Under Construction
Purposefully meant to be primordial god-like beings.
Khrovarius CR 95
CN Colossal Outsider (Chaotic, Extraplanar);
Init +54 (+19 Dex, +35 Int); Senses blindsight 500 ft., darkvision 1,000 ft.,
Scent, superior low-light vision, Mindsight, tremorsense 500 ft.,
See in Darkness, Farsight, greater arcane sight, steadfast perception,
superior darkvision, true seeing, Listen +35, Spot +35;
Languages Common, plus any 35 others, speak with animals,
speak with plants, tongues, telepathy 1,000 ft.;
DEFENSE
AC 156, touch 56, flatfooted 156 (-8 size, +19 Dex, +100 natural, +35 Wis);
hp 4,800 (100d8+4,000);
Fort +92, Ref +87, Will +87;
DR 40/magic, 20/epic and lawful and cold iron; SR 107;
Defensive Abilities AC Bonus, Detection Resistant,
Evasion, Mettle, Fast Healing 55, Impetuous Endurance,
Learned Magic Immunity, Regeneration 55,
Reign of Fury, Touch of the Divine, Uncanny Dodge;
Immune ability damage, ability drain, blindness, critical hits,
deafness, death effects, death by massive damage, disease,
drowning, energy drain, fire, involuntary mind-affecting effects,
nausea, paralysis, petrification, poison, involuntary polymorph effects,
sleep, stunning, suffocation;
Resist acid 30, cold 30, electricity 30, sonic 30, force 10;
OFFENSE
Speed 180 ft., fly 450 ft. (perfect), burrow 60 ft., climb 150 ft., swim 150 ft.;
Space 30 ft.; Reach 30 ft.;
Base Atk +100; Grp +161;
Full Melee unarmed strike +137/+132/+127/+122 (8d6+12d8+67)
and 2 claws +137/+132/+127 (12d8+22)
and 2 wings +137 (6d8+22) and gore +137 (8d8+22);
Special Attacks Epic Cold Iron Strike,
Frightful Presence, Pounce, Reaving Strikes, Rend;
Spell-like Abilities (CL 95th, Cha-based DC 45 + spell level)
Constant—greater arcane sight, blood wind, death throes, foresight, freedom of movement, ghost trap, speak with animals, speak with plants, superior darkvision, tongues, true seeing; At will—align fang, barghest's feast, dimensional anchor, discern location, false sending, feather fall, interplanar telepathic bond, planar tolerance, greater plane shift, regenerate, remove curse, resurgence, greater teleport; 1/minute—freedom, mage's disjunction, magic miasma, summon monster IX; 1/hour—alter fortune, commune, reality maelstrom, greater restoration, unbinding, vision;
Psi-like Abilities (ML 95th, Cha-based DC 45 + power level)
Constant—schism, steadfast perception; At will—psionic disintegrate, energy ray, exhalation of the black dragon, restore extremity; 1/minute—breath of the black dragon, concussive detonation, energy ball, vigor; 1/day—psionic dominate, metafaculty;
STATISTICS
Str 100, Dex 48, Con 90, Int 81, Wis 81, Cha 81;
Feats Beast Strike, Blind-Fight, Combat Reflexes, Hammer Fist, Improved Bull Rush, Improved Multiattack, Improved Natural Weapon [claws], Improved Rapidstrike [claws], Improved Unarmed Strike, Insightful Reflexes, Knockback, Multiattack, Power Attack, Rapidstrike [claws], Robilard's Gambit, Superior Unarmed Strike, Versatile Unarmed Strike, Way of the Scorpion, Zen Archery; (19 nonepic feats so far) (7 nonepic and 27 epic feats)
Epic Feat Ignore Material Components, Spellcasting Harrier;
Racial Bonus Feats Aquatic Spellcasting, Darkstalker, Eschew Materials, Mindsight, Worldly Focus;
Skill Ranks Balance 0 ranks, Bluff 0 ranks, Concentration 0 ranks, Hide 0 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 0 ranks, Move Silently 0 ranks, Listen 0 ranks, Search 0 ranks, Sense Motive 0 ranks, Spellcraft 0 ranks, Spot 0 ranks, Survival 0 ranks, Tumble 0 ranks;
Synergy +0 Balance, +0 Diplomacy, +0 Disguise (acting), +0 Intimidate, +0 Jump, +0 Knowledge (nature), +0 Sleight of Hand, +0 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
Size Modifiers -16 Hide, +16 Intimidate;
SQ Breathless, Change Shape, Earth Glide, Frozen Glide, Manifest Chaos, Mastery of Elements, Unleashed Chaos;
Advancement undetermined;
ABILITIES
AC Bonus (Ex): When unarmored and unencumbered, a khrovarius may add its Wisdom bonus (if any) to its AC. This bonus to AC applies even against touch attacks and when the khrovarius is flat-footed. This bonus is lost whenever a khrovarius is immobilized or helpless, when it wears any armor, when it carries any shield, or carries a medium or heavy load.
