Colossal Outsider (Arena, Fiend)
Hit Dice: 40d8+280 (460HP)
Initiative: +0
Speed: 30’ (6 squares)
Armor Class: 52 (-8 size, +50 natural); touch 2; flat-footed 52
Base Attack/Grapple: +40/+69
Attack: N/A
Full Attack: N/A
Space/Reach: 30’/30’
Special Attacks: Contamination, Ultima
Special Qualities: Arm Block, Damage Reduction 20/--, Outsider traits, Spell Resistance 40
Saves: Fort +29, Ref +22, Will +24
Abilities: Str 37 (+13), Dex 10 (+0), Con 25 (+7), Int -- (+0), Wis 14 (+2), Cha 12 (+1)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 34
Treasure: 2× standard
Normal/Rare Steal: Gambler’s Spirit/Level 3 Key Sphere
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 160d6+640 (1,200MP)
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Contamination (Su): +32 special ranged attack (4d6+13); 240’ range; Fortitude save (DC32) for half damage & avoid the status effects; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 128MP to use; opponents that fail their Reflex save are subject to the following effects:
- Confused
- Poison
- Slowed
- Zombie
- Power Break: any Strength bonus to attacks is negated
- Magic Break: all damage dealt by that opponent’s spells is reduced by ½; the opponent’s healing magic is only ½ as effective, as well; multiple break effects do not stack
- Armor Break: any armor bonus for natural or worn armor is negated
- Mental Break: any SR is negated
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Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 240’; your opponents can each make a Fortitude save (DC32) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use
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Arm Block (Ex): once every 1d4 rounds, the creature can raise one of its arms to block a physical attack (melee or ranged) as an immediate action; this maneuver adds +20 to its Damage Reduction for 1 round