This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
EPIC MONSTERS
(A-E)
BUILDING ABOMINATIONS
Abominations are a
grouping of the outsider type in the same way that demons are a grouping of the
outsider type. The accompanying table indicates the average values an abomination
of a given size might have for its basic physical scores. Abominations also
share several other characteristics.
Size
|
Str |
Dex |
Con |
# of HD |
Slam |
Bite |
Claw |
Gore |
Fine |
12–13 |
26–27 |
12–13 |
4d8–9d8 |
— |
1d6 |
1d4 |
1d4 |
Diminutive |
14–15 |
24–25 |
14–15 |
7d8–13d8 |
1d4 |
1d8 |
1d6 |
1d6 |
Tiny |
18–19 |
22–23 |
16–17 |
10d8–21d8 |
1d6 |
2d6 |
1d8 |
1d8 |
Small |
26–27 |
20–21 |
20–21 |
19d8–33d8 |
1d8 |
2d8 |
2d6 |
2d6 |
Medium-size |
34–35 |
18–19 |
24–25 |
27d8–38d8 |
2d6 |
4d6 |
2d8 |
2d8 |
Large |
42–43 |
16–17 |
28–29 |
36d8–50d8+ |
2d8 |
4d8 |
4d6 |
4d6 |
Huge |
50–51 |
14–15 |
32–33 |
47d8–58d8+ |
4d6 |
8d6 |
4d8 |
4d8 |
Gargantuan |
58–59 |
12–13 |
36–37 |
56d8–70d8+ |
4d8 |
8d8 |
8d6 |
8d6 |
Colossal |
66–67 |
10–11 |
40–41 |
71d8+ |
8d6 |
16d6 |
8d8 |
8d8 |
Abomination
Traits
All abominations
are born directly (or indirectly) from a god and some lesser creature (or
idea), but none are favored, wanted, or loved. Still, they all share a tiny
spark of deific energy, which grants them the qualities described in below.
(Note: deity rules are used, abominations are rank 0 deities.)
Immunities
(Ex): Abominations are
immune to polymorphing, petrification, or any form-altering attack. They are
not subject to energy drain, ability drain, or ability damage. They are immune
to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale
effects), and are immune to one of five energy types (specific to the
abomination).
Resistances
(Ex):
Abominations have fire resistance 20, cold resistance 20, and damage reduction
of at least 10/epic (certain abominations have higher damage reduction).
Abominations all have significant spell resistance. Abominations resist
detection, and are all treated as if affected by a nondetection spell of
a caster level equal to the abomination’s HD.
Special
Qualities (Ex): All
abominations have the spell-like ability to use true seeing at will.
Abominations are not subject to death from massive damage, and they have
maximum hit points per Hit Die. Abominations have the blindsight extraordinary
ability to a range of 500 feet. Abominations can choose both nonepic and epic
feats as part of their feat selection.
Telepathy (Su): Abominations can communicate
telepathically with any creature within 1,000 feet that has a language.
Summon
Creature (Sp): Abominations can summon creatures
associated either with the portfolio of their godly progenitor or with their
imprisonment. Summoned creatures serve the abomination without question.
Summoned creatures automatically return whence they came after 1 hour, or sooner
if slain. See specific abomination entries for additional details on summoning.
Fast Healing
and Regeneration: Most
abominations have some measure of fast healing and regeneration, ranging from 5
to 55 for both abilities. Usually, higher HD abominations have higher values
for fast healing and regeneration, though this not always the case. If an
abomination has regeneration, it is usually subject to normal damage from at
least two sources, one of which is the antithesis for their subtype, and the
other of which is somehow tied to some unique feature of the abomination.
Natural Armor: All abominations have some degree of
natural armor bonus ranging from +10 to +100. Usually, higher HD abominations
have higher natural armor bonuses, but this is not always the case.
Spell-Like
Abilities: All
abominations have access to a variety of spells in the form of spell-like
abilities, which they can use as 20th- or higher-level casters, depending on
the abomination. No rule governs how many or how few spell-like abilities an
abomination may claim.
Unique
Abilities: All
abominations have at least one or more unique abilities tied to their godly
parent’s portfolio, or to the manner of their incarceration.
Spell
Resistance: As a general
rule of thumb, abominations have spell resistance equal to their CR +12.
Abominations speak
Abyssal, Celestial, Infernal, and often a language associated with their
imprisonment.
ANAXIM
|
Medium-Size
Construct (Extraplanar, Lawful) |
Hit Dice: |
38d10 (420 hp) |
Initiative: |
+7 (Dex) |
Speed: |
60 ft., fly 200
ft. (perfect) |
AC: |
37 (+7 Dex, +20
natural) |
Base
Attack/Grapple: |
+28/+40 |
Attack: |
Spinning blade
+43 (2d6+12/19-20 (plus 1d6 on critical)) or electricity ray +35 ranged touch |
Full Attack: |
2 spinning
blades +43 (2d6+12/19-20(plus 1d6 on critical)) melee, 2 slams +35 melee
(2d6+6), shocking touch +35 melee touch (2d6+6); or electricity ray +35
ranged touch (10d6 electricity), 6 spikes +30 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: |
Abomination
traits, magic immunity, construct traits, fast healing 15, SR 34, damage
reduction 10/chaotic and epic and adamantine |
Skills: |
Climb +53, Jump
+65 |
Feats: |
Blind-Fight,
Cleave, Great Cleave, Improved Bull Rush, Improved Critical (blade), Improved
Initiative, Improved Sunder, Power Attack, Weapon Focus (blade) |
Epic Feats: |
Devastating
Critical (blade), Epic Toughness, Epic Weapon Focus (blade), Overwhelming
Critical (blade) |
Saves: |
Fort +12, Ref
+19, Will +17 |
Abilities: |
Str 35, Dex 25,
Con —, Int 10, Wis 20, Cha 20 |
Climate/Terrain: |
Any |
Organization: |
Solitary, binary
(pair), or command line (2–5 anaxims and 5–12 iron golems) |
Challenge
Rating: |
22 |
Treasure: |
Standard |
Alignment: |
Always lawful
neutral |
Advancement: |
39–48 HD
(Large); 49–55 HD (Huge); 56–70 HD (Gargantuan); 71–140 HD (Colossal) |
An anaxim’s natural weapons are treated as epic and lawful-aligned for the purpose of overcoming damage reduction.
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 Reflex save (DC 29); those
that succeed take half damage.
The save DC is
Constitution-based
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.
Spell-Like
Abilities: At will—greater
dispel magic, displacement (DC 18), greater invisibility (DC 19),
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.
Abomination
Traits: Immune to
polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability damage, or death from massive damage;
immune to mind-affecting effects; fire resistance 20; cold resistance 20;
nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000
ft.
Construct
Traits: Immune to
mind-affecting effects (charms, compulsions, phantasms, patterns, and morale
effects), and to poison, sleep, paralysis, stunning, disease, death
effects, necromantic effects, and any effect that requires a Fortitude save
unless it also works on objects. Cannot heal damage (though regeneration and
fast healing still apply, if present). Not subject to critical hits, subdual
damage, ability damage, ability drain, or energy drain. Not at risk of death
from massive damage, but destroyed when reduced to 0 hit points or less; cannot
be raised or resurrected. Darkvision 60 ft.
ATROPAL
|
Large Undead
(Evil, Extraplanar, Lawful) |
Hit Dice: |
66d12 (792 hp) |
Initiative: |
+6 (+2 Dex, +4
Improved Initiative) |
Speed: |
5 ft., fly 240
ft. (perfect) |
AC: |
51 (–1 size, +2
Dex, +40 natural) |
Base Attack
/Grapple: |
+33/+53 |
Attack: |
Touch +49 (2d6
Con drain/19-20) melee touch |
Full Attack: |
2 touches +49
(2d6 Con drain/19-20) melee touch, eye ray +30 (negative level damage/19-20)
ranged touch |
Space/Reach: |
10 ft/10 ft. |
Special
Attacks: |
Constitution
drain, energy drain (2d4 negative levels, Fort DC 59), spell-like abilities, summon
nightcrawler |
Special
Qualities: |
Abomination
traits, undead traits, rebuke/command undead, regeneration 20, SR 42, DR
15/good and epic and silver, negative energy aura |
Saves: |
Fort +22, Ref
+26, Will +43 |
Abilities: |
Str 43, Dex 15,
Con –, Int 28, Wis 22, Cha 42 |
Skills: |
Bluff +85,
Concentration +85, Diplomacy +97, Hide -2, Jump +1, Intimidate +91, Knowledge
(arcana, history, religion, the planes) +78, Listen +77, Search +78, Sense
Motive +75, Spellcraft +84, Spot +77 |
Feats: |
Alertness,
Cleave, Dodge, Expertise, Great Cleave, Improved Bull Rush, Improved Critical
(touch), Improved Critical (eye ray), Improved Initiative, Iron Will,
Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability, Run,
Spring Attack, Weapon Focus (touch), Weapon Focus (eye ray), Whirlwind Attack
|
Epic Feats: |
Devastating
Critical (touch), Overwhelming Critical (touch), Undead Mastery, Zone of
Animation |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
30 |
Treasure: |
Standard |
Alignment: |
Always lawful
evil |
Advancement: |
67–80 HD
(Large); 81–100 HD (Huge) |
An atropal’s
natural weapons are treated as epic, evil, and lawful-aligned for the purpose
of overcoming damage reduction.
Spell-Like
Abilities: At will—animate
dead, blasphemy, create greater undead, create undead, cone of cold, desecrate,
greater dispelling, finger of death, improved invisibility, plane shift, slay
living, speak with dead, spectral hand, teleport with-out error, unholy aura;
5/day—haste, project image, weird. Caster level 30th; save DC 26 + spell
level.
The save DCs are
Charisma-based
Rebuke/Command
Undead (Su): Atropals can
rebuke or command undead as a cleric with a level equal to the atropal’s HD +
6.
Negative Energy
Aura (Su): A 30-foot-radius
spread negative energy aura spreads from each atropal. All undead in the field
(including the atropal) are treated as if having turn resistance +20 and a
negative energy version of fast healing 20. Living creatures in the aura are
treated as having ten negative levels unless they have some sort of negative
energy protection or protection from evil. Creatures with 10 or fewer HD or
levels perish (and, at the atropal’s option, rise as spectres under the
atropal’s command 1 minute later).
Constitution
Drain (Su): When the
atropal hits a living opponent with a touch attack, the opponent takes 5 points
of permanent Constitution drain, or 10 points on a critical hit. The atropal
heals 20 points of damage, or 40 points on a critical hit, whenever it drains
Constitution, gaining any excess as temporary hit points. These temporary hit
points last a maximum of 1 hour. The attack allows a Fortitude save (DC 59).
The DC is Charisma-based.
Energy Drain
(Su): When the atropal
hits with a ranged touch attack (a ray of darkness that it shoots from one eye
to a range of 400 feet), the resultant energy drain bestows four negative
levels, or eight negative levels on a critical hit. For each negative level
bestowed on an opponent, the atropal heals 10 points of damage, or 20 on a
critical hit, gaining any excess as temporary hit points. These temporary hit
points last a maximum of 1 hour. After 24 hours have passed, the afflicted
opponent must attempt a Fortitude save (DC 59) for each negative level. If
successful, the negative level goes away with no harm to the creature;
otherwise, the creature’s level decreases by one. The DC is Charisma-based.
Regeneration
(Ex): Atropals take normal
damage from good weapons or sentient weapons (or otherwise living weapons).
Summon Nightcrawler
(Sp): Five times per day an atropal can summon a
nightcrawler.
Abomination
Traits: Immune to
polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability damage, or death from massive damage;
immune to mind-affecting effects; fire resistance 20; cold resistance 20;
nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000
ft.
Undead Traits: Immune to poison, sleep, paralysis,
stunning, disease, death, effects, necromantic effects, mind-affecting effects,
and any effect requiring a Fortitude save unless it also works on objects. Not
subject to critical hits, subdual damage, ability damage, ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive damage,
but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
CHICHIMEC
|
Medium-Size
Outsider (Air, Evil, Extraplanar) |
Hit Dice: |
27d8+189 (425
hp) |
Initiative: |
+7 |
Speed: |
5 ft., fly 200
ft. (perfect) |
AC: |
39 (+7 Dex, +22
natural) |
Base Attack
/Grapple: |
+27/+39 |
Attack: |
Primary wing buffet +39 (2d6+12) melee |
Full Attack: |
2 primary wing buffets +39 (2d6+12) melee,
6 secondary wing buffets +37 (1d6+6) melee, tail slam +37 (1d6+6 plus Cha
drain) melee |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like abilities, summon air elemental,
Charisma drain |
Special
Qualities: |
Abomination traits, fast healing 10, SR 33,
DR 10/ good and epic, electricity immunity |
Saves: |
Fort +22, Ref +22, Will +17 |
Abilities: |
Str 34, Dex 25, Con 24, Int 12, Wis 14, Cha
30 |
Skills: |
Diplomacy +14, Hide +37, Intimidate +40,
Jump -3, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +34,
Move Silently +37, Search +31, Sense Motive +32, Spot +34 |
Feats: |
Alertness, Dodge, Flyby Attack, Improved
Bull Rush, Mobility, Multiattack, Power Attack |
Epic Feats: |
Blinding Speed (x 2), Epic Toughness |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair, or flock (6–9) |
Challenge
Rating: |
21 |
Treasure: |
None |
Alignment: |
Always neutral evil |
Advancement: |
28–38 HD (Medium-size); 39–50 HD (Large) |
An chichimec’s
natural weapons are treated as epic and evil-aligned for the purpose of
overcoming damage reduction.
