highest AC is 200 it will power attack for ~120 damage. This can easily double damage a round.
Often it will Haste in the first round as its free action, then it will use its grapple on the strongest member to keep them busy. Meanwhile it will wipe the rest out with the remaining attacks.
It always hovers in combat, 15 to 25 ft in the air over the targets. This forces a DC 157 (144 + 13 insight) save for all in 180ft (assuming lowest possible colossal size dragon area). In addition the wizards suffer penalty from combat harrier, for all those within reach (-144 to Concentration checks).
If in danger it will retreat. Any missile or magical attacks happily returned if possible and most will have a DC of less than 109, meaning auto succes... While healing the creature will return usually within minutes to attack again. After all it heals 200 hp a minute. If hp drop below 2000 it will retreat to heal destroying pursuing enemies as necessary. Perferably pulling one enemy with it to finish off in its grasp...
Other Notes-->
Can Easily stealthly approach the party with 152 move sighlently and hide.
Can read surface thoughts with sense motive of all but the most skill players. Useful for 'surprise' hostile intentions, and detecting planned smack downs
NOTES
What the a creature like this looks like, much less how it was created is a question no one can answer. Let your imaginations wonder....
Skills – Synergy Bonuses are not included, about 500 skill points are left over, remember thought that all skills are cross class. Assume various knowledge skills. As a half Celestial he gains 8+int skill points per a HD or base creature whatever is better. Thus it has skills as 8+int is better than none.
Feats – Half Dragon States that you get 1 feat every 4 HD or base creature whatever is better. Paragon grants two more feats. The creature is epic and thus can have epic feats. It may also have dragon feats as stated in half-dragon. As Half dragon 1 feat every 4 HD is better than none, it gains feats as well...
Feats are by no means optimized, if some incredibly evil GM out there can make it worse go ahead
------------
THE ULTIMATE CHALLENGE
Now for those thinking "I can beat that " here is a good challenge. And who have WAY to much free time.
Ralph the Chaotic Good, Psuedo-natural, Paragon, Winged Half-Celestial, Red Half Dragon, Fully Advanced Iron Colossus is picketing the International Center of the Advancement of the Magical Arts not allowing any one entry and giving very dynamic speeches (162 diplomacy...) about the evils of the monopolism of the magic guilds.
The Guilds have taken exception to this and have hired you a party of six 70th level heroes with all standard equipment and two epic spells per a spell caster. Ralph of course knows this with his insane gather information check and is prepared. He will also resopond to hostile attacks or intent given that he can read surface thoughts.
If your party prepares for more than an hour he will be prepared himself for your approach, otherwise you are fine. Beware however close approch because of his senses.
Now can you defeat Ralph? Be careful for Ralph is highly intelligent and given compelete healing in 30 minutes will if neccessary brake the combat into multiple chunks, and with his Legendary traking he WILL hunt you down.
You are free to optimize all your characters for this specific fight. Keep epic spells reasonable! Remember his 1440 SR!!!!
Now keep in mind that you won't get any experiance for this ecounter!!!!
Once again I am here with the same. This time with something far more devestating generated from only the Core Rulebooks and the Epic Handbook. A creature virtually guarenteed to wipe out any silly little Epic level charater that decides to get in it's way, all for the price of a mere CR 58...
ULTIMATE CREATURE
Pseudo-natural, Paragon, Winged Half-Celestial, Red Half-Dragon, Fully Advanced Iron Colossus
Hit Dice: 288D12 + 3456 (6912 hp)
Initiative: +20
Speed: 320, 640 fly (good), Can't Run
AC: 103 (-8 size, +12 Dex, +65 natural, +12 Luck, +12 Insight)
Attacks: 75 tentacle rakes
+319 tentacle, +328 grapple (not including size), No concealment for enemies
(+216 base, +25 luck, +15 insight, +70 Str, +1 weapon focus, -8 Size)
Damage: Tentacle: 2d8+90 (+70 +20 Luck), 19-20 x2
Face/Reach: 40 x 40 / 25
Special Attacks: Poison Breath, Fire Breath, Improved Grab, Rotting Constriction Special Qualities: SR 1440, DR 375/+76, Spell Like Abilities, Dark Vision 300 ft, Magic Immunity, Construct Traits, Anti-Magic Field, Rust Proof, Fast Healing 20, Immunity Cold, Immunity Fire, Immunity Acid, Immunity Electricity, Immunity Disease, Alternative Form, Sonic Resistance 50
Saves: Fort +96, Ref +108, Will +111
Abilities: Str 150, Dex 34, Con -, Int 26, Wis 41, Cha 28
Skills : Bluff +162, Diplomacy +162, Gather Information +162, Move Silently +151, Hide +151, Sense Motive +170, Intimidate +162, Spot +170, Listen +170, Spellcraft +163, Wilderness Lore +170, Search +163, Disable Device +163, Concentration +155, Perform +162, Pick Pocket +167, Ride +167
Feats : Power Attack, Cleave, Great Cleave, Run, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Improved Initiative, Improved Critical Tentacle, Track, Dodge, Spring Attack, Expertise, Whirlwind Attack, Mobility, Flyby Attack, Improved Flyby Attack, Sunder, Leadership, Weapon Focus Tentacle, Snatch, Hover, Wing Over
Epic Feats : Blinding Speed x4, Energy Resistance Sonic x 5, Epic Speed, Improved Combat Reflexes, Improved Dark Vision x 4, Infinite Deflection, Legendary Wrestler, Legendary Tracker, Exceptional Deflection, Polyglot, Reflect Arrows, Spell Casting Harrier, Superior Initiative, Improved Whirlwind Attack, Overwhelming Critical tentacle, Devastating Critical tentacle, Epic Strength x 21
There are still --3-- Feats remaining
CR: 58
QUICK LIST OF NOTABLE FEATRUES
Alternative Form: Enemies suffer -1 penalty on will saves.
