Beefermatic
Hero
I have the squasher and a few others if you all want to see it. They're basically finished, it's just missing a lot of it's abilities and detail text, but here I'll drop the rough, almost finished draft of the Squasher
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XP: 9,830,400
NE Colossal Outsider (Evil, Native, Qlippoth, Elemental, Ghoma)
Init: +2; Senses: Darkvision 300 ft., Tremorsense 300 ft., Perception +55
hp: 940 (40d10+660)
Fort: +40, Ref: +28, Will: +32
Defensive Abilities: Damage Reduction 40/epic and good, Spell Resistance 50, Regeneration 40 (stopped by epic-level magic or artifacts)
Immune: Fire, Cold, Poison, Petrification, Sleep, Paralysis; Resist: Acid 40, Electricity 40, Sonic 20
Melee: Bite +61 (12d10+39/19-20 plus grab), Tail Swipe +56 (10d8+20), Crush +61 (12d8+39)
Special Attacks: Lava Bomb Artillery, Terrifying Presence, Swallow Whole (10d6 bludgeoning and 10d6 acid, AC 31, 95 hp), Ghomic Cloud, Thunderous Stomp, Snap, Shell
Spell-Like Abilities (CL 30th; concentration +40)
-At Will: Earthquake, Fire Storm, Wall of Fire, Greater Dispel Magic, Shield, Magic Missile, Scorching Ray, Fireball, Meteor Swarm
-3/day: Hellball, Summon Monster IX (Ghoma only), Greater Teleport (self plus 100 lbs. of objects only), Spell Turning, Resilient Sphere
Dex: 14 (+2)
Con: 55 (+22)
Int: 18 (+4)
Wis: 25 (+7)
Cha: 20 (+5)
Terrifying Presence: All creatures within 500 feet must make a DC 48 Will save or become panicked for 1d10+15 rounds. Those who save are shaken for 1d10 rounds. This is a mind-affecting fear effect.
Crush: As a standard action, the Squasher can crush opponents of Huge or smaller size, dealing 12d8+39 points of bludgeoning damage. A DC 48 Reflex save halves the damage.
Thunderous Stomp (Ex): As a move action, it can stomp the ground, creating shockwaves. All creatures within 100 feet take 10d10 sonic damage and are knocked prone (DC 48 Fort save for half damage and to avoid being knocked prone).
Shell (Ex): As a move action, a Ghoma Squasher can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, though it can use it's spell like abilities. It's armor bonus from natural armor increases by +40 as long as it does and it treated as if behind improved cover. (+8 Circumstance Bonus to AC, +4 to Reflex Saves) While withdrawn into it's carapace it deflects cones, lines, rays, and Magic Missile spells, rendering it immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated
Snap (Ex): A Ghoma Squasher can extend it's neck out nearly the distance of it's body to bite foes at medium range. This works much like the Lunge feat, increasing the reach of the Ghoma by 40 feet but reducing the Ghoma's Armor bonus by -10 until it's next round.
Ghomic Cloud (Su): Toxic clouds of poison gas exude from the Ghoma extending 400 feet from it, dealing 1d10 acid damage per minute and potentially causing debilitating sickness (Fort DC 48 to resist, those that fail the save are Sickened for 1d10 minutes). A black cloud like haze follows Ghoma Squashers wherever they roam following them even when underground unless it deliberately turns the power off. This effect is mainly seen high above thousands of feet in the sky, the localized area above them becomes tainted with thick black clouds and constant thunderstorms of red lighting, heavy blood like acid rain rains down upon the ground below. This kills all plant life and taints water supplies and rivers causing mass loss of wildlife and sickness, red lightning bolts strike random points in the landscape affected once per minute working like a call lightning storm but dealing pure profane damage. This deals 1d10 acid damge to those who ingest it and 1 per minute to those simply exposed to it, all affected are afflicted by both Firegut and Demon Fever
Firegut
Though less extreme than true dysentery, this disease is characterized by occasional vomiting of burning bile. It is extremely tenacious.
