Wednesday, January 30, 2019

Warduke


Warduke

CR 21 XP: 409,600
Male human fighter 20
CE Medium humanoid 
Init +3; Senses Perception +14
AC 42, touch 19, flat-footed 38 (+5 deflection, +5 natural, +7 shield, +11 armor, +3 Dex)
HP 310 (20d10+200)
Fort +27, Ref +14, Will +13
DR 5/adamantine; Immune mind-affecting; SR 30
Speed 30 ft.
Melee Bastard sword +39/+34/+29/+24 melee (3d8 + 21 plus 2d6 anarchic and 1 Con /17-20/x2) and shield +37/+32 melee (3d6 + 11)
Special Attacks Counterattack, fearsome eye, overpowering attack
Str 34, Dex 16, Con 31, Int 13, Wis 15, Cha 20
Base Atk +20; CMB +32; CMD 50
Feats Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (Bastard Sword), Greater Weapon Specialization (Bastard Sword), Improved Critical (Bastard Sword), Improved Shield Bash, Improved Two-Weapon Fighting, Legendary Tracker, Mobility, Power Attack, Quick Draw, Spring Attack, Two-Weapon Fighting, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Whirlwind Attack
Skills Acrobatics +25, Climb +25, Intimidate +28, Knowledge (martial lore) +24, Knowledge (planes) +12, Perception +14, Ride +10, Survival +23, Swim +25
Gear Gauntlets of mighty prowess +6, +5 anarchic wounding bastard sword of human bane, +5 spiked ceremonial war plate armor of moderate fortification, +5 heavy adamantine shield of bashing, Warduke's helm.
Environment any
Organization Solitary (unique)
Treasure Warduke's Helm (Major Artifact)
Warduke's Helm provides a +5 deflection and +5 natural armor bonus to AC and a +5 resistance bonus to saves. It provides spell resistance 32 and immunity to mind-affecting.
Both of the two lesser rubies in the helm's face plate allow a double strength death knell to be cast as a swift action, activated by the wearer's thought. While death knell is in effect, the ruby glows and cannot activate another death knell, thus allowing Warduke to have a maximum of two death knells in effect at any one time.
The large third ruby can store any spell up to 9th level, as a ring of spell storing. The spell can be cast as a swift action requiring only a thought. Warduke usually stores a word of recall, although for important or dangerous missions he has it replaced with limited wish instead.
Fearsome Eye (Su) Warduke's fiendish grafted eyes can continuously see invisibility and see in darkness (as a devil). Furthermore, any creature within 50 feet that meets Warduke's gaze must make a Will save (DC 25) or be paralyzed with fear for 1d4 rounds.