Poison Breath : Cone of Poison 80 feet 1 every d4 rounds as a free action. It deals 3d6 primary and 2d6 secondary constitution damage. This is Fortitude DC 71 to avoid.
Fire Breath : A 30 ft cone of Fire dealing 6d10 damage with a save DC of 32. Once per a day.
Improved Grab : If he hits with a tentacle he can immediately as a free action initiate a grapple with that tentacle.
Rotting Constriction : After grappled each subsequent round another grapple check allow the construct to deal 2d4 +13 permanent constitution damage, at the same time the creature recovers 10 hp.
Spell Like Abilities : Several, but none are ever worth using...
Magic Immunity : Immune to all magic and supernatural effects except lightning which heals 1/3rd its damage in hp.
Construct Traits : Normal Construct Immunities and Traits (Note due to Psudeo Natural it is an outsider but maitains ALL special qualities of the base creature...).
Anti–Magic Field (Ex): Anti-magic field of 100ft in radius around the creature that is impervious to all spells, spell like or supernatural effects. In addition all magical items or such abilities except those supernatural abilities of the creature. (one assumes the power reinstates in a round after disjunction). This field is as though cast by a 40th level wizard.
Rust Proof : Cannot be Rusted
Blinding Speed : 20 rounds of haste initiatied as a free action.
Reflect Missiles : Can with a successful reflex save against DC 20 + missile magic bonuses return missiles or ranged touch attack magic to the attacker unlimited times per a round. This negates attacks, and the missile has an attack bonus of +260. This is available as long as an open hand is free, this is always true.
Tentacle Critical: In the event of a critical hit with the tentacle attack the subject must make a save vs DC 226 or die instantly. Even on success they still take full critical damage plus 1d6 (1d6+4d8+180).
Hover : This forces a DC 157 (144 + 13 insight) save for all in 180ft (assuming lowest possible colossal size dragon area). In addition the wizards suffer penalty from combat harrier if within reach (-144 to Concentration checks).
SERIOUS COMBAT TACTICS to consider:
Use Tentacle racks because of Great cleaves it often hits creatures that can be downed in a single hit first. It takes full advantage of power attacks, thus if the highest AC is 200 it will power attack for ~120 damage. This can easily double damage a round.
Often it will Haste in the first round as its free action, then it will use its grapple on the strongest member to keep them busy. Meanwhile it will wipe the rest out with the remaining attacks.
It always hovers in combat, 15 to 25 ft in the air over the targets. This forces a DC 157 (144 + 13 insight) save for all in 180ft (assuming lowest possible colossal size dragon area). In addition the wizards suffer penalty from combat harrier, for all those within reach (-144 to Concentration checks).
If in danger it will retreat. Any missile or magical attacks happily returned if possible and most will have a DC of less than 109, meaning auto succes... While healing the creature will return usually within minutes to attack again. After all it heals 200 hp a minute. If hp drop below 2000 it will retreat to heal destroying pursuing enemies as necessary. Perferably pulling one enemy with it to finish off in its grasp...
Other Notes-->
Can Easily stealthly approach the party with 152 move sighlently and hide.
Can read surface thoughts with sense motive of all but the most skill players. Useful for 'surprise' hostile intentions, and detecting planned smack downs

NOTES
What the a creature like this looks like, much less how it was created is a question no one can answer. Let your imaginations wonder....
Skills – Synergy Bonuses are not included, about 500 skill points are left over, remember thought that all skills are cross class. Assume various knowledge skills. As a half Celestial he gains 8+int skill points per a HD or base creature whatever is better. Thus it has skills as 8+int is better than none.
Feats – Half Dragon States that you get 1 feat every 4 HD or base creature whatever is better. Paragon grants two more feats. The creature is epic and thus can have epic feats. It may also have dragon feats as stated in half-dragon. As Half dragon 1 feat every 4 HD is better than none, it gains feats as well...
Feats are by no means optimized, if some incredibly evil GM out there can make it worse go ahead

------------
THE ULTIMATE CHALLENGE
Now for those thinking "I can beat that " here is a good challenge. And who have WAY to much free time.
Ralph the Chaotic Good, Psuedo-natural, Paragon, Winged Half-Celestial, Red Half Dragon, Fully Advanced Iron Colossus is picketing the International Center of the Advancement of the Magical Arts not allowing any one entry and giving very dynamic speeches (162 diplomacy...) about the evils of the monopolism of the magic guilds.
The Guilds have taken exception to this and have hired you a party of six 70th level heroes with all standard equipment and two epic spells per a spell caster. Ralph of course knows this with his insane gather information check and is prepared. He will also resopond to hostile attacks or intent given that he can read surface thoughts.
If your party prepares for more than an hour he will be prepared himself for your approach, otherwise you are fine. Beware however close approch because of his senses.
Now can you defeat Ralph? Be careful for Ralph is highly intelligent and given compelete healing in 30 minutes will if neccessary brake the combat into multiple chunks, and with his Legendary traking he WILL hunt you down.
You are free to optimize all your characters for this specific fight. Keep epic spells reasonable! Remember his 1440 SR!!!!
Now keep in mind that you won't get any experiance for this ecounter!!!!