Spell-Like
Abilities: At will—darkness,
telekinesis; 3/day—improved invisibility, control weather, call
lightning, lightning bolt, chain lightning, wail of the banshee. Caster
level 20th; save DC 20 + spell level. The DC is Charisma-based.
Summon Air
Elemental (Sp): Three times per day a chichimec can summon
an elder air elemental.
Charisma Drain
(Su): This effect
permanently reduces a living opponent’s Charisma score by 2 points when the
chichimec hits with a tail slam, or 4 points on a critical hit. The chichimec
heals 10 points of damage, or 20 on a critical hit, whenever it drains
Charisma, gaining any excess as temporary hit points. These temporary hit
points last a maximum of 1 hour. The attack allows a Fortitude save (DC 33)—on
a successful save, only 1 point of Charisma is drained and the chichimec heals
5 points of damage. The DC is Charisma-based.
Abomination
Traits: Immune to
polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability damage, or death from massive damage;
immune to mind-affecting effects; fire resistance 20; cold resistance 20;
nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000
ft.
DREAM LARVA
|
Large Outsider
(Chaotic, Evil, Extraplanar) |
Hit Dice: |
40d8+360 (700 hp) |
Initiative: |
+3 (Dex) |
Speed: |
80 ft.; fly 240 ft. (perfect) |
AC: |
52 (–1 size, +3 Dex, +40 natural) |
Base
Attack/Grapple: |
+40/+60 |
Attack: |
Bite +56 (4d8+16)melee |
Full Attack: |
Bite +56 (4d8+16) melee, 1 gore +51 (4d6+8)
melee, 4 pincers +53 (4d6+8) melee, 4 claws +53 (4d6+8) melee |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Worst nightmare, improved grab, sending,
spell-like abilities, summon nightwalker |
Special
Qualities: |
Abomination traits, sonic immunity,
regeneration 15, fast healing 15, SR 44, DR 15/ Good and Epic or Lawful and
Epic |
Saves: |
Fort +31, Ref +25, Will +29 |
Abilities: |
Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha
36 |
Skills: |
Concentration
+52, Craft (dreamweaving) +46, Diplomacy +60, Escape Artist +46, Hide +46,
Jump +36, Knowledge (arcana) +46, Listen +50, Move Silently +46, Search +46,
Sense Motive +50, Spot +50 |
Feats: |
Cleave, Combat Reflexes, Flyby Attack,
Great Cleave, Improved Sunder, Power Attack, Quicken Spell-Like Ability,
Weapon Focus (pincers), Weapon Focus (gore), Weapon Focus (bite), Weapon
Focus (claw) |
Epic Feats: |
Epic Toughness, Epic Weapon Focus (pincers), Epic
Weapon Focus (claw) |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair, or solitary plus 1–4
nightwalkers |
Challenge
Rating: |
31 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
41–65 HD (Large); 66–84 HD (Huge); 85–110
HD (Gargantuan) |
A dream larvas’s
natural weapons are treated as epic, evil, and chaotic-aligned for the purpose
of overcoming damage reduction.
Combat
Worst Nightmare
(Su): Each time a living
creature first views a specific dream larva from a distance of 30 feet or less
(or from a scrying effect), the subject sees the image of the most fearsome
creature imaginable. This is not an illusion or phantasm; the dream larva truly
becomes, for just that instant, the subject’s worst nightmare. Even if
simultaneously viewed by dozens of different creatures, the dream larva appears
differently to each one of them. Creatures immune to fear or mind-affecting
effects (or warded by protection from evil or death ward spells)
are immune to worst nightmare; all others must make a Will save (DC 43) or die
from the supernatural horror revealed. Survivors (and those resurrected) are
immune to the effect from that individual dream larva in the future. The DC is
Charisma-based.
Spell-Like
Abilities: At will—fly,
haste, nightmare, prismatic spray; 2/day—dreamscape(epic spell). Caster
level 31st; save DC 23 + spell level. The DC is Charisma-based.
Improved Grab
(Ex): If the dream larva
hits with a claw or pincer, it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of opportunity. Dream
larvae can use improved grab on a creature of any size. The dream larva has the
option to conduct the grapple normally, simply use the claw or pincer to hold
the opponent, or use sending (see below) on the opponent. Each successful
grapple check it makes during successive rounds automatically deals the damage
listed for the attack that established the hold, unless it used sending on the
victim.
Sending (Su): Grappled victims may be physically sent
into a nightmare, at the dream larva’s option, on the dream larva’s next action
after establishing the grapple. Victims must make a Will save (DC 43) or be
apparently swarmed by thousands of worms making up the dream larva’s body. The
victim is actually cast into a shrieking maelstrom of dream where it can take
no actions but observe. The victim physically returns 2d4 rounds later,
apparently ejected from the dream larva’s body (but appearing even if if the
dream larva has left or is otherwise absent). The victim of the nightmare has
taken 4d6 points of temporary Wisdom damage, but is otherwise free to act on
the round it returns. If the victim takes more Wisdom damage than it has points
of Wisdom, the extra points are instead treated as temporary Constitution
damage. The DC is Charisma-based.
Summon
Nightwalker (Sp): Five times per day, a dream larva can
summon a nightwalker.
Abomination
Traits: Immune to
polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability damage, or death from massive damage;
immune to mind-affecting effects; fire resistance 20; cold resistance 20;
nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000
ft.
Regeneration
(Ex): Dream larvae take
normal damage from good or lawful weapons or weapons forged by a sleepwalking
weaponsmith.
HECATONCHEIRES
|
Huge Outsider
(Chaotic, Evil, Extraplanar) |
Hit Dice: |
52d8+572 (1028 hp) |
Initiative: |
+10 (+2 Dex, +8 Superior Initiative) |
Speed: |
100 ft. |
AC: |
70 (–2 size, +30 natural, +20 insight, +12
armor [+5 half plate]) |
Base
Attack/Grapple: |
+52/+80 |
Attack: |
Greatsword +73 (2d6+20/17-20) melee; or
boulder +55 (2d8+20/19-20) ranged |
Full Attack: |
100 greatswords +73 (2d6+20/17-20) melee; or 100
boulders +55 (2d8+20/19-20) ranged |
Space/Reach: |
15 ft./15 ft. |
Special
Attacks: |
Superior multiweapon fighting, spell-like
abilities, summon hecatoncheires |
Special
Qualities: |
Abomination traits, electricity immunity,
regeneration 40, fast healing 50, SR 70, DR 20/Good and Epic and Cold Iron |
Saves: |
Fort +39, Ref +30, Will +27 |
Abilities: |
Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha
24 |
Skills: |
Climb +75,
Diplomacy +13, Hide -12, Intimidate +40, Jump +89, Knowledge (history) +33,
Listen +104, Search +105, Sense Motive +49, Spot +104, Survival +54 |
Feats: |
Cleave, Combat Reflexes, Great Cleave,
Improved Critical (greatsword), Improved Critical (boulder), Improved
Initiative, Multidexterity, Multiweapon Fighting, Power Attack, Sunder,
Weapon Focus (greatsword), Weapon Focus (boulder) |
Epic Feats: |
Epic Toughness (x2), Epic Weapon Focus
(greatsword), Epic Weapon Focus (boulder), Multiweapon Rend |
Climate/Terrain: |
Any |
Organization: |
Solitary or pair |
Challenge
Rating: |
57 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
53–58 HD (Huge); 59–70 HD (Gargantuan);
71–140 HD (Colossal) |
A hecatoncheires’
natural weapons are treated as epic, evil, and chaotic-aligned for the purpose
of overcoming damage reduction.
Combat
Superior
Multiweapon Fighting (Ex):
A hecatoncheires fights with a greatsword or a boulder in each hand. The
hecatoncheires does not suffer an attack or damage penalty for attacking with
one hundred weapons. However, the press of limbs prevents the creature from
making iterative attacks with any of its arms, nor can it make more than ten
attacks against a Small or smaller creature, fifteen attacks against a
Medium-size creature, or twenty attacks against a Large creature in the same
action (it can make all its attacks against a Huge or larger creature in one
action).
Skills: A hecatoncheires’ fifty heads give it a
+50 racial bonus on Listen, Spot, and Search checks.
Spell-Like
Abilities: At will— greater
magic weapon, fly, shield. Caster level 50th; save DC 17 + spell level. The
DC is Charisma-based.
Summon
Hecatoncheires (Sp): A hecatoncheires can summon one other
hecatoncheires once per day, though is loath to do so because then it will be
similarly obligated to answer its sibling’s summoning. A summoned
hecatoncheires cannot use its summoning power while “summoned.”
Abomination
Traits: Immune to
polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability damage, or death from massive damage;
immune to mind-affecting effects; fire resistance 20; cold resistance 20;
nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000
ft.
Regeneration
(Ex): Hecatoncheires take
normal damage from good weapons or weapons tempered with the blood of a deity.
INFERNAL
|
Large Outsider
(Evil) (Chaotic or Lawful) |
Hit Dice: |
40d8+360 (680 hp) |
Initiative: |
+11 (+7 Dex, +4 Improved Initiative) |
Speed: |
80 ft., fly 240 ft. (perfect) |
AC: |
50 (+7 Dex, –1 size, +34 natural) |
Base
Attack/Grapple: |
+40/+60 |
Attack: |
+58 claw (4d6+16) melee |
Full Attack: |
2 claws +58 (4d6+16) melee, 1 bite +52 (4d8+8 +spell
suck) melee, 2 wings +50 (2d6+8) melee, 1 tail slam +50 (4d8+8) melee |
Space/Reach: |
10ft./10 ft. |
Special
Attacks: |
Improved grab, spell suck, learned spell
immunity, spell-like abilities, summon fiend |
Special
Qualities: |
Abomination traits, fast healing 15,
regeneration 15, SR 38, DR 35/+7 |
Skills: |
Balance +50, Concentration +52, Diplomacy
+52, Escape Artist +50, Hide +50, Jump +36, Knowledge (arcana) +49, Knowledge
(the planes) +49, Listen +53, Move Silently +50, Search +49, Sense Motive
+51, Spellcraft +49, Spot +53, Tumble +50 |
Feats: |
Alertness, Cleave, Great Cleave, Improved
Initiative, Power Attack, Sunder, Weapon Focus (claw) |
Epic Feats: |
Blinding Speed (x2), Epic Toughness, Epic
Weapon Focus (bite), Epic Weapon Focus (claw), Tenacious Magic (greater
invisibility), Tenacious Magic (blur) |
Saves: |
Fort +31, Ref +29, Will +30 |
Abilities: |
Str 43, Dex 25, Con 28, Int 22, Wis 26, Cha
29 |
Climate/Terrain: |
Any |
Organization: |
Solitary or hell brigade (1 infernal and
1d4 balors, or 1 infernal and 1d4 pit fiends) |
Challenge
Rating: |
26 |
Treasure: |
Standard |
Alignment: |
Lawful evil or chaotic evil |
Advancement: |
41–50 HD (Large); 51–56 HD (Huge); 57–72 HD
(Gargantuan) |
An infernal’s
natural weapons are treated as epic, evil, and chaotic-aligned or
lawful-aligned for the purpose of overcoming damage reduction.
Combat
Improved Grab
(Ex): If an infernal hits
with a claw, it deals normal damage and attempts to start a grapple as a free
action without provoking an attack of opportunity. Infernals can use this
ability on Large and smaller creatures. The infernal has the option to conduct
the grapple normally, or simply use its claw to hold the opponent. Each
successful grapple check it makes during successive rounds automatically deals
standard claw damage, in addition to automatic spell suck damage.
Spell Suck
(Su): If an infernal bites
a foe, the foe loses one of its highest-level prepared spells or one of the
spell slots for this day that it has not used. The victim chooses the prepared
spell to lose. If the victim has no prepared spells or unused spell slots
(either because it has exhausted its spellcasting for the day or because the
victim is not a spellcaster), the bite instead deals 2 points of temporary
Intelligence damage.
Learned Spell
Immunity (Su): If an
infernal is affected by a spell cast by a particular spellcaster, the infernal
thereafter becomes immune to that spell when cast by that spellcaster.
Spell-Like
Abilities: At will—animate
dead, blasphemy, blur, charm person, create undead, darkness, deeper darkness,
desecrate, detect chaos, detect good, detect law, detect magic, fear, fireball,
greater dispel magic, hold person, greater invisibility, magic circle against
good, major image, produce flame, polymorph, pyrotechnics, read magic, scrying,
suggestion, symbol of death, telekinesis, greater teleport (self plus 1,000
pounds), unholy aura, unholy blight, unhallow, wall of fire; 1/day—fire
storm, hellball (epic spell), implosion, meteor swarm. Caster level
26th; save DC 19 + spell level. The DCs are Charisma-based.
Summon Fiend
(Sp): An infernal can summon four balors or four
pit fiends per day (lawful infernals summon pit fiends, and chaotic infernals
summon balors).
Abomination
Traits: Immune to
polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability damage, or death from massive damage;
immune to mind-affecting effects; fire resistance 20; cold resistance 20;
nondetection ; true seeing at will; blindsight 500 ft.; telepathy out to 1,000
ft.
Regeneration
(Ex): Infernals take
normal damage from good weapons. Lawful infernals also take normal damage from
chaotic weapons, and vice versa.
