Ghoma Nightflier, CR 23
A giant vampire bat the size of a building flies overhead, darkness blankets the landscape around it for miles as the sun disappears in it’s wake, it’s 4 glowing eyes and red glowing cracks across it’s lava like skin are easily seen.
XP: 819,200
NE Colossal Outsider (Evil, Native, Qlippoth, Elemental, Ghoma)
Init +6, Senses: Perception +47 (+57 Sound Based Perception), Truesight, See In Darkness, Blindsense 240ft, Echolocation 240ft
Defense
Hit Dice: 22d10, +264 Con, +22 Toughness (401 hp)
AC: 46 ( +3 Dex, +1 Dodge, +32 Natural, -8 Size, +4 Insight, +4 Deflection) Touch: 22, Flat Footed: 42
Fort +25, Ref +16, Will +23
Defensive Abilities: Damage Reduction 20/ Magic Adamantine and Good, Spell Resistance 32, Immune: Critical Hits, Stunning, Precision Based Damage, Death by Massive Damage, Fire, Cold, Resist: Acid: 15, Electricity 15, Fast Healing 20
Offense
Speed 20 ft, 120ft Fly (Perfect)
Melee:
Full Attack: 2 claws and bite and 2 secondary wing attacks or 4 eye rays ranged
2 Claws: 4d6+17 Slashing +5 Magic +6d6 Fire +Grab 17-20/x3 Crit, (+44/+44 Melee 30 ft reach)
Bite: 4d10+17 Piercing +5 Magic +6d6 Fire +Magic Drain +Stone Spit 19-20/ x3 Crit (+44 Melee 30 ft reach)
2 Wings: 2d8+8 Piercing +5 Magic +6d6 Fire 19-20/x3 Crit (+30/+30 Melee 30 ft reach)
Ranged:
4 Rays of Annihilation: 44d6 Disintegration (DC 33 vs 5d6) 19-20/ x3 Crit (+25 Ranged Touch) 1,280 ft (long) range
Stone Spit: 4d4 Bludgeoning Damage +Petrification DC 33, +Entanglement (+25 Ranged Touch) 300 ft range 19-20/x3 crit
Sonic Screech: 22d4 Sonic Damage + Permanantly Deafened (DC 33 vs 22 Rounds) (+25 Ranged Touch) 1,280 ft (long) range
Special Attacks: Heat 6d6, Terrifying Appearance, Raging Blood, Sonic Blast, Grab, Spell Like abilities, Summon Ghoma, Magic Drain, Ghomic Cloud, Stone Spit, Petrifying Blood
Statistics
Str 44 +17
Dex 16 +3
Con 34 +12
Int 21 +5
Wis 30 +10
Cha 25 +7
Base attack +22; CMB +59; CMD 72
Feats: Awesome Blow, Blinding Critical, Dodge, Improved Bull Rush, Improved Critical, Improved Critical Multiplier, Improved Initiative, Improved Grapple, Flyby Attack, Intimidating Prowess (b), Power Attack, Skill Focus Perception, Snatch, Staggering Critical
Skills: Acrobatics +28, Bluff +32, Climb +44, Fly +36, Intimidate +38, Knowledge Arcana +34, Knowledge Dungeoneering +32, Knowledge Planes +32, Knowledge Religion +32, Perception +47 (+57 Sound Based), Sense Motive +35, Use Magic Device +34
Racial: +2 Climb, +8 Fly, +6 Perception (+10 on sound based Perception checks), +6 Intimidate, +2 Knowledge Arcana, +2 Use Magic Device
Languages: Abyssal, Aklo, Infernal, Sylvan, Common, Telepathy 300 feet
Special Qualities: Ghoma Traits, Elemental Traits, Olippoth Traits, Greater Keen Senses, See In Darkness, Echolocation, Blindsense 240 feet
Ecology
Environment: Subterranian, Sky
Organization: Solitary, Pair, 1d3+3 Cauldron
Treasure: Nightflier Fangs (+5 Flaming Burst Short Spears x4)
Special Abilities:
Ghoma Traits (Ex): The Ghoma count as Elementals and Qlippoth gaining the benefits of both subtypes simultaneously. (This grants Immunity to Cold, Fire, Mind Influencing Effects, Poison, Bleed, Paralysis, Sleep, Stunning, Critical Hits, Flanking, Precision Based effects (Like Sneak attack) and they do not need to breathe, eat or sleep. They also gain resistance 15 to Acid and Electricity)
Terrifying Appearance (Su): Nightfliers have an aura of supernatural terror around them. This causes all foes within 240 feet who fail a DC 28 Will Save to be affected by the spell Insanity and all Humanoid foes of less than 5 HD within 240 feet to also be Terrified permanently. A successful saving throw or Humanoids of 5 HD or more are unaffected by the Insanity Effect and are instead Frightened for 22 minutes. A successful save by a humanoid of over 5 HD reduces the effect to the Shaken status. This is a Mind Influencing Fear Effect. (this ability replaces a base Qlippoth’s Horrific Appearance ability, the DC is Cha based)
Magic Drain (Su): The bite of a Nightflier drains magical power and energy. When a Nightflier bites a foe, the victim must make a DC 28 Will Save or one spell effect currently affecting him immediately ends—determine which spell is drained randomly if the target is under the effects of more than one spell. The Nightflier heals damage equal to twice the level of the spell drained (hit points in excess of its maximum are instead gained as temporary hit points that last for 1 hour). If a Nightflier attempts to Sunder a magic item with its bite, its magic-draining bite renders the item nonmagical for 1d4 rounds (if the item is a permanent magic item), drains 1d8 charges (if the item has charges), or renders it permanently nonmagical (if the item is a one-use item). The item (or its wielder, if the item is attended) can resist this effect with a DC 28 Will save. Damage dealt to an item is applied after the effects of magic drain are applied. The save DC is Charisma based.