Type disease, ingested or injury; Save Fort DC 20
Onset 1 day; Frequency 1/day
Effect target is staggered; Cure 3 consecutive saves
Demon Fever
A deadly disease contracted through exposure to demons, this disease can cause permanent debilitating injuries to those who contract it.
Type disease, ingested or injury; Save Fort DC 18
Onset 1 day; Frequency 1/day
Effect 1d6 Con Damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves
Languages: Abyssal, Aklo, Infernal, Sylvan, Common, Telepathy 300 feet
Special Qualities: Ghoma Traits, Elemental Traits, Olippoth Traits, Greater Keen Senses, See In Darkness, Blindsense 240 feet
Organization: Solitary or with a Ghoma regiment
Treasure: Standard
The Ghoma Squasher begins by raining down destruction with its Lava Bomb Artillery, reshaping the battlefield. It then advances, using its Crush and Thunderous Stomp to obliterate structures and foes alike, swallowing or biting those who dare approach or simply charging and crushing foes under it's prodigious bulk. Though appearing slow and languid, it can run as fast as a horse and doesn't tire, has a keen mind and can snap at foes from considerable distance.
Squashers are long range artillery units that can also serve in a tank function. They have extremely durable carapaces and if threatened can pull their heads into their shells granting them a number of defensive abilities and increasing their AC.
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Ghoma Squasher, CR 30
"Emerging like a leviathan from the depths of nightmare, the Ghoma Squasher is a titanic beast, its shell a landscape of jagged, volcanic protrusions. These fiery crags constantly belch smoke and molten rock, casting a hellish glow over its obsidian-like hide. Each step it takes causes the earth to tremble, and the air around it shimmers with the unbearable heat it exudes. Its eyes, glowing like molten gold, betray a terrifying intelligence and malice."XP: 9,830,400
NE Colossal Outsider (Evil, Native, Qlippoth, Elemental, Ghoma)
Init: +2; Senses: Darkvision 300 ft., Tremorsense 300 ft., Perception +55
Defense
AC: 54 (-8 size, +52 natural, +2 Dex), touch 4, flat-footed 54hp: 940 (40d10+660)
Fort: +40, Ref: +28, Will: +32
Defensive Abilities: Damage Reduction 40/epic and good, Spell Resistance 50, Regeneration 40 (stopped by epic-level magic or artifacts)
Immune: Fire, Cold, Poison, Petrification, Sleep, Paralysis; Resist: Acid 40, Electricity 40, Sonic 20
Offense
Speed: 50 ft., burrow 40 ft.Melee: Bite +61 (12d10+39/19-20 plus grab), Tail Swipe +56 (10d8+20), Crush +61 (12d8+39)
Special Attacks: Lava Bomb Artillery, Terrifying Presence, Swallow Whole (10d6 bludgeoning and 10d6 acid, AC 31, 95 hp), Ghomic Cloud, Thunderous Stomp, Snap, Shell
Spell-Like Abilities (CL 30th; concentration +40)
-At Will: Earthquake, Fire Storm, Wall of Fire, Greater Dispel Magic, Shield, Magic Missile, Scorching Ray, Fireball, Meteor Swarm
-3/day: Hellball, Summon Monster IX (Ghoma only), Greater Teleport (self plus 100 lbs. of objects only), Spell Turning, Resilient Sphere
Statistics
Str: 65 (+27)Dex: 14 (+2)
Con: 55 (+22)
Int: 18 (+4)
Wis: 25 (+7)
Cha: 20 (+5)
Special Abilities
Lava Bomb Artillery (Su): The shield like scales on it's shell can launch off like a rain of bombs. Launches 1d6+2 lava bombs per round, each targeting an area up to 1200 feet away. it can target individual squares at up to 1200 feet but it can fire it's bombs up to 100x it's stated range if it simply doesnt care about accuracy. This would be used mainly to siege cities or cause wanton destruction, fired in this way the DC of the attack is reduced as it suffers a -30 circumstance penalty to it's attack (Reflex DC 18) and each bomb misses the square it was assigned by 1d10x10 feet. Each bomb deals 25d6 fire damage and 25d6 bludgeoning damage in a 70-foot radius (Reflex DC 48 half).Terrifying Presence: All creatures within 500 feet must make a DC 48 Will save or become panicked for 1d10+15 rounds. Those who save are shaken for 1d10 rounds. This is a mind-affecting fear effect.
