Awakened Shadesteel Golem



AWAKENED GREATER SHADESTEEL GOLEM CR 14?
N Large Construct (Extraplanar);
Init +2; Senses darkvision 120 ft.,
superior low-light vision, Listen +44, Spot +44;
Languages Common, Undercommon, plus any 13 others;

DEFENSE
AC 33, touch 11, flatfooted 31 (-1 size, +2 Dex, +22 natural);
hp 205 (27d10+30+27);
Fort +9, Ref +11, Will +18;
DR 15/adamantine and magic;
Defensive Abilities Magic Immunity;
Resist acid 5, cold 30, electricity 30, fire 30, sonic 5
Immune construct traits;

OFFENSE
Speed 30 ft., fly 30 ft. (perfect);
Space 10 ft.; Reach 10 ft.;
Base Atk +20; Grp +36;
Typical Full Melee unarmed strike +31/+26/+21/+16 (3d6+4d8+18)
    and 2 slams +31/+26/+21 (4d8+6);
Special Attacks Negative Pulse Wave;

STATISTICS
Str 34, Dex 14, Con Int 36, Wis 36, Cha 36;
Feats Ability Focus [Negative Energy Wave], Beast Strike, Darkstalker, Hammer Fist, Improved Multiattack, Improved Natural Attack [slams], Improved Rapidstrike [slams], Improved Toughness, Improved Unarmed Strike, Rapidstrike [slams], Superior Unarmed Strike, Multiattack; (1 more feat needed)
Skill Tricks Collector of Stories;
Skill Ranks Balance 5 ranks, Bluff 8 ranks, Concentration 30 ranks, Escape Artist 15 ranks, Hide 30 ranks, Knowledge (any 11) 15 ranks, Listen 30 ranks, Move Silently 30 ranks, Psicraft 15 ranks, Search 15 ranks, Sense Motive 15 ranks, Spellcraft 15 ranks, Spot 30 ranks, Tumble 20 ranks, Use Magic Device 25 ranks;
Synergy +3 Balance, +2 Disguise (to act), +8 Diplomacy, +3 Gather Information, +2 Intimidate, +3 Jump, +2 Sleight of Hand, +3 Spellcraft, +4 Spellcraft (with scrolls), +3 Survival, +3 Use Magic Device (with scrolls);
Racial +12 Hide, +16 Move Silently;
Size Modifiers -4 Hide, +4 Intimidate;
SQ Shadow Blend

ABILITIES
Magic Immunity (Ex): A shadesteel golem is immune to any effect that allows spell resistance, with exceptions as noted below.
    Any spell or effect with the light descriptor or using positive energy, that would normally affect a shadowsteel golem directly, causes the golem to speed up as if affected by haste for 2d4 rounds. Any spell or effect with the darkness or shadow descriptor that would normally affect a shadesteel golem directly, instead heals it for number of hit points equal to its effective spell level. These benefits occur only once for any given spell or effect, regardless of its duration.
Negative Pulse Wave (Su): The shadesteel golem can radiate a burst of inky black negative energy as a free action every 1d4+1 rounds. The pulse deals 12d6 damage to all living creatures within 40 feet of the golem (Fort DC 25 half). Undead creatures within the area are instead healed of 12d6 points of damage, and any turning effect they are under is broken. A death ward or similar effect can protect a creature from this ability. The save for this ability is Constitution-based.
Shadow Blend (Su): In any conditions other than full daylight, a shadesteel golem can disappear into the shadows, giving it total concealment. Artificial illumination, even a lightor continual flame spell, does not negate this ability, but a daylight spell will.

NOTES
Note A spellcaster with at least 4 levels in the dweomerkeeper prestige class (CD), and the capability of casting awaken construct (SpC 21) in tandem with the Intensify Spell epic feat, is required to produce this creature.
Note Energy resistances were added to the golem, with consideration to its material composition compared to that of living flesh.

Khrovarius

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.

Reaping Horror

Under Construction

The scarred and stitched form of a reaping horror, typically stands thirty feet tall with a generally humanoid anatomy. The humanoid nature of its anatomy deviates with regard to the two sets of arms that emerge from the sides of its upper torso, and three pairs of spiked tentacles mounted down its backside. The larger set of arms end in curved blades of bone that function like scythes. The smaller set of arms placed below the larger ones, are more akin to those of most humanoids, although these end in clawed hands. A reaping horror also wears a gaunt face, with deep eye sockets and an unusually wide toothy maw.

Reaping Horror CR 21
CE Huge Outsider (Chaotic, Evil, Extraplanar);
Init +6 (+6 Dex); Senses blindsight 60 ft., darkvision 300 ft., Scent,
superior low-light vision, tremorsense 60 ft., Listen +5, Spot +5;
Languages Abyssal, Common, Celestial, Draconic,
Infernal, Undercommon; telepathy 100 ft.;

DEFENSE
AC 37, touch 14, flatfooted 31 (-2 size, +6 Dex, +23 natural);
hp 368 (21d8+273);
Fort +25, Ref +18, Will +17;
DR 15/good and cold iron; SR 29; Resist cold 15, electricity 15;
Defensive Abilities Fast Healing 1, Regeneration 1;
Immune acid, death effects, death by massive damage,
involuntary mind-affecting effects, poison;
Weakness Light Blindness;