PHAETHON
|
Gargantuan
Outsider (Evil, Extraplanar, Fire) |
Hit Dice: |
62d8+806 (1,362 hp) |
Initiative: |
+15 (+7 Dex, +8 Superior Initiative) |
Speed: |
120 ft., burrow 120 ft. |
AC: |
47 (–4 size, +7 Dex, +34 natural) |
Base
Attack/Grapple: |
+62/+98 |
Attack: |
pseudopod slam +85 (4d8+24 plus fire damage) melee |
Full Attack: |
8 pseudopod slams +85 (4d8+24 plus fire damage)
melee |
Space/Reach: |
20 ft./10 ft. |
Special
Attacks: |
Fiery touch, fiery overrun, spell-like
abilities, improved grab, swallow whole, summon elder fire elemental |
Special
Qualities: |
Abomination traits, immunity to fire,
vulnerability to cold, oozelike immunities, regeneration 25, fast healing 25,
SR 46, DR 15/epic lawful and epic |
Saves: |
Fort +48, Ref +42, Will +43 |
Abilities: |
Str 58, Dex 25, Con 36, Int 8, Wis 18, Cha
39 |
Skills: |
Climb +89, Craft (metalworking,
stoneworking) +29, Hide +12, Jump +69, Knowledge (geography) +64, Listen +71,
Move Silently +72, Search +64, Spot +71 |
Feats: |
Alertness, Cleave, Great Cleave, Great
Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack,
Sunder, Weapon Focus (slam) |
Epic Feats: |
Blinding Speed (x5), Epic Toughness (x3),
Epic Weapon Focus (slam), Epic Will, Superior Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary, or in company of 1–10 elder fire
elementals |
Challenge
Rating: |
34 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
63–80 HD (Gargantuan); 81–186 HD (Colossal)
|
A phaethon’s
natural weapons are treated as epic and evil for the purpose of overcoming
damage reduction.
Combat
Fiery Touch
(Ex): Touching or being
touched by a phaethon deals 2d6 points of fire damage.
Fiery Overrun
(Ex): A foe who is
successfully overrun by a phaethon is treated as if swallowed whole.
Improved Grab
(Ex): If the phaethon hits
with a pseudopod, it deals normal damage and attempts to start a grapple as a
free action without provoking an attack of opportunity. Phaethons can use
improved grab on a Huge or smaller creature. The phaethon has the option to
conduct the grapple normally, simply maintaining a pseudopod hold, or
attempting to absorb the opponent by swallowing the foe whole. Each successful
grapple check it makes during successive rounds automatically deals the damage
listed for the pseudopod.
Swallow Whole
(Ex): The phaethon can
absorb opponents it holds with a second successful grapple check after a grab.
The opponent must be Huge or smaller. Absorbed creatures take 20d6 points of
fire damage and 10d6 points of bludgeoning damage each round they remain inside
a phaethon. Victims must make a successful grapple check to “swim” free of the
living magma of the phaethon.
Spell-Like
Abilities: At will—fireball,
fire storm, delayed blast fireball, flame strike, wall of fire; 1/day—scrying.
Caster level 34th; save DC 24 + spell level.
Summon Elder
Fire Elemental (Sp): Phaethons can summon up to ten elder fire
elementals per day.
Abomination
Traits: Immune to
polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability damage, or death from massive damage;
immune to mind-affecting effects; fire resistance 20; cold resistance 20;
nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000
ft.
Oozelike
Immunities (Ex): Immune to
poison, sleep, paralysis, stunning, polymorphing, and mind-influencing
effects; not subject to critical hits or flanking; blind.
Regeneration
(Ex): Phaethons take
normal damage from lawful weapons and cold-forged weapons, and double damage
from cold or ice weapons.
PHANE
|
Large Outsider
(Chaotic, Evil, Extraplanar, Incorporeal) |
Hit Dice: |
36d8+324 (612 hp) |
Initiative: |
+11 (+7 Dex, +4 Improved Initiative) |
Speed: |
80 ft., fly 120 ft. (perfect) |
AC: |
50 (–1 size, +7 Dex, +11 deflection, +23
insight) |
Base
Attack/Grapple: |
+36/— |
Attack: |
Incorporeal touch +43 (1d6 plus stasis
touch) melee |
Full Attack: |
Incorporeal touch +43 (1d6 plus stasis
touch) melee |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Spell-like abilities, stasis touch, chronal
blast, time leach, summon past time duplicate |
Special
Qualities: |
Abomination traits, null time field, time
regression, fast healing 15, regeneration 15, SR 37, DR 15/epic, sonic
immunity |
Saves: |
Fort +31, Ref +29, Will +29 |
Abilities: |
Str —, Dex 25, Con 28, Int 24, Wis 16, Cha
33 |
Skills: |
Balance +46,
Concentration +48, Diplomacy +50, Hide +42, Jump +20, Knowledge (arcana,
religion, the planes) +46, Listen +44, Move Silently +46, Search +46, Sense
Motive +42, Spellcraft +46, Spot +44, Swim +39, Tumble +46 |
Feats: |
Alertness, Combat Reflexes, Dodge, Great
Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus
(incorporeal touch) |
Epic Feats: |
Blinding Speed, Epic Toughness (x2), Epic
Will, Spell Stowaway (time stop) |
Climate/Terrain: |
Any land and underground |
Organization: |
Solitary or pair |
Challenge
Rating: |
25 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
37–50 HD (Large); 51–65 HD (Huge) |
A phanes’ natural
weapons are treated as epic, evil, and chaotic-aligned for the purpose of
overcoming damage reduction.
Spell-Like
Abilities: At will—detect
good, detect magic, improved invisibility (self only); 5/day—haste,
slow, greater teleport, tongues, trap the soul, true strike, unholy aura;
2/day—safe time, time duplicate (epic spell); 1/day—time stop. Caster
level 21st; save DC 21 + spell level. The DC is Charisma-based.
Stasis Touch
(Su): As temporal
stasis, except as an at-will supernatural ability. Caster level 25th; save
DC 21 + spell level. The DC is Charisma-based.
Chronal Blast
(Su): As a standard
action, the phane can make a ranged touch attack against any creature within
100 feet. If it succeeds, the subject is targeted by a spasm of space-time
flux, dealing 15d6 points of damage.
Time Leach
(Su): For every round of
apparent time experienced by the phane, it automatically absorbs the “future”
from any creature it has successfully encapsulated in static time via its
stasis touch (not its null time field), no matter the distance separating
victim and phane, and no matter the number of victims. Of course, to the victim
no time passes at all, but each apparent round experienced by the phane ages
the victim 1d4 years, at the same time healing the phane of 20 hit points of
damage. A victim who is not somehow released from static time by a friend who
can cast dispel magic, greater dispel magic, or some other likely spell,
eventually ages to death. Victims killed in this manner automatically fall out
of static time as desiccated husks that disintegrate to a fine dust with even
the lightest touch. Victims who are released prior to death immediately apply
the physical effects of aging, but not the mental effects.
Summon Past
Time Duplicate (Sp): Once per day, a phane can summon a
duplicate of one its foes stolen from a parallel alternate past. The stolen time
duplicate has the same stats and possessions as the original, but is
treated as if having two negative levels (which simulates a less experienced
version of the original). The phane can never summon a past time duplicate of
a creature with more than 25 HD (add sufficient negative levels to compensate
for high foe HD, if necessary). The past time duplicate, despite having
most of the knowledge of the original, serves the phane loyally like any
summoned creature. If the past time duplicate is slain, the original is
not harmed because the duplicate was pulled from a parallel past. However, the
original does not necessarily realize this, and must make a Will save (DC 30)
or be shaken for 1d4 rounds after witnessing the death of a duplicate for the
first time.
Abomination
Traits: Immune to
polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability damage, or death from massive damage;
immune to mind-affecting effects; fire resistance 20; cold resistance 20;
nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000
ft.
Null Time Field
(Ex): Phanes continually
generate a 30-foot-radius spread null time field. All creatures and objects in
the field, except the phane, must make a Will saving throw (DC 30) each round
to take any actions. On a failed save, subjects are stuck in a static time
stream until their next round of actions, at which time they must make another
saving throw. While a subject is stuck in a static time stream induced by a
null time field, the phane can use its static touch on the subject, though in
all other ways, the subject is invulnerable to attacks and damage as if in
temporal stasis.
Time Regression
(Su): If the phane spends
an action per round for four rounds, at the end of the 4th round the phane
regresses back in time 4 rounds, to the very 1st round it originally began
concentrating on time regression. On its second pass through the time stream,
it can take completely different actions, based on its knowledge of the future
(though if it takes different actions from its first pass through the time
stream, the events of the original time stream are also changed).
Regeneration
(Ex): Phanes take normal
damage from holy and good weapons, and from weapons forged in the future or an
alternate reality’s time stream (if any).
XIXECAL
|
Colossal
Outsider (Chaotic, Cold, Evil, Extraplanar) |
Hit Dice: |
72d8+1,080 (1,676 hp) |
Initiative: |
+11 (+7 Dex. +4 Improved Initiative) |
Speed: |
140 ft. |
AC: |
58 (–8 size, +1 Dex, +55 natural) |
Base
Attack/Grapple: |
+72/+116 |
Attack: |
Claw +95 (2d8+28/19-20) melee |
Full Attack: |
2 claws +95 (2d8+28/19–20) melee, bite +89 (4d6+14)
melee, stamp +89 (4d6+14) melee |
Space/Reach: |
50 ft./50 ft. |
Special
Attacks: |
Rend 4d8+42, cold, spell-like abilities,
breath weapon, summon white dragon, Constitution drain |
Special
Qualities: |
Abomination traits, cold immunity, fire
vulnerability, dire winter, fast healing 30, regeneration 30, SR 48, DR
20/good and epic and adamantine |
Saves: |
Fort +55, Ref +47, Will +39 |
Abilities: |
Str 66, Dex 13, Con 40, Int 12, Wis 8, Cha
34 |
Skills: |
Climb +103,
Concentration +90, Hide -9, Jump +28, Knowledge (arcana, religion, the
planes) +76, Listen +70, Search +76, Spellcraft +76, Spot +76 |
Feats: |
Alertness,
Cleave, Dodge, Great Cleave, Great Fortitude, Improved Critical (claw),
Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power
Attack, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (stomp) |
Epic Feats: |
Blinding Speed
(x4), Devastating Critical (claw), Epic Toughness, Epic Weapon Focus (bite),
Epic Weapon Focus (claw), Epic Weapon Focus (stomp), Overwhelming Critical
(claw), Spell Stowaway (greater invisibility) |
Climate/Terrain: |
Any |
Organization: |
Solitary or in the company of 1d4+1 old
white dragons |
Challenge
Rating: |
36 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
73–150 HD (Colossal) |
A xixecal’s
natural weapons are treated as epic, evil, and chaotic-aligned for the purpose
of overcoming damage reduction.
Combat
Rend (Ex): If the xixecal hits with both claw
attacks, it latches onto the opponent’s body and tears the flesh. This attack
automatically deals an additional 4d8+42 points of damage.
Cold (Su): A hit from a xixecal’s melee attack
induces numbing cold. The opponent must succeed at a Fortitude save (DC 58) or
be affected as though by a slow spell for 10 rounds. The DC is
Charisma-based.
Spell-Like
Abilities: At will—blasphemy,
cone of cold, desecrate, greater dispel magic, dominate monster, hold person,
greater invisibility, unholy aura, wall of ice; 5/day—haste, meteor
swarm. Caster level 36th; save DC 22 + spell level. The DC is
Charisma-based.
Breath Weapon
(Su): Cone of cold, 300
feet, 3/day, damage 12d6, Fort half DC 61. The DC is Constitution-based.
Summon White
Dragon (Sp): Five times per day a xixecal can summon an
old white dragon.
Constitution
Drain (Su): This effect
permanently reduces a living opponent’s Constitution score by 4 when the
creature hits with a slam, bite, or rend, or twice that amount on a rend or
critical hit. The creature heals 20 points of damage (or 40 on a rend or
critical hit) whenever it drains Constitution, gaining any excess as temporary
hit points. These temporary hit points last a maximum of 1 hour. The attack
allows a Fortitude save (DC 58). The DC is Charisma-based.
Abomination
Traits: Immune to
polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability damage, or death from massive damage;
immune to mind-affecting effects; nondetection; true seeing at will; blindsight
500 ft.; telepathy out to 1,000 ft.
The standard fire
resistance 20 most abominations have is not shared by xixecales
Dire Winter
(Su): A xixecal always
stands at the center of a permanent dire winter (epic spell) spell
effect. If dispelled, the effect returns 1 minute later— the only way to
permanently remove the effect is to slay the xixecal that generates it.
Regeneration(Ex): Xixecals take normal damage from Lawful
weapons, and double damage from burning or fiery weapons.
|
Behemoth
Eagle |
Behemoth
Gorilla |
Colossal
Outsider (Extraplanar) |
Huge Outsider
(Extraplanar) |
|
Hit Dice: |
21d8+126 (220
hp) |
21d8+252 (366
hp) |
Initiative: |
+20 (+12 Dex, +8
Superior Initiative) |
+12 (+8 Dex, +4
Improved Initiative) |
Speed: |
20 ft., fly 160
ft. (poor) |
60 ft., climb 30
ft. |
AC: |
24 (+12 Dex, –8
size, +10 natural) |
38 (+8 Dex, –2
size, +22 natural) |
Base
Attack/Grapple: |
+21/+44 |
+21/+39 |
Attack: |
Claw +25
(5d10+7) melee |
Claw +29
(4d8+10) melee |
Full Attack: |
2 claws +25
(5d10+7) melee, bite +20 (4d12+3) melee |
2 claws +29
(4d8+10) melee, bite +24 (3d10+5) melee |
Space/Reach: |
30ft./20 ft. |
20 ft./20 ft. |
Special
Attacks: |
— |
Rend 8d8+20 |
Special
Qualities: |
Evasion, SR 30 |
Scent, SR 30 |
Saves: |
Fort +18, Ref
+24, Will +16 |
Fort +24, Ref
+20, Will +16 |
Abilities: |
Str 25, Dex 34,
Con 23 Int 17, Wis 19, Cha 16 |
Str 31, Dex 26,
Con 35 Int 6, Wis 15, Cha 12 |
Skills: |
Diplomacy +27, Jump +3, Knowledge
(geography, history, nature, religion, the planes) +27, Listen +30, Search
+27, Sense Motive +28, Spot +41, Survival +28 |
Balance +32,
Climb +42, Intimidate +25, Jump +34, Move Silently +32, Spot +26 |
Feats: |
Alertness, Endurance,
Flyby Attack, Improved Initiative, Iron Will, Skill Focus (spot), Weapon
Finesse |
Dodge,
Endurance, Improved Initiative, Iron Will, Mobility, Power Attack, Spring
Attack |
Epic Feats: |
Superior
Initiative |
Epic Toughness |
Climate/Terrain: |
Any forest,
hill, mountains, and plains |
Warm forest and
warm mountains |
Organization: |
Solitary or pair
|
Solitary or
company (5–8) |
Challenge
Rating: |
18 |
19 |
Treasure: |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Advancement: |
21–42 HD
(Colossal) |
22–42 HD (Huge) |
Skills: *A behemoth eagle receives a +8 racial
bonus on Spot checks.
