MARRUSPAWN ABOMINATION CR 21
NE Medium Outsider (Extraplanar);
Templates Dark, Shadow, Variable Half-Fiend;
Init +4; Senses darkvision 120 ft., true seeing, discriminating hearing,
blindsight 120 ft., superior low-light vision, Mindsight, Listen +36, Spot +32;
Languages Common, Celestial, Infernal, Abyssal plus any 2, telepathy 200 ft.
AC 44, touch 24, flatfooted 44 (+20 natural, +10 insight, +4 Dex);
hp 460 (20d8+300);
Fort +35, Ref +18, Will +33 (with +2 luck);
SR 32 (base CR + 12); DR 10/magic and adamantine;
Defensive Abilities Evasion, Fast healing 15, Touch of the Divine, Uncanny Dodge;
Resist 10 acid, 20 cold, 10 dessication, 10 electricity;
Immune ability damage, ability drain, energy drain, fire, involuntary mind-affecting effects, involuntary polymorph effects, massive damage, petrification, poison;
Speed 105 ft. fly 105 ft. (average);
Space 5 ft.; Reach 5 ft.;
Base Atk +20; Grp +36;
Melee 2 claws +36/+31/+26 (2d8+16),
unarmed strike +34/+29/+24/+19 (2d6+8), and bite +34 (4d6+8);
Special Attacks Magic Strike, Adamantine Strike, Rend, Pounce, Howl of Dissolution;
Spell-like Abilities (CL 20th, Cha-based DC 17 + spell level)
Constant—nondetection, touch of thirst, true seeing; 3/day—flesh to salt, sandform,
summon monster IX (Gargantuan fiendish monstrous scorpion only); 1/day—symbol of thirst;
Half-Fiend Spell-like Abilities (CL 20th, Cha-based DC 17 + spell level)
3/day—bite of the werebear, blood wind, heart of water, heroics, girallon's blessing, greater plane shift, righteous might, greater teleport, wraithstrike; 1/day—gate, miracle;
Str 43, Dex 18, Con 32, Int 20, Wis 29, Cha 25;
Feats Mindsight, Darkstalker, Rapidstrike, Improved Rapidstrike,
Improved Unarmed Strike, Superior Unarmed Strike, Multiattack;
Skill Ranks Balance 16 ranks, Bluff 15 ranks, Concentration 23 ranks, Escape Artist 16 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 23 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 5 ranks, Move Silently 23 ranks, Spellcraft 23 ranks, Listen 23 ranks, Search 15 ranks, Sense Motive 15 ranks, Spot 23 ranks, Survival 6 ranks, Tumble 15 rank, Use Magic Device 23 ranks;
Synergy +3 Balance, +3 Disguise (to act), +6 Diplomacy, +2 Gather Information, +3 Intimidate, +3 Jump;
Racial +4 Listen, +8 Hide, +12 Move Silently;
SQ Hide in Plain Sight, Ferocity, Shadow Blend
Adamantine Strike (Ex): A marruspawn abomination's natural weapons and unarmed strikes are considered adamantine for the purpose of overcoming damage reduction.
Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet.
When a marruspawn detects a noise, the exact location of the source is not revealed—only its presence somewhere within range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move—in any round when they move, they are detectable by the sound they make while moving through the air or shuffl ing along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected.
Evasion (Ex): This shadow creature gains Evasion, as per the rogue's class feature.
Ferocity (Ex): A marruspawn abomination is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Hide in Plain Sight (Ex): A dark creature can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Howl of Fossilization (Su): Once every 1d4 rounds, a marruspawn abomination can loose a fossilizing howl as a free action. All creatures within 30 feet must succeed on a DC 27 Fortitude save or become fossilized. This effect functions as the flesh to stone spell (see page 232 of the Player’s Handbook). The save DC is Charisma-based. Even a creature that makes its save is subject to the abomination’s howl of fossilization ability in later rounds.
Magic Strike (Su): A marruspawn abomination's natural weapons and unarmed strikes are considered magic for the purpose of overcoming damage reduction.
Pounce (Ex): If a marruspawn abomination charges, it can make a full attack.
Rend (Ex): If this marruspawn abomination hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+24 points of damage.
See in Darkness (Su): This shadow creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Touch of the Divine (Ex): A marruspawn abomination has maximum hit points for its Hit Dice.
Note Added the ferocity, pounce and rend abilities, to fill out thematic effectiveness.
A villain in need of background development.
Drafted for the campaign purposes, this creature has yet to have a custom template applied.