Tuesday, February 12, 2019

It That Betrays

It That Betrays
CR 27                                  XP: 3,276,800
NE Colossal outsider (evil, extraplanar, eldrazi)
Init +14; Senses blindsight 500 ft., darkvision 500 ft.; Perception +43
Aura confusion (50 ft., DC 39)
AC 46, touch 24, flat-footed 35 (-8 size, +1 dodge, +10 Dex, +18 natural, +4 armor, +10 deflection)
HP 705 (30d20+390); fast healing 20, regeneration 10 (cold, fire)
Fort +31, Ref +26, Will +31
DR 20/adamantine and epic; Immune confusion effects; SR 39; Resist electricity 30
Speed 80 ft., climb 60 ft., swim 40 ft.
Melee head spike +39 (1d8+10 + 5d10 psychic burn plus wisdom drain/19-20) and 2 slams +39 (1d6+10 + 5d10 psychic burn)
Space 150 ft., Reach 100 ft.
Spell-Like Abilities (Caster level 27th, Concentration +41) At will – chain lightning (DC 30), dimension door, displacement, haste, greater invisibility, magic missile, mage armor, greater dispel magic, shield, true strike, web (DC 26) 3/day – disintegrate (DC 30), greater scrying, plane shift, prismatic spray (DC 31), greater teleport, wall of force 1/day– time stop
Str 51, Dex 30, Con 36, Int 32, Wis 30, Cha 38
Base Atk +30; CMB +58; CMD 89
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Improved Critical (Head Spike), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (Dimension Door), Skill Focus (Stealth), Spring Attack, Stealthy
Skills Acrobatics +42, Bluff +147, Climb +51, Craft (impossible objects) +44, Diplomacy +44, Escape Artist +29, Intimidate +44, Knowledge (arcana, dungeoneering, local, nature) +26, Knowledge (planes) +44, Perception +43, Sense Motive +43, Spellcraft +27, Stealth +53, Swim +51, Use Magic Device +29
Languages telepathy 500 ft.
SQ abomination undying, ineffable awareness, pseudonatural genesis, utter madness
Treasure Standard, Uvuudaum choker (as cloak of resistance +4)
Abomination Undying (Ex) Once per week, a slain Uvuudaum can return to life, even if their body was completely destroyed. 1d10 rounds after their death they resurrect as a full round action, their wounds undoing themselves in a particularly gruesome scene. The Uvuudaum returns to life at 1/2 their hit point total and six negative levels that fade at the rate of one per hour.
Confusion Aura (Su) As the spell. An affected creature can make a new save once every 4 rounds. On a successful save, a creature is immune to this aura for 24 hours.
Ineffable Awareness (Ex) An Uvuudaum perceives the universe in some way mundane creatures cannot properly conceive. These transcendent senses grant the Uvuudaum an insight bonus to AC equal to their Wisdom modifier.
Pseudonatural Genesis (Su) Any creature slain or reduced to 0 Wisdom by an Uvuudaum can be raised as a pseudonatural creature. To do so, an Uvuudaum undertakes a ritual lasting 1 minute wherein they impart a small portion of their essence into the creature's corpse. The creature's soul, if any, is unaffected, but the pseudonatural must be slain for the creature to be raised properly.
Psychic Burn (Su) An uvuudaum's natural attacks deal extra damage to unprotected minds, scarring flesh as surely as they ravage minds. Creatures immune to confusion effects, who are already insane, or are mindless are unaffected by this extra damage. This damage is not multiplied on a critical hit.
Wisdom Drain (Su) an Uvuudaum deals 2d4 wisdom drain with each successful head spike attack, or twice that on a critical hit, and gaining 5 temporary hit points for each point of wisdom drain. These temporary hit points stack with one another and last for up to one hour. A Fortitude save (DC 38) reduces this to 1 point of wisdom damage.
Utter Madness (Ex) Any creature attempting to discern information through magical means about an Uvuudaum, such as through detect evil, must make a Will save (DC 39) or be stunned for 1 round by flashes of insanity racing through their mind. If the attempt involves directly contacting an uvuudaum's mind, such as through detect thoughts must instead succeed at two simultaneous Will saves (DC 39) or suffer insanity, as the spell. In either case, success allows the effect to proceed as normal.
Lore
Knowledge (The Planes)
DC 18: You are fooling yourself, what you see is not. Cannot. Dwell not on such mad illusions as this.
DC 37: This is Uvuudaum, inscrutable lord of the Far Realm. As an outsider, they lack many of the needs of lesser beings, such as food and sleep, and darkness is no deterrent for their eyeless gaze.
DC 42: Uvuudaum possesses numerous abilities to move effortlessly through any plane they find themselves in, as well as to defend and hide themselves. They rapidly heal from any injury, though extreme temperatures have a more lasting effect, and are necessary should you seek to truly slay it. Adamantine weapons of great magical power can penetrate what passes for Uvuudaum's skin.
DC 47: Uvuudaum does not belong in this or any conceivable reality. Their mere presence drives all to madness, and their touch causes their victim's bodies to match their flayed minds. Those who die at their hands rise as hideous mockeries of their former existence. To touch Uvuudaum's mind is to relinquish sanity forever.
DC 52: Should you overcome the horror of Uvuudaum, do not be fooled, for even the laws of life and death are thwarted by their mad existence.
DC 57: There was never merely one Uvuudaum, and for all their power they are not the true masters of Beyond.

2 comments:

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