Carrying
Capacity: A light load for
a behemoth eagle is up to 2,400 pounds; a medium load, 2,401–4,800 pounds; and
a heavy load, 4,801–7,200 pounds.
Rend (Ex): A behemoth gorilla that hits with both
claw attacks latches onto the opponent’s body and tears the flesh. This
automatically deals an additional 8d8+20 points of damage.
BRACHYURUS
|
Large Magical
Beast |
Hit Dice: |
38d10+684 (893 hp) |
Initiative: |
+18 (+14 Dex, +4 Improved Initiative) |
Speed: |
80 ft. |
AC: |
40 (+14 Dex, –1 size, +17 natural) |
Base
Attack/Grapple: |
+38/+52 |
Attack: |
Claw +48 (2d6+10/19-20) melee |
Full Attack: |
2 claws +48 (2d6+10/19-20) melee, 1 bite +46
(3d6+5/19–20) melee |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Frightful howl, savage 15d6+25 |
Special
Qualities: |
Blindsight 240 ft., DR 10/epic, dark-vision
60 ft., fast healing 10, lowlight vision, SR 32, scent, acid, cold,
electricity, fire, and sonic resistance 20 |
Saves: |
Fort +41, Ref +35, Will +25 |
Abilities: |
Str 30, Dex 38, Con 47, Int 18, Wis 32, Cha
19 |
Skills: |
Hide +55, Jump
+51, Listen +54, Move Silently +55, Spot +54, Survival +52 |
Feats: |
Alertness, Great Fortitude, Improved Bull
Rush, Improved Critical (claw), Improved Critical (bite), Improved
Initiative, Improved Trip, Iron Will, Multiattack, Weapon Focus (claw),
Weapon Focus (bite) |
Epic Feats: |
Blinding Speed (x2) |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair, or pack (5–10). |
Challenge
Rating: |
23 |
Treasure: |
Standard |
Alignment: |
Usually lawful neutral |
Advancement: |
39–48 HD (Large); 49–58 HD (Huge); 59–66 HD
(Gargantuan); 67–135 HD (Colossal) |
COMBAT
Frightful Howl
(Su): As a standard
action, a brachyurus can emit a howl in a 60-foot-radius spread that affects
opponents with fewer Hit Dice or levels than the brachyurus has. The affected
creature must make a successful Will save (DC 33) or become shaken. Success
indicates that the target is immune to that brachyurus’s frightful howl for one
day. The DC is Charisma-based.
Savage (Ex): If a brachyurus successfully trips an
opponent, it latches onto the opponent’s body and tears the flesh. This attack
automatically deals an additional 15d6+25 points of damage. If an opponent goes
prone for any reason in an area a brachyurus threatens, the brachyurus can also
savage the victim as a free action (treat as the brachyurus’s attack of
opportunity for the round), even though it had nothing to do with tripping the
foe.
Construct
Traits: Immune to
mind-affecting effects (charms, compulsions, phantasms, patterns, and morale
effects), and to poison, sleep, paralysis, stunning, disease, death
effects, necromantic effects, and any effect that requires a Fortitude save
unless it also works on objects. Cannot heal damage (though regeneration and
fast healing still apply, if present). Not subject to critical hits, subdual
damage, ability damage, ability drain, or energy drain. Not at risk of death
from massive damage, but destroyed when reduced to 0 hit points or less; cannot
be raised or resurrected. Darkvision 60 ft.
Magic Immunity
(Ex): A colossus
completely resists most magical and supernatural effects, except where
otherwise noted below.
Antimagic Field
(Ex): A colossus
constantly generates an antimagic field in a 100-foot-radius. The field is an
invisible barrier that is impervious to most magical effects, including spells,
spell-like abilities, and supernatural abilities. Likewise, it prevents the
functioning of any magic items or spells within its confines, except for the
colossus’s own supernatural abilities. This effect is otherwise as an antimagic
field cast by a 25th-level caster.
A colossus’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
The construction
cost given for each colossus takes into account the physical body and all the
materials and spell components that are consumed or become a permanent part of
it. Except for the much tougher requirements, constructing a colossus is not
unlike constructing a golem.
|
Stone
Colossus |
Flesh
Colossus |
Iron Colossus
|
Colossal
Construct |
Colossal
Construct |
Colossal
Construct |
|
Hit Dice: |
64d10 (432 hp) |
100d10 (630 hp)
or as controlling spirit |
96d10 (603 hp) |
Initiative: |
–3 (Dex) |
+2 (–2 Dex, +4
Improved |
–2 (Dex)
Initiative) |
Speed: |
40 ft. (can’t
run) |
40 ft. (can’t
run) |
50 ft. (can’t
run) |
AC: |
44 (–8 size, –3
Dex, +45 natural) |
45 (–8 size, –2
Dex, +25 natural, +20 profane) |
60 (–8 size, –2
Dex, +60 natural) |
Base
Attack/Grapple: |
+48/+94 |
+75/+103 |
+72/+123 |
Attack: |
Slam +70
(8d6+30) melee |
Colossal club
+79 (6d6+18) melee or slam +79 (4d6+12) melee or thrown object (weighing 10
tons or less) +65 (4d6+12) ranged |
Slam +99
(12d6+35) melee |
Full Attack: |
2 slams +70
(8d6+30) melee |
Colossal club
+79 (6d6+18) melee or 2 slams +79 (4d6+12) melee or thrown object (weighing
10 tons or less) +65 (4d6+12) ranged |
2 slams +99
(12d6+35) melee |
Space/Reach: |
30 ft./30 ft. |
30 ft./30 ft. |
30 ft./30 ft. |
Special
Attacks: |
Shatter |
Frightful
presence, horrific appearance, stomp, stench |
Breath weapon |
Special
Qualities: |
Construct
traits, magic immunity, antimagic field, DR 10/Epic and adamantine |
Construct
traits, magic immunity, DR 15/Epic and adamantine, negative energy affinity |
Construct
traits, magic immunity, antimagic field, rustproof, DR 20/Epic and adamantine
|
Saves: |
Fort +21, Ref
+18, Will +21 |
Fort +33, Ref
+31, Will +33 |
Fort +32, Ref
+30, Will +33 |
Abilities: |
Str 70, Dex 5,
Con –, Int 7, Wis 10, Cha 1 |
Str 35, Dex 6,
Con –, Int 1 or as controlling spirit, Wis 11 or as controlling spirit, Cha 1
or as controlling spirit |
Str 80, Dex 7,
Con —,Int 9, Wis 12, Cha 1 |
Skills: |
Jump +34 |
Jump +16 or as
controlling spirit |
Jump +43 |
Climate/Terrain: |
Any |
Any |
Any |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
24 |
27 |
33 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Neutral evil or
neutral |
Usually neutral |
Advancement: |
65–192 HD
(Colossal) |
None (abilities
may vary by level of possessing spirit) |
97–288 HD
(Colossal) |
A stone colossus
cannot speak or make any vocal noise.
Shatter (Su): A stone colossus can use shatter(DC
7) as a free action once every 2 rounds against an opponent’s weapon or
other item as a 24th-level caster. The DC is Charisma-based.
Magic Immunity
(Ex): A stone colossus is
immune to all spells, spell-like abilities, and supernatural effects, except as
follows. A transmute rock to mud spell slows it (as the slow spell)
for 1 round, with no saving throw, while transmute mud to rock heals all
its lost hit points. A stone to flesh spell has no effect on a stone
colossus.
A stone colossus’s
body is chiseled from a single block of hard stone, such as granite, weighing
at least 375,000 pounds. The colossus costs 760,000 gp to create, which
includes 100,000 gp for the body. Assembling the body requires a successful
Craft (sculpting) or Craft (masonry) check (DC 37). The creator must be 25th
level and able to cast epic spells. Completing the ritual drains 30,600 XP from
the creator and requires geas/quest, limited wish, polymorph any object, and
shatter.
A flesh colossus
knows all languages spoken in life by the ghost who acts as its control-ling
spirit. When the controlling spirit is suppressed, it mutters in all the
tongues spoken by its component corpses.
Frightful
Presence (Ex): All who
come within a mile of the flesh colossus must make Will saves (DC 55). Those
who make their saves are shaken. Those who fail by 20 points or less are
frightened. Those who fail by 21 to 40 points are panicked. Those who fail by
41 points or more are cowering. The DC is Charisma-based.
Horrific
Appearance (Su): Once per
day, the controlling spirit within a flesh colossus may draw upon the negative
energy latent in the construct to transform its countenance into a horrible
leering visage: All within 300 feet who see this must make a Fortitude save (DC
55) or take 2d4 points of temporary Strength, Dexterity, and Constitution
damage. The DC is Charisma-based.
Stomp (Ex): As a full-round action, a flesh colossus
may stomp upon any adjacent foe (that is, any within the area it threatens).
Its attack roll modifier for this special attack is +65 (+75 base, –2 Dex, –8
size). If successful, the stomp deals double damage (8d6 +24) and pins the
victim until the colossus chooses to release him or her.
Stench (Ex): All creatures with a sense of smell who
come within 300 feet of the construct must make a Fortitude save (DC 60) or be
nauseated (unable to attack, cast spells, concentrate on spells, or do anything
else requiring attention, except for a single move or move-equivalent action
per round). Those who succeed on their saves take a –4 circumstance penalty on
all attack rolls, saving throws, and skill checks for the next 2d6+4 minutes.
The DC is Constitution-based.
Magic Immunity
(Ex): A flesh colossus is
immune to all magical and supernatural effects except those that use negative
energy (see below).
Negative Energy
Affinity (Su): Any
negative energy spell targeted at the colossus repairs damage taken by the
colossus at the rate of 1d10 hit points per level of the spell.
Only a master
necromancer of surpassing power can create a flesh colossus. The bodies of not
less than three hundred previously animated Medium-size humanoid creatures must
be stripped of their flesh and the bones, which are then rendered in two great
vats. The resulting semiliquid bone-paste is then cast into a new articulated
skeleton of great size, to which the rendered flesh is applied like wet clay to
shape the figure. Finally, the necromancer must bind a ghost of at least 10 HD
(the more powerful the better) into the colossus to act as its controlling
spirit. Without the controlling spirit, the colossus is just an oversized
zombie; with it, it functions as a golem of great size and repugnant
appearance. If no ghost is available, the necromancer may occupy the colossus
himself by casting magic jar. The colossus costs 760,000 gp to create,
which includes 100,000 gp for the body. Assembling the body takes no great
skill, and many flesh colossi reveal that fact in their uncouth forms. The
creator must be 29th level and able to cast epic spells. Completing the ritual
drains 30,600 XP from the creator and requires magic jar, limited wish,
polymorph any object, and finger of death.
IRON COLOSSUS
Breath Weapon
(Su): Cone of poisonous
gas, 80 feet, as a free action every 1d4 rounds, initial damage 3d6 temporary
Con, secondary damage 2d6 temporary Con, Fort half (DC 58). The DC is
Constitution-based.
Magic Immunity
(Ex): An iron colossus is
immune to all magical and supernatural effects, except as follows. An
electricity effect restores 1 hit point to the iron colossus for each 3 points
of damage it would otherwise deal.
Rustproof (Ex): An iron colossus is not affected by rust
attacks, unlike smaller iron golems.
An iron colossus’s
body is sculpted from 150,000 pounds of pure iron. The colossus costs 1,000,000
gp to create, which includes 100,500 gp for the body. Assembling the body
requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC
42). The creator must be 35th level and able to cast epic spells. Completing
the ritual drains 50,000 XP from the creator and requires cloudkill,
geas/quest, limited wish, and polymorph any object.
DEMILICH
|
Diminutive
Undead |
Hit Dice: |
21d12 (130 hp) |
Initiative: |
+7 (+3 Dex, +4 Improved Initiative) |
Speed: |
Fly 180 ft. (perfect) |
AC: |
51 (+4 size, +3 Dex, +5 natural armor, +8 bracers
of armor, +2 ring of protection, +21 insight) |
Base
Attack/Grapple: |
+10/-2 |
Attack: |
Touch +35 (10d6+20 plus paralyzing touch)
melee |
Full Attack: |
Touch +35 (10d6+20 plus paralyzing touch) melee |
Space/Reach: |
1 ft./0 ft. |
Special
Attacks: |
Trap the soul, fear aura, paralyzing touch,
21st-level wizard spellcaster, Perfect Automatic Still Spell, spell-like
abilities |
Special
Qualities: |
Magic immunity, phylactery transference,
turn resistance +20, DR 15/Epic and bludgeoning, undead traits, acid
resistance 20, fire resistance 20, sonic resistance 20, immune to cold,
electricity, polymorph, and mind-affecting attacks. |
Saves: |
Fort +10, Ref +12, Will +17 |
Abilities: |
Str 10, Dex 16 (with gloves), Con –,
Int 39 (with headband), Wis 24, Cha 20 |
Skills: |
Concentration
+25, Craft (alchemy) +34, Hide +35, Knowledge (arcana, religion, the planes)
+34, Knowledge (history) +26, Listen +27, Move Silently +23, Search +34,
Sense Motive +27, Spellcraft +36, Spot +27 |
Feats: |
Brew Potion, Combat Casting, Craft Wondrous
Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes,
Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness |
Epic Feats: |
Automatic Quicken Spell, Blinding Speed, Improved
Spell Capacity (10th), Tenacious Magic (any) |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
29 |
Treasure: |
Standard |
Alignment: |
Neutral evil |
Advancement: |
By character class |
Demiliches speak
the languages they knew as liches and as living creatures.