Rays of Annihilation (Su): Ghoma Nightfliers can fire black rays of pure null energy emitting an eerie red light, annihilating anything they hit. These deal damage as the Disintegrate Spell but deal 44d6 instead of 40d6 damage (A Successful DC 33 Fort Save reduces the damage to 5d6) the Nightflier can make 4 such attacks as a full round action or 1 attack as a standard action. Things destroyed by such beams are annihilated, entirely disappearing into shadow and dry smoke. These beams can also disintegrate a 10ft cube of unliving matter per shot leaving nothing but smoke and shadow behind. Only a True Resurrection, Wish, Miracle or the intervention of a Deity can be used to restore a foe killed in such a way. This ability can be used once every 1d4+1 rounds, but it need not use all beams in the same round and the recharge begins the moment a single beam is fired.
Heat (Ex): The bodies of the Ghoma produce palpable heat capable of burning any foe or object that touches them. This deals 6d6 points of fire damage to any being the ghoma touches or who grapple with or inflict any unarmed attack on the ghoma. Any being affected by this ability must make a DC 33 Reflex Save or risk catching fire once per round they remain in contact, any unarmed attack the Nightflier inflicts also deals this damage, this is a Con based save.
Raging Blood (Ex): Any successful melee attack upon the ghoma unleashes a spray of molten lava and clashing electricity, a successful DC 33 Reflex save negates this damage. This affects all enemies in a 5 ft cone. Any being who fails the save takes 5d4 Fire Damage, and risks catching on fire. This save is Con based
Petrifying Blood (Su): Any foe affected by the Nightflier’s Raging Blood ability must also make a DC 33 Fort Save or be affected by the effects of a Flesh to Stone Spell permanently turning to stone if they fail the save this ability can only affect a creature once per round.
Sonic Screech (Ex): Nightfliers can release a blast of sonic energy in an 240ft cone, a 580 ft line or a ranged touch attack with a long range, All enemies caught within the blast must make a DC 33 Fort Save or take 22d4 Sonic damage and be permanently deafened. A successful save negates the deafening effect and reduces the damage by half. Any foe hit by the ranged touch attack version of this ability takes full damage and is deafened for 22 rounds without a save allowed and must make a DC 33 Fort Save or be Permanently Deafened. This ability also shatters all glass or unattended crystalline objects within range as if they were affected by the Shatter spell. This ability may be used once every 1d4+1 rounds and the Ghoma cannot use it’s Echolocation ability on any round it uses this power. The DC is Con based.
Stone Spit (Su): The Nightflier can as a standard action spit glob of wet concrete like spit at a foe within 300 feet. This spit if it hits deals 3d4 Bludgeoning damage and the foe must make a DC 33 Fort Save or be petrified as the Flesh to Stone Spell. If successful or the foe is immune, the foe is still entangled until they brush the sludge off of themselves (A Full Round action)
Ghomic Cloud (Su): A black cloud like haze follows Ghoma Nightfliers wherever they fly. This effect is mainly seen high above thousands of feet in the sky, the localized area above them becomes tainted with thick black clouds with occasional red bolts of lightning, that rain a weak blood like acid down upon the ground below. This kills all plant life and taints water supplies and rivers causing mass loss of wildlife and sickness, this causes the disease Firegut, and deals 1 point of acid damage to any being drinking the tainted water or who remain in the area for more than 1 day. When multiple Nightfliers congregate in the same area the clouds grow thicker, the thunderstorm becomes a constant flashing or red lightning in the sky, the blood rain grows more intense and red lightning bolts strike random points in the landscape affected once per minute working like a call lightning storm but dealing pure profane damage. The acid damage increases to 1d10 for those who ingest it and 1 per minute instead of 1 per day and 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
Summon Ghoma: The Ghoma Nightflier can attempt to summon 6d4+6 Howlers + 2d4+2 Howler Alphas, or 1d4+1 Stingers or 1 Nightflier with a 90% chance of success 1/day
Spell Like Abilities: DC 28, CL 22
Constant: Detect Magic, Foresight, Freedom of Movement, Greater Magic Fang, Truesight
At Will: Black Tentacles, Contagion, Create Greater Undead, Deeper Darkness, Dimension Door, Entropic Shield, Fireball, Flesh to Stone, Foresight, Freedom of Movement, Globe of Invulnerability, Greater Dispelling, Lesser Shadow Conjuration, Lesser Shadow Evocation, Poison, Wind Walk, Whispering Wind
3/day: Dimension Lock, Dimensional Anchor, Haste, Quickened Heal, Improved Invisibility, Meteor Swarm, Shadow Conjuration, Shadow Evocation, Shadow Walk, Shout
1/day: Dominate Monster, Greater Shadow Conjuration, Greater Shadow Evocation, Hold Monster
Epic Spell Like Abilities:
Constant: Eclipse
Greater Keen Senses (Ex): Ghoma Nightfliers gain a +4 to Perception Checks
Grab (Ex): Ghoma Nightfliers can attempt a grapple check after every unarmed attack without provoking an attack of opportunity, and may grapple a foe while not being considered grappled themselves at a -20 penalty.