Kaiju, Octogorgon

Kaiju, Octogorgon
CR 29 XP: 6,553,600
CE Colossal magical beast (kaiju, water)
Init +12; Senses blindsense 100 ft., darkvision 600 ft., low-light vision; Perception +33
Aura frightful presence (300 ft., DC 40)
AC 48, touch 20, flat-footed 40 (-8 size, +8 Dex, +28 natural, +10 deflection)
HP 900 (40d20+480); fast healing 40
Fort +34, Ref +30, Will +25
Defensive Abilities ferocity, protection field, recovery; DR 20/epic; Immune ability damage, ability drain, acid, death effects, disease, energy drain, fear, petrifaction; SR 40; Resist cold 30, electricity 30, fire 30, negative energy 30, sonic 30
Speed 100 ft., swim 100 ft.
Melee bite +47 (3d10+15), 8 tentacles +42 (2d6+7 plus grab)
Ranged eye rays +40 (varies)
Space 60 ft., Reach 80 ft.
Special Attacks agile grappler, breath weapon, constrict (2d6+22), eye rays, hurl foe, trample (4d8+22, DC 45)
During Combat In combat, Octogorgon’s sheer size is sufficient to destroy cities, but it supplements this physical power with an acidic, petrifying spray of ink and a barrage of deadly rays fired from each of its tentacles. Which targets are afflicted by which rays are determined mostly by whimsy rather than tactical considerations. Octogorgon’s wake is typically populated by a few mad, cursed or polymorphed survivors to testify to its might.
Str 41, Dex 27, Con 34, Int 8, Wis 31, Cha 30
Base Atk +40; CMB +63; CMD 91
Feats Combat Reflexes, Critical Focus, Greater Sunder, Greater Vital Strike, Improved Critical (Bite, Tentacle), Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Point-Blank Shot, Power Attack, Precise Shot, Staggering Critical, Stand Still, Step Up, Stunning Critical, Vital Strike
Skills Intimidate +23, Perception +33, Swim +33
Languages Aklo
SQ amphibious, compression, massive
Environment any aquatic
Organization unique
Treasure triple standard
Agile Grappler (Ex) Octogorgon can grapple any number of Gargantuan or smaller creatures as a swift action, and it does not gain the grappled condition when grappling a creature of Gargantuan or smaller size.
Breath Weapon (Su) As a standard action, Octogorgon can breathe a 600 ft. cone that deals 30d6 acid damage (Reflex DC 42 half) . Any creature that takes any damage from this breath weapon must succeed a Fortitude save (DC 42) or be petrified. Octogorgon can use this breath weapon once every 1d4 rounds. The save DC is Constitution based.
Eye Rays (Su) Octogorgon can fire rays from its tentacles as ranged touch attacks with a range of 1,200 feet. It can fire one ray as a swift action, two rays as a standard action and four rays as a full attack. The save DC of all of these effects are Charisma based. action. When Octogorgon uses one or more of its eye rays, it cannot use that ray again for 1d4 rounds. The eye rays Octogorgon can use are:
Antimagic Ray (Su) A creature struck by this ray has all spells affecting it dispelled and must succeed a DC 40 Will save or have its magic items suppressed for 20 minutes, as per a mage’s disjunction spell.
Beating Ray (Su) A creature struck by this ray takes 20d6+20 bludgeoning damage and must succeed a DC 40 Fortitude save or be pushed 30 feet away from Octogorgon and knocked prone.
Burning Ray (Su) A creature struck by this ray takes 20d6 fire damage and must succeed a DC 40 Reflex save or take 5d6 points of burn.
Death Ray (Su) A creature struck by this ray takes 200 points of negative energy damage. A successful DC 40 Fortitude save reduces this damage to 3d6+20.
Despair Ray (Su) A creature struck by this ray takes a -4 penalty on all attack rolls, damage rolls, saving throws, skill and ability checks. This effect is permanent unless the creature struck succeeds a DC 40 Will save, in which case the duration is 1 minute. This is a curse effect.
Freezing Ray (Su) A creature struck by this ray takes 20d6 cold damage and must succeed a DC 40 Fortitude save or be staggered for 1d4 rounds.
Madness Ray (Su) A creature struck by this ray must succeed a DC 40 Will save or be driven permanently insane (as per the insanity spell).
Transmogrification Ray (Su) A creature struck by this ray must succeed a DC 40 Fortitude save or be transformed into a Tiny harmless animal as per a baleful polymorph spell.
Protection Field (Su) Octogorgon gains a deflection bonus to its AC equal to its Charisma bonus.
This impossibly immense creature resembles an octopus with a huge, gnashing beak. Its eight tentacles each end in a puckered orifice.
Octogorgon is one of the most intelligent of the kaiju, but this intelligence gives it an unfortunately cruel and peevish temperament. It spends centuries at a time sleeping in its lair, which is fortunate, because in its waking hours it makes a beeline straight for large populated areas to delight in destroying. Octogorgon takes trophies from its rampages, and the relics of a dozen dead civilizations decorate the winding passages of the undersea caverns it calls home.
Octogorgon, unlike most kaiju, is capable of speech. It rarely speaks to individual creatures, preferring to make doom-laden pronouncements to terrify all in ear-shot when it moves to destroy a city. It occasionally makes references to the Great Old Ones in these speeches, leading some scholars to hypothesize that Octogorgon is one of their creations, or even of their number. It cannot grant spells and sees worshipers as deluded fools.