A demilich’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
Trap the Soul
(Su): A demilich can trap
the souls of up to eight living creatures per day. To use this power, it
selects any target it can see within 300 feet. The target is allowed a
Fortitude saving throw (DC 36). If the target makes its saving throw, it gains
four negative levels (this does not count as a use of trap the soul). If the
target fails its save, the soul of the target is instantly drawn from its body
and trapped within one of the gems incorporated into the demilich’s form. The
gem gleams for 24 hours, indicating the captive soul within. The soulless body
collapses in a mass of corruption and molders in a single round, reduced to
dust. If left to its own devices, the demilich slowly devours the soul over 24
hours—at the end of that time the soul is completely absorbed, and the victim
is forever gone. If the demilich is overcome before the soul is eaten, crushing
the gem releases the soul, after which time it is free to seek the afterlife or
be returned to its body by the use of either resurrection, true
resurrection, clone, or miracle. A potential victim protected by a death
ward spell is not immune to trap the soul, but receives a +5 bonus on its
Fortitude saving throw and is effective against the level loss on a
successful save. The DC is Charisma-based
Fear Aura (Su): Demiliches are shrouded in a dreadful aura
of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at
the demilich must succeed at a Will save (DC 19) or be affected as though by fear
as cast by a 21st-level caster. The DC is Charisma-based.
Paralyzing
Touch (Su): Any living
creature a demilich touches must succeed at a Fortitude save (DC 36) or be
permanently paralyzed. Remove paralysis or any spell that can remove a
curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by
a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC
15) reveals that the victim is still alive.
Spells: The demilich can cast any spells it could
cast as a lich. This sample demilich was a 21st-level wizard (spells per day:
4/12/8/7/7/7/7/6/6/6/3). The last three spell slots are 10th-level slots and
available for 0–9th level metamagic spells.
Perfect Automatic
Still Spell (Ex): A
demilich can cast all the spells it knows without gestures.
Spell-Like
Abilities: At will—alter
self, astral projection, create greater undead, create undead, death knell,
enervation, greater dispel magic, harm (usually used to heal itself ), summon
monster I–IX, telekinesis, weird; 2/day—greater planar ally. Demiliches
use these abilities as casters of a level equal to their spellcaster level, but
the save DCs are all 36. The DC is Charisma-based.
Magic Immunity
(Ex): Demiliches are
immune to all magical and supernatural effects, except as follows. A shatter
spell affects a demilich as if it were a crystalline creature, but deals
half the damage normally indicated. A dispel evil spell deals 3d6 points
of damage (Fort save for half damage). Holy smite spells affect
demiliches normally.
Phylactery
Transference (Su): Headbands,
belts, rings, cloaks, and other wearable items kept in close association with
the demilich’s phylactery transfer all their benefits to the demilich no matter
how far apart the demilich and the phylactery are located. The standard limits
on types of items utilized simultaneously still apply. The sample demilich
“wears” bracers of armor +8, headband of intellect +6, pink Ioun stone, ring
of wizardry I, ring of protection +2, and gloves of Dexterity +2.
Undead Traits: Immune to poison, sleep, paralysis,
stunning, disease, death, effects, necromantic effects, mind-affecting effects,
and any effect requiring a Fortitude save unless it also works on objects. Not
subject to critical hits, subdual damage, ability damage, ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive dam-age,
but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Immunities
(Ex): Demiliches are
immune to cold, electricity, polymorph, and mind-affecting attacks.
“Demilich” is a
tem-plate that can be added to any lich. It uses all the lich’s statistics and
special abilities except as noted here. A demilich’s form is concentrated into
a single portion of its original body, usually its skull. Part of the process
of becoming a demilich includes the incorporation of costly gems into the
retained body part; see Creating Soul Gems, below.
Size: Medium-size
and Large liches become Diminutive demiliches, Huge liches become Small
demiliches, Gargantuan liches become Medium-size demiliches, and Colossal
liches become Large demiliches.
Hit Dice: As lich.
Speed: Replace with fly 180 ft. (perfect) or the
lich’s supernatural (not natural) fly speed, whichever is better.
AC: The demilich retains the lich’s +5 natural
armor bonus and gains an insight bonus equal to AC equal to its Hit Dice, as
well as a probable size adjustment to AC.
Attack: The demilich gains an insight bonus equal
to its Hit Dice as a bonus on its touch attacks.
Damage: The demilich gains an enhanced touch
attack over that of its previous lich form (it now uses its entire flying skull
to make the touch attack), including paralyzing touch. The demilich’s touch
attack uses negative energy to deal 10d6+20 points of damage to living
creatures (no saving throw). Liches with other natural attacks lose them.
Special
Attacks: The demilich
retains all the lich’s special attacks and also gains those described below.
Trap the
Soul (Su): A demilich can trap the souls of up to
eight living creatures per day. To use this power, it selects any target it can
see within 300 feet. The target is allowed a Fort saving throw (DC 10 +
demilich’s HD + demilich’s Cha modifier). If the target makes its saving throw,
it gains four negative levels (this does not count as a use of trap the soul).
If the target fails its save, the soul of the target is instantly drawn from its
body and trapped within one of the gems incorporated into the demilich’s form.
The gem gleams wickedly for 24 hours, indicating the captive soul within. The
soulless body collapses in a mass of corruption and molders in a single round,
reduced to dust. If left to its own devices, the demilich slowly devours the
soul over 24 hours—at the end of that time the soul is completely absorbed, and
the victim is forever gone. If the demilich is overcome before the soul is
eaten, crushing the gem releases the soul, after which time it is free to seek
the afterlife or be returned to its body by the use of either resurrection,
true resurrection, clone, or miracle. If the demilich is overcome
before the soul is eaten, crushing the gem releases the soul, after which time
it is free to seek the afterlife or be returned to its body by the use of
either resurrection, true resurrection, clone, or miracle. A
potential victim protected by a death ward spell is not immune to trap
the soul, but receives a +5 bonus on its Fortitude saving throw and is
effective against the level loss on a successful save.
Fear Aura
(Su): Demiliches are
shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a
60- foot radius that look at the demilich must succeed at a Will save (DC 14 +
demilich’s Cha modifier) or be affected as though by fear as cast by a
21st-level caster.
Paralyzing
Touch (Su): Any living
creature a demilich touches must succeed at a Fortitude save (DC 10 +
demilich’s HD + demilich’s Cha modifier) or be permanently paralyzed. Remove
paralysis or any spell that can remove a curse can free the victim. The
effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a
successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is
still alive.
Spells: The
demilich can cast any spells it could cast as a lich.
Perfect
Automatic Still Spell: The
demilich can cast all the spells it knows without gestures.
Spell-Like
Abilities: At will—alter
self, astral projection, create greater undead, create undead, death knell,
enervation, greater dispel magic, harm (usually used to heal itself ), summon
monster I–IX, telekinesis, and weird; 2/day— greater planar ally.
Demiliches use these abilities as casters of a level equal to their spellcaster
level, but the save DCs are equal to 10 + the demilich’s HD + the demilich’s
Charisma modifier.
Special
Qualities: The demilich
retains all the lich’s special qualities and also has those described below.
Magic
Immunity (Ex): Demiliches are immune to all magical and
supernatural effects, except as follows. A shatter spell affects a
demilich as if it were a crystalline creature, but deals half the damage
normally indicated. A dispel evil spell deals 3d6 points of damage (Fort
save for half damage). Holy smite spells affect demiliches normally.
Phylactery
Transference (Su): Headbands, belts, rings, cloaks, and other
wearable items kept in close association with the demilich’s phylactery
transfer all their benefits to the demilich no matter how far apart the
demilich and the phylactery are located. The standard limits on types of items
utilized simultaneously still apply.
Undead
Traits: Immune to poison, sleep, paralysis,
stunning, disease, death, effects, necromantic effects, mind-affecting effects,
and any effect requiring a Fortitude save unless it also works on objects. Not
subject to critical hits, subdual damage, ability damage, ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive damage,
but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Immunities
(Ex): Demiliches are immune to cold, electricity,
polymorph, and mind-affecting attacks.
Turn
Resistance (Ex): A
demilich has turn resistance +20.
Damage
Reduction (Su): A demilich loses any previous damage
reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all
melee attacks unless the weapon used is both an epic and a bludgeoning weapon).
Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction
but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances
(Ex): Demiliches have acid resistance 20, fire
resistance 20, and sonic resistance 20.
Saves: Same as the lich.
Abilities: A demilich gains +10 to Intelligence,
Wisdom, and Charisma.
Skills: Demiliches receive a +20 racial bonus on
Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise
same as the lich (this overlaps with the previous racial bonus gained by the
lich; it does not stack).
Feats: Same as the lich.
Epic Feats: Demiliches gain the feats Blinding Speed,
Tenacious Magic, and Automatic Quicken Spell.
Climate/Terrain: Same as the lich.
Organization: Solitary or consistory (1 demilich and 3–6
liches).
Challenge
Rating: Same as the lich +
6.
Treasure: Same as the lich.
Alignment: Any evil.
Advancement: By character class.
The process of
becoming a demilich can be undertaken only by a lich acting of its own free
will. The demilich retains all class abilities it had as a lich.
Liches have
phylacteries that allow them to reappear 1d10 days after their apparent death,
as do demiliches. Demiliches also have eight soul gems, each of which acts like
a phylactery in its own right. If all the soul gems, as well as the demilich’s
phylactery, are not destroyed after a demilich is downed, the demilich
reappears 1d10 days after its apparent death. The soul gems also allow the
demilich to use its most devastating ability, trap the soul (see above). Each
demilich must make its own soul gems, which requires the Craft Wondrous Item
feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level.
Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level
equal to that of its creator at the time of creation. Soul gems appear as
egg-shaped gems of wondrous quality. They are always incorporated directly into
the concentrated form of the demilich.
Vermin Traits: Immune to mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects).
|
Devastation
Centipede |
Devastation
Spider |
Colossal Vermin |
Colossal Vermin |
|
Hit Dice: |
128d8+1,152
(1,728 hp) |
128d8+1,280
(1,856 hp) |
Initiative: |
+13 (Dex) |
+14 (Dex) |
Speed: |
80 ft. |
60 ft., climb 40
ft. (80 ft., climb 40 ft.) |
AC: |
55 (–8 size, +13
Dex, +40 natural) |
58 (–8 size, +14
Dex, +42 natural) |
Base Attack/
Grapple: |
+96/+128 |
+96/+125 |
Attack: |
Bite +99
(20d10+16 plus poison) melee |
Bite +101
(18d10+19 plus poison) melee |
Full Attack: |
Bite +99
(20d10+16 plus poison) melee |
Bite +101
(18d10+19 plus poison) melee |
Space/Reach: |
50 ft./40 ft. |
50 ft./40 ft. |
Special
Attacks: |
Poison |
Poison |
Special
Qualities: |
Darkvision 300
ft., SR 50, DR 10/– |
Darkvision 300
ft., SR 50, DR 10/– |
Saves: |
Fort +75, Ref
+55, Will +42 |
Fort +76, Ref
+56, Will +42 |
Abilities: |
Str 33, Dex 37,
Con 29, Int –, Wis 10, Cha 2 |
Str 37, Dex 39,
Con 30, Int –, Wis 10, Cha 2 |
Skills: |
Climb +19, Hide
+1, Jump +31, Spot +8 |
Climb +21, Hide
+2 (-2), Jump +25 (+39), Move Silently +14, Spot +8 (+12) |
Climate/Terrain: |
Any land |
Any land |
Organization: |
Solitary or
cluster (2–5) |
Solitary or
cluster (2–5) |
Challenge
Rating: |
39 |
41 |
Treasure: |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Advancement: |
None |
None |
|
Devastation
Scorpion |
Devastation
Beetle |
Colossal Vermin |
Colossal Vermin |
|
Hit Dice: |
128d8+1,408
(1,984 hp) |
128d8+2,304
(2,880 hp) |
Initiative: |
+12 (Dex) |
+10 (Dex) |
Speed: |
100 ft. |
70 ft. |
AC: |
60 (–8 size, +12
Dex, +46 natural) |
72 (–8 size, +10
Dex, +60 natural) |
Attacks: |
2 claws +102
melee, sting +97 melee |
Bite +104 melee |
Damage: |
Claw 10d10+14,
sting 8d10+7 plus poison |
Bite 25d10+24 |
Space/Reach: |
50 ft./40 ft. |
50 ft./40 ft. |
Special
Attacks: |
Improved grab,
squeeze, poison |
Trample
30d10+24, acid cloud |
Special
Qualities: |
Darkvision 300
ft., SR 50, DR 15/– |
Darkvision 300
ft., SR 60, DR 20/– |
Saves: |
Fort +77, Ref
+54, Will +42 |
Fort +84, Ref
+52, Will +42 |
Abilities: |
Str 38, Dex 35,
Con 32, Int –, Wis 10, Cha 2 |
Str 42, Dex 31,
Con 46, Int –, Wis 10, Cha 9 |
Skills: |
Climb +22, Hide
+4, Jump +42, Spot +8 |
Jump +31, Listen
+0, Spot +0 |
Climate/Terrain: |
Any land |
Any land |
Organization: |
Solitary or
cluster (2–5) |
Solitary or
cluster (2–5) |
Challenge
Rating: |
42 |
50 |
Treasure: |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Advancement: |
None |
None |
Poison (Ex): Bite, Fort save (DC 93); initial and
secondary damage 2d12 temporary Dex.
