Pseudonatural Hecatoncheires
Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 140d8+3,360+4,200 (8680 hp)
Initiative: +10 (+2 Dex, +8 Superior Initiative)
Speed: 280 ft.
AC: 191 (-8 size, +3 Dex, +7 deflection, +4 divine, +105 natural, +70 insight); touch 86; flatfooted 188
Base Attack/Grapple: +140/+194
Attack: Tentacle +195 (8d8+43/17-20) melee
Full Attack: 300 tentacles +195 (8d8+43/17-20) melee
Space/Reach: 15 ft./15 ft.
Special Attacks: Superior multiweapon fighting, spell-like abilities, summon pseudonatural hecatoncheires
Special Qualities: Abomination traits, acid resistance 70, all-around vision, DR 70/cold iron, epic, and good (15/ - ), electricity immunity, fast healing 70, possession, regeneration 70, SR 704
Saves: Fort +100, Ref +79, Will +86
Abilities: Str 97, Dex 17, Con 59, Int 20, Wis 30, Cha 24
Skills: Bluff +143, Climb +143, Diplomacy +143, Hide +143, Intimidate +143, Jump +143, Knowledge (history) +143, Listen +143, Search +143, Sense Motive +143, Spot +143, Survival +143, Swim +143
Feats: Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacle), Improved Toughness (x30), Multiweapon Fighting, Power Attack, Improved Sunder, Weapon Focus (tentacle) 6
Epic Feats: Damage Reduction (x5), Superior Initiative
Climate/Terrain: Any
Organization: Solitary or pair
Challenge Rating: 120
Treasure: Standard
Alignment: Always chaotic evil
Advancement: –
In the distance is a great tree, with weeping boughs and a great trunk rooted solidly into the ground. In the darkness you can make out what appears to the glow of thousands of fireflies settled over it's surface. Winking in and out of view, they glimmer in the night as if some beautifuly choreographed pavane. As you draw closer, you note a sweet smell, one of incense and light perfume. It is not until you finally reach this wondrous sight that an expression of horror creeps across your face,delivering you unto madness.
Pseudonatural hecatoncheires are the guardians of those places that border the abyss. Charged with watching over these domains, they have slowly been corrupted over the eons by the metaphysical energies that infuse the surrounding areas. While most have gone mad, a few retain their sanity, although they are still certainly not creatures to be trifled with. Worshipped only by madmen, they are little known and often overlooked as bizarre plantlife.
A pseudonatural hecatoncheires is 100 ft. tall and weighs 8 kilotons (16,000,000 pounds), due to it's sheer muscular density.
Combat
A pseudonatural hecatoncheires’ natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Abomination Traits:
• Divine Traits: Abominations are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
• Immunities: Abominations are immune to enchantment, illusionist and transmutation magic. They are not subject to energy drain, ability damage or drain.
• Special Qualities: Abominations are not subject to death from massive damage and have maximum hit points per Hit Die.
• Telepathy: Abominations can communicate telepathically with any creature within 1000 feet that has a language.
• Virtual Size Category: Most abominations have at least 15 points of strength beyond the average for creatures of that size and as such gain a Virtual Size Category. Pseudonatural hecatoncheires have three Virtual Size Categories.
All-Around Vision (Ex): The pseudonatural hecatoncheires’ fifty-thousand eyes give it all-around vision. A pseudonatural hecatoncheires can't be flanked.
Constant Insight (Su): The pseudonatural hecatoncheires makes all its attacks with a +15 insight bonus. The pseudonatural hecatoncheires is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): If the pseudonatural hecatoncheires hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Regeneration (Ex): Pseudonatural hecatoncheires take normal damage from good weapons or weapons tempered with the blood of a deity.
Rotting Constriction (Ex): Once the pseudonatural hecatoncheires has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the pseudonatural hecatoncheires regains 4 lost hit points for every point of constitution drained.
Spell-Like Abilities: At will - blur, dimension door, greater magic weapon, fly, shield, unhallow. Caster level 144th; save DC 17 + spell level. The DC is Charisma-based.
Summon Pseudonatural Hecatoncheires (Sp): A pseudonatural hecatoncheires can summon one other pseudonatural hecatoncheires once per day, though is loath to do so because then it will be similarly obligated to answer its sibling’s summoning. A summoned pseudonatural hecatoncheires cannot use its summoning power while “summoned.”
Superior Multiweapon Fighting (Ex): A pseudonatural hecatoncheires fights with all of it's tentacles. The pseudonatural hecatoncheires does not suffer an attack or damage penalty for attacking with three hundred tentacles. However, the press of limbs prevents the creature from making iterative attacks with any of its arms, nor can it make more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a Large creature in the same action (it can make all its attacks against a Huge or larger creature in one action).
Skills: A pseudonatural hecatoncheires’ fifty thousand auditory canals and fifty thousand eyes give it a +25,000 racial bonus on Listen, Spot, and Search checks.
Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 140d8+3,360+4,200 (8680 hp)
Initiative: +10 (+2 Dex, +8 Superior Initiative)
Speed: 280 ft.
AC: 191 (-8 size, +3 Dex, +7 deflection, +4 divine, +105 natural, +70 insight); touch 86; flatfooted 188
Base Attack/Grapple: +140/+194
Attack: Tentacle +195 (8d8+43/17-20) melee
Full Attack: 300 tentacles +195 (8d8+43/17-20) melee
Space/Reach: 15 ft./15 ft.
Special Attacks: Superior multiweapon fighting, spell-like abilities, summon pseudonatural hecatoncheires
Special Qualities: Abomination traits, acid resistance 70, all-around vision, DR 70/cold iron, epic, and good (15/ - ), electricity immunity, fast healing 70, possession, regeneration 70, SR 704
Saves: Fort +100, Ref +79, Will +86
Abilities: Str 97, Dex 17, Con 59, Int 20, Wis 30, Cha 24
Skills: Bluff +143, Climb +143, Diplomacy +143, Hide +143, Intimidate +143, Jump +143, Knowledge (history) +143, Listen +143, Search +143, Sense Motive +143, Spot +143, Survival +143, Swim +143
Feats: Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacle), Improved Toughness (x30), Multiweapon Fighting, Power Attack, Improved Sunder, Weapon Focus (tentacle) 6
Epic Feats: Damage Reduction (x5), Superior Initiative
Climate/Terrain: Any
Organization: Solitary or pair
Challenge Rating: 120
Treasure: Standard
Alignment: Always chaotic evil
Advancement: –
In the distance is a great tree, with weeping boughs and a great trunk rooted solidly into the ground. In the darkness you can make out what appears to the glow of thousands of fireflies settled over it's surface. Winking in and out of view, they glimmer in the night as if some beautifuly choreographed pavane. As you draw closer, you note a sweet smell, one of incense and light perfume. It is not until you finally reach this wondrous sight that an expression of horror creeps across your face,delivering you unto madness.
Pseudonatural hecatoncheires are the guardians of those places that border the abyss. Charged with watching over these domains, they have slowly been corrupted over the eons by the metaphysical energies that infuse the surrounding areas. While most have gone mad, a few retain their sanity, although they are still certainly not creatures to be trifled with. Worshipped only by madmen, they are little known and often overlooked as bizarre plantlife.
A pseudonatural hecatoncheires is 100 ft. tall and weighs 8 kilotons (16,000,000 pounds), due to it's sheer muscular density.
Combat
A pseudonatural hecatoncheires’ natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Abomination Traits:
• Divine Traits: Abominations are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
• Immunities: Abominations are immune to enchantment, illusionist and transmutation magic. They are not subject to energy drain, ability damage or drain.
• Special Qualities: Abominations are not subject to death from massive damage and have maximum hit points per Hit Die.
• Telepathy: Abominations can communicate telepathically with any creature within 1000 feet that has a language.
• Virtual Size Category: Most abominations have at least 15 points of strength beyond the average for creatures of that size and as such gain a Virtual Size Category. Pseudonatural hecatoncheires have three Virtual Size Categories.
All-Around Vision (Ex): The pseudonatural hecatoncheires’ fifty-thousand eyes give it all-around vision. A pseudonatural hecatoncheires can't be flanked.
Constant Insight (Su): The pseudonatural hecatoncheires makes all its attacks with a +15 insight bonus. The pseudonatural hecatoncheires is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): If the pseudonatural hecatoncheires hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Regeneration (Ex): Pseudonatural hecatoncheires take normal damage from good weapons or weapons tempered with the blood of a deity.
Rotting Constriction (Ex): Once the pseudonatural hecatoncheires has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the pseudonatural hecatoncheires regains 4 lost hit points for every point of constitution drained.
Spell-Like Abilities: At will - blur, dimension door, greater magic weapon, fly, shield, unhallow. Caster level 144th; save DC 17 + spell level. The DC is Charisma-based.
Summon Pseudonatural Hecatoncheires (Sp): A pseudonatural hecatoncheires can summon one other pseudonatural hecatoncheires once per day, though is loath to do so because then it will be similarly obligated to answer its sibling’s summoning. A summoned pseudonatural hecatoncheires cannot use its summoning power while “summoned.”
Superior Multiweapon Fighting (Ex): A pseudonatural hecatoncheires fights with all of it's tentacles. The pseudonatural hecatoncheires does not suffer an attack or damage penalty for attacking with three hundred tentacles. However, the press of limbs prevents the creature from making iterative attacks with any of its arms, nor can it make more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a Large creature in the same action (it can make all its attacks against a Huge or larger creature in one action).
Skills: A pseudonatural hecatoncheires’ fifty thousand auditory canals and fifty thousand eyes give it a +25,000 racial bonus on Listen, Spot, and Search checks.