Thursday, January 24, 2019

Forge Elder

Forge Elder
CR 36 XP: 78,643,200
LN Colossal outsider (extraplanar, Incorporeal, Lawful)
Init +12; Senses Darkvision 120 ft.; Perception +55
AC 29, touch 19, flat-footed 21 (-8 size, +9 deflection, +10 natural, +8 Dex)
HP 581 (42d20+140); fast healing 25
Fort +23, Ref +35, Will +37
DR 50/chaotic; Immune fire, cold; SR 50; Resist acid 15, sonic 15
Speed 30 ft., fly 80 ft. (perfect)
Melee 2 penetrating rays +42 ranged touch (6d6+8 cold and wounding, 17-20/x2 +1d6) or 4 stabs +42 melee touch (3d8+8 force and 3d8 electric, 17-20/x2)
Space 45 ft., Reach 20 ft.
Special Attacks Penetrating ray, isolation, overwhelming law, analyze, frightful presence, turn planar creature, internal assault
Spell-Like Abilities (CL 25th) At will - analyze dweomer, circle of death, crushing despair, dictum, dimension door, dimensional anchor, dismissal, ethereal jaunt, greater dispelling, greater invisibility, hold monster, magic circle against chaos, order's wrath, Otiluke's telekinetic sphere, planar ally, plane shift, Quickened scintillating pattern, true seeing. 3/day - chain lightning, dominate monster, energy drain, forcecage, greater planar ally, polar ray, power word blind, power word stun, shield of law. 1/day - heal, implosion, imprisonment, gate (lawful only), power word kill, Mordenkainen's disjunction
During Combat Forge elders almost never enter combat. They understand that their destruction sends shockwaves through the forces of order, and so rarely deem the risk worth it. Forge elders only join combat to protect a crèche-forge, or banish a powerful chaotic creature that has entered Mechanus.
In combat, a forge elder will trap less threatening opponents in telekinetic spheres and more threatening ones in force cages, imprisonment or isolation. The most dangerous ones are subjected to its overwhelming law attack and seared by penetrating rays. Worst-case creatures are subjected to the forge elder's analyze attack.
Str -, Dex 27, Con -, Int 38, Wis 31, Cha 29
Base Atk +42; CMB +50; CMD 77
Feats Combat Reflexes, Distant Shot, Epic Prowess (x2), Epic Reflexes, Epic Toughness (x2), Epic Will, Exceptional Deflection, Flyby Attack, Improved Combat Reflexes, Improved Critical (Stab, Penetrating Ray), Improved Flyby Attack, Improved Initiative, Infinite Deflection, Overwhelming Critical (Penetrating Ray), Planar Turning, Quicken Spell-Like Ability (Scintiallating Pattern), Spell Stowaway (Greater Invisibility, Heal)
Skills Appraise +59, Bluff +54, Diplomacy +54, Disable Device +59, Escape Artist +53, Intimidate +54, Knowledge (arcana, history, religion, planes) +59, Knowledge (gather infomation) +54, Linguistics +45, Perception +55, Sense Motive +55, Sleight of Hand +53, Spellcraft +59, Use Magic Device +54
SQ Outsider traits, construct traits, artificial, contact order, summon inevitable, spell-like abilities
Environment Clockwork Nirvana of Mechanus
Organization Solitary, expedition (1 plus 2-4 galadiuts), occupation (1 plus 1 kolyarut, 2-6 zelekhuts and 10-20 pardivuts) or hub (3 plus 20-50 exapiruts)
Treasure none
Penetrating Ray (Su) The forge elder emits rays of pure cold logic that deal cold piercing damage. On a successful hit, the damage dealt cannot be healed except with a heal, mass heal or wish spell.
Isolation (Su) On hitting a creature with all four stab attacks, the forge elder may isolate the creature within a maze of icy logic. This works as the spell forcecage cast by a 20th level wizard, except that it also deals 4d8 cold damage each round. A freedom, freedom of movement, disintegrate or greater dispel magic ruptures the isolation.
Overwhelming Law (Su) A creature hit by all four stab attacks must make a Will save (DC 41) or die from having its mind crushed.
Analyze (Su) The forge elder may increase the power of a single stab attack once per round. If the powered stab hits, it deals 2d6 temporary Str, Dex or Con drain (at the forge elder's discretion.) A creature reduced to an ability score of 0 in this way vanishes completely, trapped as though by an imprisonment spell. Only a wish, limited wish, greater restoration or restoration spell can bring back a completely analyzed creature.
Frightful Presence (Ex) Range 30 ft., duration 5d6 rounds, DC 40.
Turn Planar Creature (Su) A forge elder can turn or destroy chaotic creatures with the extraplanar subtype as a 20th level cleric turns or destroys undead.
Internal Assault (Ex) A forge elder can make ranged attacks targeting creatures in squares that it occupies. The forge elder can only make melee attacks in squares that it occupies.
Contact Order (Su) Three times per day, the forge elder can dominate a lawful creature within 400 ft. This is as the spell dominate monster; the save DC is 33.
Summon Inevitable (Su) Once per day a forge elder may summon one galadiut, satut, varakhut, quarut or samsarut, two maruts, four kolyaruts, zelekhuts, alxialuts or pardivuts. If the forge elder attempts to summon an anhydrut, both are immediately and irrevocably destroyed.
The heritors of the lost aphanacts, forge elders are prime movers of law, supreme directors of the crèche-forges and the inevitables. Rumor has it that only nine of these beings exist.
A forge elder is an artificial soul designed to echo the angelic shape of the aphanacts. A human-sized nimbus of pure light demarcates the core of the forge elder; it has humanoid shape, and from its hands spring rays of perfect cold logic. Giant wings shaped from prismatic lines of light spring from the forge elder's shoulders, making up the greater portion of its size. The colors flicker and change, but the lines themselves are always either parallel or perpendicular to the gravitic plane. The forge elder has no discernible facial features and cannot be touched.

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