Skills: Devastation centipedes receive a +8 racial
bonus on Climb, Hide, and Spot checks.
Poison (Ex): Bite, Fort save (DC 94); initial and
secondary damage 2d12 temporary Con.
Web (Ex): A single web strand is strong enough to
support the spider and one creature of Gargantuan size. Web-spinning
devastation spiders can cast a web eight times per day. This is similar to an
attack with a net but has a maximum range of 150 feet, with a range increment
of 30 feet, and is effective against targets of up to Gargantuan size. The web
anchors the target in place, allowing no movement. An entangled creature can
escape with a successful Escape Artist check (DC 38) or burst it with a
Strength check (DC 44). Both are standard actions. Web-spinning spiders often
create sheets of sticky webbing about 1,000 feet square. They usually position
these sheets to snare flying creatures but can also try to trap prey on the
ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a
web; otherwise, they stumble into it and become trapped as though by a
successful web attack. Attempts to escape or burst the webbing gain a +5 bonus
if the trapped creature has something to walk on or grab while pulling free.
Each 5-foot section has 24 hit points, and sheet webs have damage reduction
20/fire. A devastation spider can move across its own sheet web at its climb
speed and can determine the exact location of any creature caught in the web.
Skills: Web-spinning devastation spiders receive a
+4 racial bonus on Hide and Spot checks. Hunting spiders receive a +6 racial
bonus on Jump checks and a +8 racial bonus on Spot checks (using the modifiers
given in parentheses). *All devastation spiders gain a +8 competence bonus on
Hide and Move Silently checks when using their webs.
Improved Grab
(Ex): To use this ability,
the devastation scorpion must hit with its claw attack. If it gets a hold, it
hangs on and squeezes.
Squeeze (Ex): A devastation scorpion that gets a hold on
a Gargantuan or smaller opponent automatically deals damage with both claws and
its sting.
Poison (Ex): Sting, Fort save (DC 95); initial and
secondary damage 2d12 temporary Str.
Skills: Devastation scorpions receive a +4 racial
bonus on Climb, Hide, and Spot checks.
Trample (Ex): A devastation beetle can trample
Gargantuan and smaller creatures for 30d10+24 points of damage. Opponents who
do not make attacks of opportunity against the devastation beetle can attempt a
Reflex save (DC 90) to halve the damage.
Acid Cloud
(Ex): A devastation beetle
exudes a constant vapor that radiates outward in every direction for 60 feet.
This vapor deals 6d6 points of acid damage each round to anyone caught in the
cloud.
The standard
advancement rules allow dragons theoretically infinite progression even beyond
the stage of great wyrm. The following rules let dragons improve more than
their Hit Dice as they progress to epic heights of power.
Age Category: A standard dragon gains one “virtual age
category” for every 3 Hit Dice it gains beyond the great wyrm stage. Abilities
that function once per day per age category or otherwise use the dragon’s age
category as part of a calculation use this adjusted number. Epic dragons gain
one age category per 5 Hit Dice beyond great wyrm.
Size: One important element of dragon advancement
is increasing size. The dragons that don’t reach Colossal size by the great
wyrm stage can never reach it according to the standard advancement rules. When
advancing a dragon, consider its basic size group: lesser (white, black, brass,
and copper dragons), ordinary (green, blue, and bronze dragons), greater
(silver, red, and gold), or epic (force and prismatic). A dragon that is Tiny
as a wyrmling is in the lesser group, a dragon that is Small as a wyrmling and
never reaches Colossal size is in the ordinary group, and a dragon that is
Small to Large as a wyrmling and reaches Colossal by the great wyrm stage is in
the greater group. A lesser dragon becomes Colossal when it gains two age
categories (6 Hit Dice) beyond great wyrm. It increases to Colossal+ when it
gains an additional four age categories (12 HD). An ordinary dragon becomes
Colossal when it gains one age category (3 Hit Dice) beyond great wyrm. It
increases to Colossal+ when it gains an additional four age categories (12 HD).
A greater dragon becomes Colossal+ when it gains four age categories (12 HD)
more than it needed to reach the Colossal size.
Epic dragons,
already Colossal+ by the time they reach the great wyrm stage, do not increase
in size thereafter. Use the information presented under the epic dragon entry,
below, to determine the statistics of a Colossal+ dragon.
Armor Class: A dragon’s natural armor bonus increases
by +1 for every Hit Die it gains beyond the great wyrm stage. (This rule
applies for lesser dragon advancement as well, since natural armor and Hit Dice
always increase at the same rate.)
Breath Weapon: If a dragon’s breath weapon deals damage,
the damage typically increases by 2 dice for every virtual age category the
dragon gains. The two exceptions among standard dragons are the brass
and white dragons, whose breath weapon damage increases by only 1 die per age
category. The saving throw DC against a dragon’s breath weapon remains 10 + 1/2
the dragon’s Hit Dice + its Constitution modifier.
Spell
Resistance: For standard
advanced dragons, spell resistance increases by 2 per additional age category.
For epic dragons, spell resistance increases by 3 (for force dragons) or 6 (for
prismatic dragons) per additional age category.
Speed: When a dragon becomes Colossal, its fly
speed increases by 50 feet and its maneuverability becomes clumsy. When it
reaches Colossal+, its fly speed increases by another 50 feet, and its
maneuverability remains clumsy. A dragon’s land speed and other special
movement types (swim, burrow, and so on) do not change.
Ability Scores:
A great wyrm’s Strength
and Constitution scores both increase by +2 for every virtual age category the dragon
gains. Its Dexterity remains unchanged. Its Intelligence, Wisdom, and Charisma
increase by +2 for every two age categories the dragon gains.
Special
Abilities: Dragons do not
gain additional spell-like abilities, but their damage reduction continues to
increase as they gain Hit Dice. For most dragons (the exceptions being the
force and prismatic dragons), the great wyrm’s damage reduction increases to
15/epic after exceeding the great wyrm age category and the dragon’s natural
weapons count as epic weapons for the purposes of bypassing damage reduction.
Force and
prismatic dragons have the following DR progression: wyrmling 10/magic, young
15/magic, young adult 15/epic, mature adult 20/epic, very old 25/epic.
Caster Level: A great wyrm’s caster level increases by 2
for every virtual age category the dragon gains. As with the epic dragons
described later, advanced dragons gain the Improved Spell Capacity feat as a
bonus feat once for every three caster levels above 20th.
Feats: Like ordinary dragons, advanced dragons
receive one feat for every 3 Hit Dice they have. Feats gained after the dragon
attains great wyrm status can be epic feats.
Challenge
Rating: For standard
dragons, CR increases by 2 per additional age category. For epic dragons, CR
increases by 3 per additional age category. All other dragon statistics are as
presented for dragons in general and specific dragon varieties.
All epic dragons
speak Draconic.
Epic Dragon Age
Categories
|
Category |
Age (Years) |
1 |
Wyrmling |
0–10 |
2 |
Very young |
11–30 |
3 |
Young |
31–50 |
4 |
Juvenile |
51–100 |
5 |
Young adult |
101–200 |
6 |
Adult |
201–400 |
7 |
Mature adult |
401–800 |
8 |
Old |
801–1,200 |
9 |
Very old |
1,201–1,600 |
10 |
Ancient |
1,601–2,000 |
11 |
Wyrm |
2,001–2,400 |
12 |
Great wyrm |
2,401+ |
Epic dragons share
all the combat characteristics of standard dragons. Even wyrmling epic
dragons are Huge, however, and are capable of making tail sweep and crush
attacks. Although there is no size category larger than Colossal, the oldest
epic dragons deal more damage with their attacks than other Colossal dragons,
as shown on the Epic Dragon Face and Reach and Epic Dragon Attacks tables
below. In addition, the breath weapon of the oldest epic dragons is a larger
cone than most Colossal dragons possess. The size modifier for these dragons
remains –8.
Epic Dragon
Space and Reach
Size |
Space/Reach |
Huge |
15 ft./10 ft. |
Gargantuan |
20 ft./15 ft. |
Colossal |
30 ft./20 ft. |
Colossal+ |
30 ft./20 ft. |
Epic Dragon
Attacks
Size |
1 Bite |
2 Claws |
2 Wings |
1 Tail Slap |
1 Crush |
1 Tail Sweep |
Huge |
2d8 |
2d6 |
1d8 |
2d6 |
2d8 |
2d4 |
Gargantuan |
4d6 |
2d8 |
2d6 |
2d8 |
4d6 |
2d6 |
Colossal |
4d8 |
4d6 |
2d8 |
4d6 |
4d8 |
2d8 |
Colossal+ |
8d6 |
4d8 |
4d6 |
4d8 |
8d6 |
4d6 |
Epic Dragon
Breath Weapons
Size |
Cone*
(Length) |
Huge |
50 ft. |
Gargantuan |
60 ft. |
Colossal |
70 ft. |
Colossal+ |
80 ft. |
* A cone is as
high and wide as its length. |
Wyrmling epic
dragons possess certain abilities that common dragons do not acquire until
later in life, including frightful presence, spellcasting, and spell
resistance. An epic dragon with a caster level above 20th gains the Improved
Spell Capacity feat as a bonus feat once for every three caster levels above
20th. Any epic dragon can choose epic feats for which it otherwise meets the
prerequisites. Epic dragons also have access to dragon feats, as well as
the additional feats described in this book.
Empower
Spell-Like Ability: An
epic dragon can apply the Empower Spell feat to one of its spell-like abilities
that it can use at least twice per day. If the dragon has limited use of the
spell-like ability, the empowered ability uses up two uses of the ability. If
the dragon can use the ability at will, there is no cost for empowering the
ability. The dragon does not need to specify a spell-like ability when it
chooses this feat; it can apply the feat to any spell-like ability it
possesses.
Maximize
Spell-Like Ability: The
dragon can apply the Maximize Spell feat to one of its spell-like abilities
that it can use at least three times per day. If the dragon has limited use of
the spell-like ability, the maximized ability uses up three uses of the
ability. If the dragon can use the ability at will, there is no cost for
maximizing the ability. The dragon does not need to specify a spell-like
ability when it chooses this feat; it can apply the feat to any spell-like
ability it possesses.
Epic dragons fly
even faster than common dragons, and can cover greater distances.
Epic Dragon
Overland Flying Speeds
|
————— Flight
Speed ————— |
||
250 feet |
300 feet |
350 feet |
|
One Hour |
|
||
Normal |
40 miles |
50 miles |
60 miles |
Hustle |
80 miles |
100 miles |
120 miles |
|
|||
One Day |
|
||
Normal |
320 miles |
400 miles |
480 miles |
Except as noted
here, epic dragons conform to the general information that applies to all
dragons given.