Change Shape (Su): As a standard action, a khrovarius can assume the form of any ooze, ranging in size from Small to Colossal, or return to its original form.
Detection Resistant (Ex): A khrovarius is always considered to have cast a nondetection spell on itself with an effective caster level equal to its HD.
Earth Glide (Ex): A khrovarius can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing khrovarius flings it back 30 feet.
Epic Cold Iron Strike (Su): A khrovarius's natural attacks, unarmed strikes, as well as any weapons it wields, are considered epic and cold iron for the purpose of overcoming damage reduction.
Farsight (Ex): A khrovarius enjoys great visual acuity. They suffer only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, they take only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Frightful Presence (Ex): A khrovarius can unsettle foes with its mere presence. The ability takes effect automatically whenever the khrovarius attacks or charges. Enemies that can see the khrovarius within 120 feet are subject to the effect if they have fewer HD than the khrovarius. A potentially affected creature that succeeds on a Will save (DC 95) remains immune to that khrovarius’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become frightened for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds.
Frozen Glide (Ex): A khrovarius can glide through snow and ice as easily as a fish swims through liquid water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A
move snow and ice spell cast on an area containing a burrowing khrovarius flings it back 30 feet.
Impetuous Endurance (Ex): A khrovarius does not automatically fail a saving throw on a roll of 1. It might still fail the save if its result fails to equal or beat the DC.
Learned Magic Immunity (Su): After a khrovarius is affected by a particular effect produced by a particular creature, provided that the effect is subject to spell resistance, the khrovarius may then choose to gain unlimited spell resistance thereafter, against that same effect when produced by that same creature.
Manifest Chaos (Su): The area around a khrovarius is affected as though by the wild magic planar trait (DMG 149), out to a maximum radius of 25 feet + 5 ft./2 Hit Dice. Once per round, as a free or immediate action, a khrovarius may choose to dismiss or reactivate this ability, and also decide how far it extends.
Mastery of Elements (Ex): A khrovarius can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.
Mettle (Ex): A khrovarius can resist magical and unusual attacks with great willpower or fortitude. If it makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), it instead completely negates the effect. An unconscious khrovarius does not gain the benefit of Mettle.
Pounce (Ex): A khrovarius can make a full attack at the end of a charge, but only the first attack made gains the benefits associated with charging.
Reaving Strikes (Ex): A khrovarius's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Rend (Ex): If a khrovarius hits the same creature with both claw attacks, it latches on and tears the flesh, This automatically deals the base damage of both claws, plus 1-1/2 times its Str bonus. A given creature can only suffer this damage once per round.
Regeneration (Ex): Lawful weapons and effects deal normal damage to a khrovarius. If a khrovarius loses a limb or body part, the lost portion regrows in 1d6 rounds. The creature can reattach the severed member instantly by holding it to the stump.
Reign of Fury (Ex): The area threatened by a khrovarius is considered difficult terrain for its opponents.
See in Darkness (Su): A khrovarius can see perfectly in darkness of any kind, even that created by a
deeper darkness spell.
Touch of the Divine (Ex): A khrovarius has maximum hit points for its Hit Dice.
Unleashed Chaos (Su): The moment any khrovarius is killed, each creature with the chaotic subtype in existence at that time possessing an unaltered Intelligence score of at least 3, gains the following spell-like abilities:
freedom, limited wish, unbinding (CL equals their own HD, save DCs are Cha-based). Each ability remains available to each recipient until they successfully cast it, at which point they lose that particular ability.
TYPICAL GEAR
???
NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.
EPIC SPELLS
CHAOS AGENT'S URGENT SHADOWSPELL
Illusion (Shadow)
Spellcraft DC: 149
Components: None
Casting Time: 1 immediate action
Range: see text
Target, Effect or Area: see text
Duration: see text
Saving Throw: see text
Spell Resistance: see text
To Develop: 1,341,000 gp; 27 days; 53,630 XP.
Seeds: shadow (DC 23).
Factors: duplicate one arcane or divine spell up to 15th level (+80 DC), duplicated spell may be of any school (+14 DC), immediate action casting time (ad hoc +35 DC), no vocal or somatic components (+4 DC).
Mitigating Factors: suffer 3d6 backlash damage (-3 DC).
Upon casting this spell, its caster suffers 3d6 backlash damage.
Upon its casting, this spell may duplicate any single arcane or divine spell of any school, with a total effective spell level no greater than 15th level, except that it is considered an epic spell for all intents and purposes. If the spell to be duplicated has an XP cost, then the caster must pay that cost upon casting this spell. Anyone physically interacting with the effect created by this spell, gains a Will save to disbelieve. A successful save allows one to recognize the effect as an amalgam of shadows, though its results remain unchanged.