OFFENSE
Speed 60 ft., fly 120 ft. (average), climb 50 ft., swim 50 ft.;
Space 15 ft.; Reach 15 ft.;
Base Atk +21; Grp +45;
Full Melee 2 scythe-arms +35/+30/+25 (6d6+16/15-20/x5) and
2 claws +35 (2d6+8) and 6 spiked tentacles +35 (2d6+8) and bite +35 (3d6+8);
Special Attacks Acid Breath, Acidic Blood, Augmented Critical,
Chaotic Evil Cold Iron Strike, Reaving Strikes;
Spell-like Abilities (CL 21st, Cha-based DC 22 + spell level)
Constant—blood wind, camouflage, ghost trap, nondetection; At will—barghest's feast;

STATISTICS
Str 43, Dex 23, Con 37, Int 20, Wis 20, Cha 34;
Feats Improved Critical [scythe-arms], Improved Natural Weapon [scythe-arms], Improved Rapidstrike [scythe-arms], Rapidstrike [scythe-arms], Power Attack, Improved Bull Rush, Knockback;
Epic Feat Spellcasting Harrier;
Racial Bonus Feats Blind-Fight, Brutal Throw, Combat Reflexes, Multiattack, Improved Multiattack;
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 -8 Hide, +8 Intimidate;
SQ Amphibious;
Advancement undetermined;

ABILITIES
Acid Breath (Su): As a standard action, a reaping horror may breathe a 120-ft.-line of acid that deals 1d6 points of acid damage for every 2 Hit Dice (Ref DC 33 half). This save DC is constitution-based. A reaping horror must wait 1d4 rounds after using this ability, before it can be used again.
Acidic Blood (Ex): Whenever a creature threatened by a reaping horror, deals piercing or slashing damage to it with a melee or ranged attack, the reaping horror may instantly spray some of its blood upon that attacking creature using one of its attacks of opportunity for the round. This is considered a ranged touch attack with an absolute range equal to the reaping horror's natural reach, that deals an amount of acid damage equal to 1d6 plus the reaping horror's constitution bonus (if any).
Amphibious (Ex): A reaping horror can breathe air and water equally well.
Augmented Critical (Ex): A reaping horror's scythe-arms threaten a critical hit on a natural attack roll of 18-20, dealing quintuple damage on a successful critical hit.
Regeneration (Ex): In addition to fire, good weapons and effects deal normal damage to a reaping horror. If a reaping horror loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Chaotic Evil Cold Iron Strike (Su): A reaping horror's natural weapons and unarmed strikes are considered chaotic and evil-aligned, as well as cold iron, for the purpose of overcoming damage reduction.
Reaving Strikes (Ex): A reaping horror's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a reaping horror for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.

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.

Nether Troll

Under Construction

Nether Troll CR 9
CN Medium Outsider (Chaotic, Extraplanar);
Init +8 (+8 Dex); Senses darkvision 180 ft., Scent,
superior low-light vision, See in Darkness, true seeing,
superior darkvision, see invisibility, Listen +10, Spot +10;
Languages Common, Giant, Undercommon;

DEFENSE
AC 20, touch 18, flatfooted 20 (+8 Dex, +2 natural);
hp 50 (9d8+9);
Fort +7, Ref +14, Will +6;
Racial Save Modifiers +4 fear;
DR 5/lawful; Resist cold 15;
Defensive Abilities Evasion, Uncanny Dodge, Regeneration 1;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +9; Grp +9;
Full Melee 2 claws +17 (1d4) and bite +12 (1d4);
Special Attacks Magic Chaos Strike, On Demand Weaponry, Sneak Attack +5d6;
Spell-like Abilities (CL 9th, Cha-based DC 15 + spell level)
Constant—deep breath, find traps, golem strike, grave strike, hunter's eye, nondetection, see invisibility, shadow phase, superior darkvision, true seeing, veil of shadow, vine strike; At will—summon weapon, vital strike; 1/minute—lion's charge, wraithstrike; 3/day—darkness, shadow walk; 1/day—deeper darkness;

STATISTICS
Str 11, Dex 27, Con 13, Int 15, Wis 10, Cha 21;
Feat Weapon Finesse;
Pathfinder Feat Shadow Strike;
Racial Bonus Feat Darkstalker;
Skill Ranks Balance 5 ranks, Bluff 5 ranks, Concentration 12 ranks, Escape Artist 6 ranks, Gather Information 5 ranks, Hide 10 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 1 rank, Move Silently 10 ranks, Listen 10 ranks, Search 10 ranks, Sense Motive 10 ranks, Spellcraft 5 ranks, Spot 10 ranks, Survival 5 ranks, Tumble 10 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Knowledge (nature), +2 Sleight of Hand, +2 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
SQ Hide in Plain Sight, Shadow Blend;
Advancement by character class;

ABILITIES
Nether trolls are proficient with all weapons it can summon using its summon weapon spell-like ability, in addition to any other weapons for which it gains proficiency normally.
On Demand Weaponry (Su): Any weapon summoned by a nether troll using its summon weapon spell-like ability is a masterwork weapon made of any functional material it chooses. While the effect lasts, any melee weapon summoned becomes a +1 aquatic shadow-striking weapon.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a nether troll. If a nether troll loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Magic Chaos Strike (Su): A nether troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.
See in Darkness (Su): A nether troll can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Hide in Plain Sight (Ex): A nether troll can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Shadow Blend (Su): In any conditions other than full daylight, a nether troll 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.
Sneak Attack (Ex): A nether troll possesses the Sneak Attack ability of a rogue with an effective class level equal to its racial Hit Dice.

TYPICAL GEAR
medium masterwork nightscale armor
    (+2 AC, +10 max Dex, -0 check penalty, 5% AF, 3 lbs.);

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.