FORCE DRAGON
Dragon (Force)
Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Rating: Wyrmling 13; very
young 19; young 21; juvenile 25; young adult 28; adult 31; mature adult 35; old
37; very old 39; ancient 43; wyrm 50; great wyrm 59
Treasure: Double standard
Alignment: Usually neutral
Advancement Range:
Wyrmling 21–24 HD (Huge); very young 26–29 HD (Huge); young 31–34 HD
(Gargantuan); juvenile 36–39 HD (Gargantuan); young adult 41–44 HD
(Gargantuan); adult 46–49 HD (Gargantuan); mature adult 51–54 HD (Colossal);
old 56–59 HD (Colossal); very old 61–64 HD (Colossal); ancient 66–69 HD
(Colossal); wyrm 71–74 HD (Colossal+); great wyrm 76+ HD (Colossal+)
Force Dragons
by Age
Age |
Size
|
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
H |
20d12+100 (230) |
31 |
10 |
21 |
18 |
19 |
18 |
+20/+38 |
+28 |
+17 |
+12 |
+16 |
5d12 (25) |
24 |
Very young |
H |
25d12+150 (312) |
35 |
10 |
23 |
22 |
23 |
22 |
+25/+45 |
+35 |
+20 |
+14 |
+20 |
10d12 (28) |
28 |
Young |
G |
30d12+210 (405) |
39 |
10 |
25 |
26 |
27 |
26 |
+30/+56 |
+40 |
+24 |
+17 |
+25 |
15d12 (32) |
33 |
Juvenile |
G |
35d12+315 (542) |
43 |
10 |
29 |
30 |
31 |
30 |
+35/+63 |
+47 |
+28 |
+19 |
+29 |
20d12 (36) |
37 |
Young adult |
G |
40d12+440 (700) |
47 |
10 |
33 |
34 |
35 |
34 |
+40/+70 |
+54 |
+33 |
+22 |
+34 |
25d12 (41) |
42 |
Adult |
G |
45d12+585 (877) |
51 |
10 |
37 |
38 |
39 |
38 |
+45/+77 |
+61 |
+37 |
+24 |
+38 |
30d12 (45) |
46 |
Mature adult |
C |
50d12+750 (1,075) |
55 |
10 |
41 |
42 |
43 |
42 |
+50/+88 |
+64 |
+42 |
+27 |
+43 |
35d12 (50) |
51 |
Old |
C |
55d12+935 (1,292) |
59 |
10 |
45 |
46 |
47 |
46 |
+55/+95 |
+71 |
+46 |
+29 |
+47 |
40d12 (54) |
55 |
Very old |
C |
60d12+1,140 (1,530) |
63 |
10 |
49 |
50 |
51 |
50 |
+60/+102 |
+78 |
+51 |
+32 |
+52 |
45d12 (59) |
60 |
Ancient |
C |
65d12+1,365 (1,787) |
67 |
10 |
53 |
54 |
55 |
54 |
+65/+109 |
+85 |
+55 |
+34 |
+56 |
50d12 (63) |
64 |
Wyrm |
C+ |
70d12+1,610 (2,065) |
71 |
10 |
57 |
58 |
59 |
58 |
+70/+116 |
+92 |
+60 |
+37 |
+61 |
55d12 (68) |
69 |
Great wyrm |
C+ |
75d12+1,875 (2,362) |
75 |
10 |
61 |
62 |
63 |
62 |
+75/+123 |
+99 |
+64 |
+39 |
+65 |
60d12 (72) |
73 |
Force Dragon
Abilities by Age
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., fly 250
ft. (poor) |
+0 |
31 (–2 size, +4
deflection, +19 natural), touch 12, flat-footed 31 |
Damage reduction
10/magic, deflecting force, immune to force |
3rd |
24 |
Very young |
60 ft., fly 250
ft. (poor) |
+0 |
38 (–2 size, +6
deflection, +24 natural), touch 14, flat-footed 38 |
|
6th |
27 |
Young |
60 ft., fly 300
ft. (clumsy) |
+0 |
43 (–4 size, +8
deflection, +29 natural), touch 14, flat-footed 43 |
Damage reduction
15/magic |
9th |
30 |
Juvenile |
60 ft., fly 300
ft. (clumsy) |
+0 |
50 (–4 size, +10
deflection, +34 natural), touch 16, flat-footed 50 |
resilient
sphere, blur |
12th |
33 |
Young adult |
60 ft., fly 300
ft. (clumsy) |
+0 |
57 (–4 size, +12
deflection, +39 natural), touch 18, flat-footed 57 |
Damage reduction
15/epic |
15th |
36 |
Adult |
60 ft., fly 300
ft. (clumsy) |
+0 |
64 (–4 size, +14
deflection, +44 natural), touch 20, flat-footed 64 |
Wall of force |
18th |
39 |
Mature adult |
60 ft., fly 300
ft. (clumsy) |
+0 |
67 (–8 size, +16
deflection, +49 natural), touch 18, flat-footed 67 |
Damage reduction
20/epic |
21st |
42 |
Old |
60 ft., fly 300
ft. (clumsy) |
+0 |
74 (–8 size, +18
deflection, +54 natural), touch 20, flat-footed 74 |
Forcecage, displacement |
24th |
45 |
Very old |
60 ft., fly 300
ft. (clumsy) |
+0 |
81 (–8 size, +20
deflection, +59 natural), touch 22, flat-footed 81 |
Damage reduction
25/epic |
27th |
48 |
Ancient |
60 ft., fly 300
ft. (clumsy) |
+0 |
88 (–8 size, +22
deflection, +64 natural), touch 24, flat-footed 88 |
Maze |
30th |
51 |
Wyrm |
60 ft., fly 350
ft. (clumsy) |
+0 |
95 (–8 size, +24
deflection, +69 natural), touch 26, flat-footed 95 |
|
33rd |
54 |
Great wyrm |
60 ft., fly 350
ft. (clumsy) |
+0 |
102 (–8 size, +26
deflection, +74 natural), touch 28, flat-footed 102 |
telekinetic
sphere, invisibility |
36th |
57 |
A force dragon’s
natural weapons are treated as magic (wyrmling – juvenile) or epic (young adult
– great wyrm) for the purpose of overcoming damage reduction.
Combat
Breath Weapon
(Su): A force dragon has
one type of breath weapon, a cone of force that tears through creatures and
objects in its area to devastating effect.
Immune to Force
(Ex): A force dragon
cannot be harmed by any force effect, including magic missiles, explosive
runes, mage’s sword, the sphere spells, or any other spell or effect
with the Force descriptor. It can move freely through barriers made of force,
such as a wall of force.
Deflecting
Force (Su): A force dragon
is protected by a shield of force that provides a deflection bonus to its AC.
The deflection bonus is equal to the dragon’s Charisma bonus.
Blur (Su): When a force dragon reaches juvenile age,
the force surrounding its body distorts the light around it so that it is hard
to discern the dragon’s exact location. This functions as a continuous blur spell,
giving the dragon concealment (20% miss chance).
Displacement
(Su): An old force
dragon’s deflecting force bends light even more ex-tremely, giving the dragon
the benefit of the displacement spell (50% miss chance). This supersedes
its blur ability.
Invisibility
(Su): A great wyrm force
dragon is a creature of pure force, and is completely invisible (as though
protected by greater invisibility). A creature that can see invisible
creatures must still contend with the dragon’s displacement ability.
Spell-Like
Abilities: 3/day—forcecage,
maze, resilient sphere, telekinetic sphere, wall of force. The DCs are
Charisma-based.
Gargantuan Dragon (Force)
Hit Dice: 45d12+585 (877 hp)
Initiative: +0
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 64 (–4 size, +14 deflection, +44 natural)
Base
Attack/Grapple: +45/+77
Attack: Bite +61 (4d6+20/19-20) melee
Full Attack: Bite +61 (4d6+20/19-20) melee, 2 claws +56
(2d6+10/19-20) melee, 2 wings +56 (2d6+10/19-20) melee, tail slap +56
(2d8+30/19-20) melee
Space/Reach: 20 ft./15 ft.
Special
Attacks: Crush 4d6+30 (DC 45),
tail sweep 2d6+30 (DC 45), breath weapon, frightful presence (DC 46), spells
(caster level 18th), spell-like abilities
Special
Qualities: Immunities, DR
15/epic, SR 39, blindsense 60ft., keen senses, deflecting force, blur (20% miss
chance)
Saves: Fort +37, Ref +24, Will +38
Abilities: Str 51, Dex 10, Con 37, Int 38, Wis 39,
Cha 38
Skills: Appraise +50, Bluff +62, Concentration
+61, Craft (alchemy) +50, Diplomacy +74, Escape Artist +48, Gather Information
+20, Intimidate +68, Jump +32, Knowledge (all) +56, Listen +64, Search +72,
Sense Motive +50, Spellcraft +68, Spot +74
Feats: Alertness, Cleave, Combat Reflexes,
Empower Spell-Like Ability, Flyby Attack, Hover, Improved Critical (bite),
Improved Critical (claws), Improved Critical (wings), Improved Critical (tail
slap), Improved Initiative, Improved Sunder, Maximize Spell-Like Ability, Power
Attack, Spell Knowledge, Wingover
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or family (1–2 and 2–5
offspring)
Challenge Rating: 31
Treasure: Double standard
Alignment: Usually neutral
Advancement: 46–49 HD (Gargantuan)
A force dragon’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
Breath Weapon
(Su): Cone of force, 60
ft., damage 30d12, Ref half (DC 45). The DC is Constitution-based.
Spell-Like
Abilities: 3/day—resilient
sphere, wall of force. Caster level 18th; save DC 24 + spell level.
Immunities
(Ex): Immune to sleep and
paralysis, immune to force effects.
Sorcerer
Spells Known (6/10/10/ 9/9/9/9/8/7/5; base DC 24 + spell
level): 0—arcane mark, dancing lights, detect magic, flare, ghost sound,
light, mending, open/close, read magic; 1st—disguise self, comprehend
languages, detect secret doors, magic missile, true strike; 2nd— bull’s
strength, cat’s grace, darkness, locate object, mirror image; 3rd—clairaudience/clairvoyance,
fireball, haste, lightning bolt; 4th—charm monster, greater
invisibility, scrying, stoneskin; 5th—contact other plane, dream, hold
monster, teleport; 6th—analyze dweomer, greater dispel magic, true
seeing; 7th—forcecage, spell turning, summon monster VII; 8th—polymorph
any object, protection from spells; 9th— time stop.
Possessions:
Crystal ball with true seeing, circlet of eyes*, pearl of power (7th-level spell), 8,000 gp. *Variant of robe
of eyes; benefit included in Search and Spot skill modifiers.
PRISMATIC DRAGON
Dragon (Light)
Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Rating: Wyrmling 14; very
young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old
48; very old 52; ancient 57; wyrm 61; great wyrm 66
Treasure: Double standard
Alignment: Usually neutral
Advancement Range:
Wyrmling 24–27 HD (Huge); very young 29–32 HD (Huge); young 34–37 HD
(Gargantuan); juvenile 39–42 HD (Gargantuan); young adult 44–47 HD (Gargantuan);
adult 49–52 HD (Gargantuan); mature adult 54–57 HD (Colossal); old 59–62 HD
(Colossal); very old 64–67 HD (Colossal); ancient 69–72 HD (Colossal+); wyrm
74–77 HD (Colossal+); great wyrm 79+ HD (Colossal+)
Age |
Size
|
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon DC |
Frightful Presence DC |
Wyrmling |
H |
23d12+138 (287) |
29 |
10 |
23 |
20 |
21 |
20 |
+23/+40 |
+30 |
+19 |
+13 |
+18 |
27 |
26 |
Very young |
H |
28d12+196 (378) |
33 |
10 |
25 |
24 |
25 |
24 |
+28/+47 |
+37 |
+23 |
+16 |
+23 |
31 |
31 |
Young |
G |
33d12+297 (511) |
37 |
10 |
29 |
28 |
29 |
28 |
+33/+58 |
+42 |
+27 |
+18 |
+27 |
35 |
35 |
Juvenile |
G |
38d12+418 (665) |
41 |
10 |
33 |
32 |
33 |
32 |
+38/+65 |
+49 |
+32 |
+21 |
+32 |
40 |
40 |
Young adult |
G |
43d12+559 (838) |
45 |
10 |
37 |
36 |
37 |
36 |
+43/+72 |
+56 |
+36 |
+23 |
+36 |
44 |
44 |
Adult |
C |
48d12+720 (1,032) |
49 |
10 |
41 |
40 |
41 |
40 |
+48/+83 |
+59 |
+41 |
+26 |
+41 |
49 |
49 |
Mature adult |
C |
53d12+901 (1,245) |
53 |
10 |
45 |
44 |
45 |
44 |
+53/+90 |
+66 |
+45 |
+28 |
+45 |
53 |
53 |
Old |
C |
58d12+1,102 (1,479) |
57 |
10 |
49 |
48 |
49 |
48 |
+58/+97 |
+73 |
+50 |
+31 |
+50 |
58 |
58 |
Very old |
C |
63d12+1,323 (1,732) |
61 |
10 |
53 |
52 |
53 |
52 |
+63/+104 |
+80 |
+54 |
+33 |
+54 |
62 |
62 |
Ancient |
C+ |
68d12+1,564 (2,006) |
65 |
10 |
57 |
56 |
57 |
56 |
+68/+111 |
+87 |
+59 |
+36 |
+59 |
67 |
67 |
Wyrm |
C+ |
73d12+1,825 (2,299) |
69 |
10 |
61 |
60 |
61 |
60 |
+73/+118 |
+94 |
+63 |
+38 |
+63 |
71 |
71 |
Great wyrm |
C+ |
78d12+2,106 (2,613) |
73 |
10 |
65 |
64 |
65 |
64 |
+78/+125 |
+101 |
+68 |
+41 |
+68 |
76 |
76 |
Prismatic
Dragon Abilities by Age
Age |
Speed |
Inititative |
AC
|
Special
Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., fly 250
ft. (poor) |
+0 |
35 (–2 size, +5
deflection, +22 natural), touch 13, flat-footed 35 |
Damage reduction
10/magic, deflecting force, hypnotic pattern, immune to light and
blindness |
5th |
24 |
Very young |
60 ft., fly 250
ft. (poor) |
+0 |
42 (–2 size, +7
deflection, +27 natural), touch 15, flat-footed 42 |
|
8th |
30 |
Young |
60 ft., fly 300
ft. (clumsy) |
+0 |
47 (–4 size, +9
deflection, +32 natural), touch 15, flat-footed 47 |
Damage reduction
15/magic |
11th |
36 |
Juvenile |
60 ft., fly 300
ft. (clumsy) |
+0 |
54 (–4 size, +11
deflection, +37 natural), touch 17, flat-footed 54 |
Rainbow
pattern |
13th |
42 |
Young adult |
60 ft., fly 300
ft. (clumsy) |
+0 |
61 (–4 size, +13
deflection, +42 natural), touch 19, flat-footed 61 |
Damage reduction
15/epic |
17th |
48 |
Adult |
60 ft., fly 300
ft. (clumsy) |
+0 |
64 (–8 size, +15
deflection, +47 natural), touch 17, flat-footed 64 |
Sunbeam |
20th |
54 |
Mature adult |
60 ft., fly 300
ft. (clumsy) |
+0 |
71 (–8 size, +17
deflection, +52 natural), touch 19, flat-footed 71 |
Damage reduction
20/epic |
23rd |
60 |
Old |
60 ft., fly 300
ft. (clumsy) |
+0 |
78 (–8 size, +19
deflection, +57 natural), touch 21, flat-footed 78 |
Sunburst |
26th |
66 |
Very old |
60 ft., fly 300
ft. (clumsy) |
+0 |
85 (–8 size, +21
deflection, +62 natural), touch 23, flat-footed 85 |
Damage reduction
25/epic |
29th |
68 |
Ancient |
60 ft., fly 350
ft. (clumsy) |
+0 |
92 (–8 size, +23
deflection, +67 natural), touch 25, flat-footed 92 |
Prismatic wall |
32nd |
74 |
Wyrm |
60 ft., fly 350
ft. (clumsy) |
+0 |
99 (–8 size, +25
deflection, +72 natural), touch 27, flat-footed 99 |
|
35th |
80 |
Great wyrm |
60 ft., fly 350
ft. (clumsy) |
+0 |
106 (–8 size, +27
deflection, +77 natural), touch 29, flat-footed 106 |
Prismatic
sphere |
38th |
86 |
A prismatic
dragon’s natural weapons are treated as magic (wyrmling – juvenile) or epic
(young adult – great wyrm) for the purpose of overcoming damage reduction.