Telepathy (Su): All ghoma can express thoughts to other beings
Flyby Attack: Ghoma Nightfliers may move, attack, and move again so as long as it is not more than their movement speed and done in flight
Blindsense (Ex): Ghoma Nightfliers can feel subtle air vibrations around them allowing them to be aware of the presence, general size, and position of any being within 240 feet of them.
Echolocation (Ex): Ghoma Nightfliers are able to use ultrasonic waves to detect the world around them. This gives them Blindsight in a 240 ft cone in front of them and is sound dependent. The echo-producing noises are too high-pitched to be heard by most creatures, and can only be detected by dragons, other creatures with this ability (such as bats), and creatures with hearing-based blindsense or blindsight. A Nightflier cannot use this ability if deafened and cannot detect anything in an area of silence.
See in Darkness (Ex): Nighfliers can see perfectly in darkness of all kinds.
Combat:
Ghoma Nightfliers are the battlefield commanders of whole ghomic regiments sowing psychological torment in enemies below, they are the first truly powerful Ghoma that even demigods must worry about.
They are imbued with a cruel intelligence and wicked cunning and are masters of both manipulation and intimidation and unlike most other Ghoma are capable of speech. They communicate with humans, monsters and gods telling them anything they want to hear in order to further their own ends and open up trusting mortals to vulnerabilities and infighting or to get otherwise neutral monsters on their side.
Nightfliers soar in on wings of darkness spreading night, disease and death with their coming. Nightfliers rain bolts of entropic annihilation down upon cities, enemy armies and powerful heroes arrayed to face the Ghomic hoard.
Everywhere they go the sun is blotted out from the sky, the center of which turning black as night spreading an eerie umbra across the land. Vampires and light vulnerable undead and creatures may move within this darkness without being affected by the sun even during the day. The Nightflier uses this to it’s advantage transforming the recently deceased into Bodaks to further sow discord and destruction.
Masters of magic, Nightfliers will rain spell like abilities down from above favoring Shadow Evocation and Shadow Conjuration to create a myriad of effects, but are also fond of Flesh to Stone, Deeper Darkness, Black Tentacles, Contagion and Poison. They love to sow chaos within the ranks of mortal men allowing their Ghoma armies to easily crush their foes.
If pressed the Nightflier proves to be a terrifyingly capable combatant, equally adept at both ranged and melee combat, the Nightflier favors unleashing it’s Rays of Annihilation upon slippery foes or those it can deduce won’t be able to survive it’s effects. Upon sturdier opponents it will unleash it’s Petrifying Spit and lob spell like abilities like fireball and black tentacles to keep it occupied while generally keeping it’s distance and will fire barrages of Annihilating Rays down upon them while preoccupied.
If forced into melee it will target faster foes and battlefield buffers like Bards and Rogues first, unleashing it’s eye rays and sonic screech attempting to deafen bards and annihilate rogues. It will also favor spellcasters, knowing how dangerous they can be, it will likewise attempt to annihilating ray spellcasters or if injured it will attempt to drain their magic from them restoring it’s own HP.
Against melee types it will make full attacks, it’s relatively slow while grounded but won’t hesitate to take to the ground if needed or optimal. It will rely upon it’s melee attacks and bite to tear into melee foes grappling them at any opportunity and allowing it’s heat ability to burn the foe to death while flying high into the air and dropping the hapless soul from 200 feet up, it also relies on it’s Raging Blood and Petrifying Blood to kill attackers who wound it.
If faced with a situation it cannot handle alone it will call upon the aid of another Nightflier or Stingers while in the air or if grounded upon the help of a crowd of Howlers and Howler Alphas.
If faced with a foe they cannot defeat, they will attempt to parley, such parleys are almost always a lie with the Nightflier keeping up the act only as long as benefits it or it is able to heal itself and gain some distance at which point it will usually unleash a Meteor Swarm upon the enemies and fight viciously, fighting to the death.