Kaiju, Cacagnea

Kaiju, Cacagnea
CR 19 XP: 204,800
CN Colossal aberration (avian, kaiju)
Init +6; Senses darkvision 60 ft.; Perception +33
AC 34, touch 4, flat-footed 32 (-8 size, +15 natural, +15 armor, +2 Dex)
HP 492 (24d20+240); fast healing 15
Fort +23, Ref +15, Will +25
Defensive Abilities force screen; DR 15/-; SR 29; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30; Weaknesses spells, unstable body
Speed 50 ft., fly 240 ft. (average)
Melee bite +43 (4d8+32/19-20 plus grab), 2 claws +42 (3d8+32)
Space 30 ft.
Special Attacks annihilation pulse, swallow whole (2d8+16 bludgeoning and 10d8 typeless, AC 32, 34 hp), unstable body
Str 42, Dex 14, Con 30, Int 5, Wis 23, Cha 17
Base Atk +0; CMB +24; CMD 36
Feats Combat Reflexes, Defensive Combat Training, Flyby Attack, Greater Vital Strike, Improved Critical (Bite), Improved Initiative, Improved Vital Strike, Vital Strike, Weapon Focus (Bite), Wingover
Skills Fly +21, Perception +33
Languages Aklo
SQ no breath, starflight
Environment any land
Organization solitary or pair
Treasure incidental
Annihilation Pulse (Su) As a standard action once every 1d4 rounds, a cacagnea can emit pure destructive energy in a 100 ft. radius. All creatures and unattended objects in the radius must succeed a DC 32 Fortitude save or take 20d8 points of damage. A successful save reduces the damage taken to 5d8. A creature reduced to 0 hit points by this attack is reduced to dust, as per the disintegrate spell. The save DC is Constitution based.
Force Screen (Su) A cacagnea is surrounded at all times by a projection of pure force, similar to a wall of force spell. Although it does not fully block line of effect, it grants the cacagnea a +15 armor bonus to AC, a +5 resistance bonus to all saving throws, DR 15/- and resist 30 to all elemental damage. These benefits are included in the stat block above.
Starflight (Su) A cacagnea can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the cacagnea knows the way to its destination.
Swallow Whole (Ex) Any creature reduced to 0 hit points when swallowed by a cacagnea is reduced to dust, as per the disintegrate spell.
Unstable Body (Ex) If a cacagnea’s force screen is removed, its body begins to break down at a rapid rate. This destructive force also applies to anything the cacagnea touches. Every round a cacagnea does not have its force screen active, it takes 5d6 points of typeless damage. It also takes 5d6 points of damage every time it touches a creature or object, but the creature or object touched takes 5d6 points of damage as well. This damage can be reduced to half by a successful DC 32 Fortitude save. The save DC is Constitution based. A cacagnea reduced to 0 hit points is reduced to dust, as per the disintegrate spell.
Vulnerable to Spells (Su) A disintegrate spell or rod of negation targeting a cacagnea nullifies its force screen for 1d4+1 rounds. A sphere of annihilation or rod of cancellation permanently destroys a cacangea’s force screen, as do a prismatic wall or prismatic sphere spell. Any effect that permanently destroys a cacagnea’s force screen is itself destroyed in the process.
Soaring in the skies above you is a grotesque parody of a bird of prey—its long bare neck ends in a toothy beaked head and its wings stretch wider than the length of a battleship. The air shimmers and warps subtly around it, as if it were surrounded by an invisible barrier.
A cacagnea’s wingspan is almost 150 feet long and the creature weighs upwards of 50 tons. Their bestial appearance belies a dim intelligence, and they are smart enough to target vulnerable opponents and retreat from overwhelming force. If a cacagnea’s force screen is disrupted, the creature will often fly into a suicidal rage, determined to cause as much damage as possible before being annihilated by its hostile environment.
Cacagneas are giant bird-like creatures made up of a very unstable form of matter. Existence itself is violently corrosive to a cacagnea, and the creature’s touch is likewise incredibly destructive. To protect itself from a hostile universe, the cacagnea is forever encased in a screen of force that prevents it from being directly contacted by matter of any kind. Cacagneas seem to gain nutrition from destroying matter, which they do in a more controlled manner through their annihilation pulse and by swallowing prey. Prey in a cacagnea’s stomach is surrounded in a miniature force screen of their own, which bombards them with destructive energy until they are reduced to atoms.
Cacagneas are native to the vast void between worlds, which they sail gracefully for millennia without pause. They only enter planetary atmosphere to eat, which they do both in preparation for laying an egg or for nesting. A cacagnea lays 1 to 4 eggs at a time, and the nestlings are highly dependent on their parent for food for a year before they leave the nest and the (by now severely depopulated) planet behind. Cacagneas are asexual creatures that can reproduce without ever seeing another of their kind, but sometimes a pair of cacagneas will travel the cosmos together.