Crush: As a standard action, the Squasher can crush opponents of Huge or smaller size, dealing 12d8+39 points of bludgeoning damage. A DC 48 Reflex save halves the damage.
Thunderous Stomp (Ex): As a move action, it can stomp the ground, creating shockwaves. All creatures within 100 feet take 10d10 sonic damage and are knocked prone (DC 48 Fort save for half damage and to avoid being knocked prone).
Shell (Ex): As a move action, a Ghoma Squasher can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, though it can use it's spell like abilities. It's armor bonus from natural armor increases by +40 as long as it does and it treated as if behind improved cover. (+8 Circumstance Bonus to AC, +4 to Reflex Saves) While withdrawn into it's carapace it deflects cones, lines, rays, and Magic Missile spells, rendering it immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated
Snap (Ex): A Ghoma Squasher can extend it's neck out nearly the distance of it's body to bite foes at medium range. This works much like the Lunge feat, increasing the reach of the Ghoma by 40 feet but reducing the Ghoma's Armor bonus by -10 until it's next round.
Ghomic Cloud (Su): Toxic clouds of poison gas exude from the Ghoma extending 400 feet from it, dealing 1d10 acid damage per minute and potentially causing debilitating sickness (Fort DC 48 to resist, those that fail the save are Sickened for 1d10 minutes). A black cloud like haze follows Ghoma Squashers wherever they roam following them even when underground unless it deliberately turns the power off. This effect is mainly seen high above thousands of feet in the sky, the localized area above them becomes tainted with thick black clouds and constant thunderstorms of red lighting, heavy blood like acid rain rains down upon the ground below. This kills all plant life and taints water supplies and rivers causing mass loss of wildlife and sickness, red lightning bolts strike random points in the landscape affected once per minute working like a call lightning storm but dealing pure profane damage. This deals 1d10 acid damge to those who ingest it and 1 per minute to those simply exposed to it, all affected are afflicted by both Firegut and Demon Fever
Firegut
Though less extreme than true dysentery, this disease is characterized by occasional vomiting of burning bile. It is extremely tenacious.
Type disease, ingested or injury; Save Fort DC 20
Onset 1 day; Frequency 1/day
Effect target is staggered; Cure 3 consecutive saves
Demon Fever
A deadly disease contracted through exposure to demons, this disease can cause permanent debilitating injuries to those who contract it.
Type disease, ingested or injury; Save Fort DC 18
Onset 1 day; Frequency 1/day
Effect 1d6 Con Damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves
Languages: Abyssal, Aklo, Infernal, Sylvan, Common, Telepathy 300 feet
Special Qualities: Ghoma Traits, Elemental Traits, Olippoth Traits, Greater Keen Senses, See In Darkness, Blindsense 240 feet
Ecology
Environment: Volcanic regions, deep undergroundOrganization: Solitary or with a Ghoma regiment
Treasure: Standard
COMBAT:
A veritable mountain of wrath and fire, the Ghoma Squasher is a herald of doom. Its presence alone reshapes the landscape, turning battles into catastrophes. Legends speak of this creature obliterating armies and reducing fortresses to rubble, a testament to the primal and terrifying power of the Ghoma.The Ghoma Squasher begins by raining down destruction with its Lava Bomb Artillery, reshaping the battlefield. It then advances, using its Crush and Thunderous Stomp to obliterate structures and foes alike, swallowing or biting those who dare approach or simply charging and crushing foes under it's prodigious bulk. Though appearing slow and languid, it can run as fast as a horse and doesn't tire, has a keen mind and can snap at foes from considerable distance.
Squashers are long range artillery units that can also serve in a tank function. They have extremely durable carapaces and if threatened can pull their heads into their shells granting them a number of defensive abilities and increasing their AC.
Attachments
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