Combat
Breath Weapon
(Su): A prismatic dragon
has one type of breath weapon, a prismatic spray effect. The breath
weapon’s cone is of the size indicated by the dragon’s size, not the normal
cone for the spell.
Deflecting
Force (Su): A prismatic
dragon is protected by a shield of shimmering light similar to a cloak of
chaos that provides a deflection bonus to its AC. The deflection bonus is
equal to the dragon’s Charisma bonus.
Immune to Light
and Blindness (Ex): Prismatic
dragons cannot be harmed by any light, including Evocation [Light] spells, searing
light, and the various prismatic (sphere, spray, wall) spells. In
addition, they are immune to any spell or effect that causes blindness.
Spell-Like
Abilities: At will—hypnotic
pattern, rainbow pattern; 3/day—prismatic sphere, prismatic wall,
sunbeam, sunburst. The DC is Charisma-based.
Colossal Dragon
Hit Dice: 58d12+1,102 (1,479 hp)
Initiative: +4 (Improved Initiative)
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 78 (–8 size, +19 deflection, +57 natural)
Base
Attack/Grapple: +58/+97
Attack: Bite +74
(4d8+23/19-20) melee
Full Attack: Bite +74 melee, 2 claws +69 (4d6+11) melee, 2 wings +68 (2d8+11) melee, tail slap +69 (4d6+34) melee
Space/Reach: 30 ft./20 ft
Special
Attacks: Crush 4d8+34 (DC
58), tail sweep 2d8+34 (DC 58), breath weapon, frightful presence (DC 58),
spells (caster level 26th), spell-like abilities
Special
Qualities: Immunities, DR
20/epic, SR 66, blindsight, keen senses, deflecting force
Saves: Fort +50, Ref +31, Will +50
Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha
48
Skills: Balance +67, Bluff +80, Climb +84,
Concentration +80, Diplomacy +92, Disable Device +80, Escape Artist +61, Gather
Information +86, Heal +80, Intimidate +86, Jump +102, Knowledge (all) +80,
Listen +80, Move Silently +61, Open Lock +61, Perform (any two) +80, Search
+80, Sense Motive +80, Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use
Magic Device +80
Feats: Blinding Speed (x2), Cleave, Flyby Attack,
Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder,
Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack,
Quicken Spell-Like Ability, Snatch, Spell Knowledge (x4), Weapon Focus (bite),
Weapon Focus (claw), Weapon Focus (tail slap)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or family (1–2 and 2–5
off-spring)
Challenge
Rating: 48
Treasure: Double standard
Alignment: Usually neutral
Advancement: 59–62 HD (Colossal)
A prismatic
dragon’s natural weapons are treated as epic for the purpose of overcoming
damage reduction.
Breath Weapon
(Su): Cone of prismatic
spray, 70 ft., effect as spell, Ref half (DC 58).
Spell-Like
Abilities: At will—hypnotic
pattern, rainbow pattern; 3/day—sunbeam, sunburst. Caster level
26th; save DC 29 + spell level. The DC is Charisma-based.
Immunities
(Ex): Immune to sleep and
paralysis effects, immune to light and blindness effects.
Sorcerer
Spells Known (6/11/11/11/10/10/10/10/9/11; base DC 29 +
spell level): 0—dancing lights, daze, detect magic, ghost sound, light,
prestidigitation, ray of frost, read magic, resistance; 1st—enlarge
person, mage armor, magic missile, shield, true strike, unseen servant; 2nd—alter
self, blur, darkness, detect thoughts, levitate; 3rd—blink, fireball,
greater magic weapon, haste, tongues, wind wall; 4th—confusion,
polymorph, scrying, stoneskin; 5th— baleful polymorph, dismissal,
fabricate, passwall, wall of force; 6th—antimagic field, greater dispel
magic, true seeing; 7th—forcecage, sequester, spell turning, greater
teleport; 8th—greater planar binding, mass charm monster, symbol of
death, temporal stasis; 9th—dominate monster, gate, imprisonment, time
stop, wish
Possessions:
Staff of the cosmos, ring of regeneration, 15,563 gp.
Elemental
Traits: Immune to poison,
sleep, paralysis, and stunning. Not subject to critical hits.
|
Air
Elemental, Primal |
Earth
Elemental, Primal |
Colossal
Elemental (Air, Extraplanar) |
Colossal
Elemental (Earth, Extraplanar) |
|
Hit Dice: |
64d8+576 (944
hp) |
64d8+640 (1,048
hp) |
Initiative: |
+24 (+16 Dex, +8
Superior Initiative) |
–1 (Dex) |
Speed: |
Fly 100 ft.
(perfect) |
20 ft., burrow
40 ft. |
AC: |
66 (–8 size, +16
Dex, +48 natural) |
49 (–8 size, –1
Dex, +48 natural) |
Base Attack/Grapple: |
+48/+75 |
+48/+80 |
Attack: |
Slam +57
(4d8+16) melee |
Slam +57
(4d10+24/19-20) melee |
Full Attack: |
2 Slams +57
(4d8+16) melee |
2 slams +57
(4d10+24/19-20) melee |
Space/Reach: |
30 ft./30 ft. |
30 ft./30 ft. |
Special
Attacks: |
Air mastery,
whirlwind |
Earth mastery,
push |
Special
Qualities: |
Elemental
traits, DR 10/–,SR 42 |
Elemental
traits, DR 15/–, SR 42 |
Saves: |
Fort +42, Ref
+52, Will +28 |
Fort +46, Ref
+21, Will +28 |
Abilities: |
Str 32, Dex 43,
Con 28, Int 8, Wis 13, Cha 13 |
Str 43, Dex 8,
Con 31, Int 8, Wis 13, Cha 13 |
Skills: |
Listen +48, Spot
+57 |
Jump +10, Listen
+57, Spot +48 |
Feats: |
Alertness,
Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative,
Iron Will, Mobility, Lightning Reflexes, Spring Attack, Weapon Finesse,
Weapon Focus (slam) |
Alertness,
Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved
Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam) |
Epic Feats: |
Blinding Speed
(x2), Epic Prowess (x2), Epic Toughness (x4), Epic Will, Superior Initiative |
Devastating
Critical (slam), Epic Prowess (x3), Epix Toughness (x6), Epic Will,
Overwhelming Critical (slam) |
Climate/Terrain: |
Any land |
Any land |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
35 |
35 |
Treasure: |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Advancement: |
65–288 HD
(Colossal) |
65–288 HD
(Colossal) |
|
Fire
Elemental, Primal |
Water
Elemental, Primal |
Colossal
Elemental (Fire, Extraplanar) |
Colossal
Elemental (Water, Extraplanar) |
|
Hit Dice: |
64d8+576 (944
hp) |
64d8+640 (1,048
hp) |
Initiative: |
+22 (+14 Dex, +8
Superior Initiative) |
+14 (Dex) |
Speed: |
50 ft. |
20 ft., swim 90
ft. |
AC: |
64 (–8 size, +14
Dex, +48 natural) |
64 (–8 size, +14
Dex, +48 natural) |
Base
Attack/Grapple: |
+48/+75 |
+48/+80 |
Attack: |
Slam +55 (4d8+16
plus 4d8 fire) melee |
Slam +57
(4d10+24/19-20) |
Full Attack: |
2 slams +55
(4d8+16 plus 4d8 fire) melee |
2 slam +57
(4d10+24/19-20) |
Space/Reach: |
30 ft./30 ft. |
30 ft./30 ft. |
Special
Attacks: |
Burn |
Water mastery,
drench, vortex |
Special
Qualities: |
Elemental
traits, DR 10/–, SR 42, fire immunity, cold vulnerability |
Elemental
traits, DR 15/–, SR 42 |
Saves: |
Fort +32, Ref
+50, Will +28 |
Fort +46, Ref
+21, Will +28 |
Abilities: |
Str 32, Dex 39,
Con 28, Int 8, Wis 13, Cha 13 |
Str 42, Dex 38,
Con 31, Int 8, Wis 13, Cha 13 |
Skills: |
Jump +19, Listen
+48, Spot +57 |
Jump +7, Listen
+57, Spot +48, Swim +19 |
Feats: |
Alertness,
Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will,
Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Finesse,
Weapon Focus (slam) |
Alertness,
Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam),
Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus
(slam) |
Epic Feats: |
Blinding Speed,
Dire Charge, Epic Prowess, (x2), Epic Toughness (x4), Epic Will, Superior
Initiative |
Devastating
Critical (slam), Epic Prowess (x2), Epic Toughness (x6), Epic Will,
Overwhelming Critical (slam) |
Climate/Terrain: |
Any land |
Any land |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
35 |
35 |
Treasure: |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Advancement: |
65–288 HD
(Colossal) |
65–288 HD
(Colossal) |
PRIMAL AIR ELEMENTAL
Primal air
elementals speak Auran.
Combat
Air Mastery
(Ex): Airborne creatures
take a –1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su): The elemental can transform itself into a
whirlwind once every 10 minutes and remain in that form for up to 1 round for
every 2 HD it has. In this form, the elemental can move through the air or
along a surface at its fly speed. A
primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and
up to 80 feet tall. The elemental controls its exact height, but it must be at
least 10 feet. Gargantuan or smaller creatures might take damage when caught in
the whirlwind and may be lifted into the air. An affected creature must succeed
at a Reflex save (DC 53) when it comes into contact with the whirlwind or take
4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or
be picked up bodily and held suspended in the powerful winds, automatically
taking 4d8 points of damage each round. A creature that can fly is allowed a
Reflex save (DC 53) each round to escape the whirlwind. The creature still
takes damage but can leave if the save is successful. The elemental can eject
any carried creatures whenever it wishes, depositing them wherever the
whirlwind happens to be. A summoned elemental always ejects trapped creatures
before returning to its home plane. If the whirlwind’s base touches the ground,
it creates a swirling cloud of debris. This cloud is centered on the elemental
and has a diameter equal to half the whirlwind’s height. The cloud obscures all
vision, including darkvision, beyond 5 feet. Creatures 5 feet away have
one-half concealment, while those farther away have total concealment. Those
caught in the cloud must succeed at a Concentration check (DC 53) to cast a
spell. The DC is Strength-based.
Earth elementals
speak Terran.
Combat
Earth Mastery
(Ex): An earth elemental
gains a +1 attack and damage bonus if both it and its foe touch the ground. If
an opponent is airborne or water-borne, the elemental takes a –4 penalty on
attack and damage rolls. (These modifiers are not included in the statistics
block.)
Push (Ex): An earth elemental can start a bull rush
maneuver without provoking an attack of opportunity. The combat modifiers given
for earth mastery, above, also apply to the elemental’s opposed Strength
checks.
A primal fire
elemental cannot enter water or any other nonflammable liquid. Unlike lesser
fire elementals, a primal fire elemental may attempt to evaporate a lesser body
of water if blocked. Fire elementals speak Ignan.
Combat
Burn (Ex): Those hit by a primal fire elemental’s
slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame
burns for 1d4 rounds. A burning creature can take a move-equivalent action to
put out the flame. Creatures hitting a fire elemental with natural weapons or
unarmed attacks take fire damage as though hit by the elemental’s attack, and
also catch fire unless they succeed at a Reflex save. The DC is
Constitution-based.
A primal water
elemental can’t venture more than 360 feet from the body of water from which it
emerged. Water elementals speak Aquan.
Combat
Water Mastery
(Ex): A water elemental
gains a +1 bonus on attack and damage rolls if both it and its opponent touch
water. If the opponent or elemental is land-bound, the elemental takes a –4
penalty on attack and damage rolls. (These modifiers are not included in the
statistics block.) A primal water elemental can be a serious threat to a ship
that crosses its path. It can easily overturn even large craft (ships of up to
5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships
of less than 10 feet in length per HD). Even ocean-going behemoths (ships of
less than 20 feet in length per HD) can be slowed to half speed.
Drench (Ex): The elemental’s touch puts out torches,
campfires, exposed lanterns, and other open flames of non-magical origin if
these are Gargantuan or smaller. The creature can dispel magical fire it
touches as dispel magic cast by a caster whose level equals the
elemental’s HD total (64).
Vortex (Su): The elemental can transform itself into a
whirlpool once every 10 minutes, provided it is underwater, and remain in that
form for up to 1 round for every 2 HD it has (48 rounds). In vortex form, the
elemental can move through the water or along the bottom at its swim speed. The
vortex is 5 feet wide at the base, up to 50 feet wide at the top, and up to 80
feet tall. The elemental controls its exact height, but it must be at least 10
feet. Gargantuan and smaller creatures might take damage when caught in the
vortex and may be swept up by it. An affected creature must succeed at a Reflex
save (DC 58) when it comes into contact with the vortex or take 4d10 points of
damage. It must also succeed at a second Reflex save (DC 68) or be picked up
bodily and held suspended in the powerful currents, automatically taking 4d10
points of damage each round. A creature that can swim is allowed a Reflex save
(DC 58) each round to escape the vortex. The creature still takes damage, but
can leave if the save is successful. The elemental can eject any carried
creatures whenever it wishes, depositing them wherever the vortex hap-pens to
be. A summoned elemental always ejects trapped creatures before returning to
its home plane. If the vortex’s base touches the bottom, it creates a swirling
cloud of debris. This cloud is centered on the elemental and has a diameter
equal to half the vortex’s height. The cloud obscures all vision, including
dark-vision, beyond 5 feet. Creatures 5 feet away have one-half concealment,
while those farther away have total concealment. Those caught in the cloud must
succeed at a Concentration check (DC 58) to cast a spell. The DC is Strength-based.