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    Belial_the_Leveler's Avatar

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    Default Extraplanar Interloper [mostly Pathfinder monster, PEACH]

    Extraplanar Interloper CR 21

    Extraplanar Interlopers are mysterious beings from other planes that arrive upon Prime Material worlds from places faraway. Blessed with great power, they usually take it upon themselves to uphold truth, justice and the way of good against the forces of darkness. Conveniently, they always appear to be of the same race as the dominant civilization in the world they arrive in -they look, speak, eat, breathe and even breed in the same way- but are thoroughly alien and often downright supernatural (and extremely powerful) when compared to average members of those species.

    XP 427,200
    LG large outsider (good, extraplanar, lawful)
    Init +12; Senses darkvision 60 ft., supernal senses; Perception +34
    Aura awe (20 ft., DC 24)

    DEFENSE
    AC 55, touch 35, flat-footed 43 (+12 Dex, +20 natural, +4 deflection, –1 size, +10 wisdom)
    hp 430 (21d10+315); regeneration 5 (evil weapons, evil spells)
    Fort +32, Ref +29, Will +23
    DR 23/-; Immune fire, poison; Resist acid 10, cold 10; SR 32

    OFFENSE
    Speed 40 ft., fly 60 ft. (average), fly 1 mile (clumsy)
    Melee 2 fists +37 (2d8+18 plus stun), 2 slams +32 (2d6+9), 2 kicks +32 (4d6+18 plus crippling blow)
    Space 5 ft., Reach 5 ft.
    Special Attacks constrict 2d8+19
    Spell-Like Abilities (CL 19th)
    Always On—Holy Aura (DC 26), Superspeed (as Cloud Chariot; fly speed 1 mile), Supernal Senses (sight and hearing extend 1 mile/CL on air, 1 yard/CL through earth or stone, 1 inch/CL through metal. Lead sheeting negates. Equivalent to 9th level spell)
    At will—Arctic Breath (maximized explosive cone of cold; 90 cold damage with reflex DC 24 half plus reflex DC 24 knockback), Heat Vision (maximized orb of fire), Sundering Blow (make single melee attack and add touch-range disintegrate), Greater Superspeed (as per greater teleport; self plus 50 lbs. of objects only, must cross intervening distance, evocation effect), Focus Supersenses (greater scrying; requires perception vs stealth roll instead of will save), Hypersonic Vibration (invisibility), Solar Recovery (Heal, self-only, requires sunlight), Shockwave (Earthquake, either centered on self burst or 120' cone)
    2/day—Power Stunt (may replicate any effect of 9th level or less, similar to Wish or Miracle, provided it could be thematically justified through the use of existing abilities)

    STATISTICS
    Str 46, Dex 35, Con 40, Int 22, Wis 30, Cha 26
    Base Atk +21; CMB +41 (+45 grapple); CMD 56
    Feats Power Attack, Roll With It 10x, Epic Damage Reduction
    Skills Appraise +18, Bluff +32, Diplomacy +32, Disguise +28, Fly +31, Intimidate +32, Knowledge (astronomy) +29, Knowledge (geography) +32, Knowledge (technology) +32, Perception +34, Sense Motive +34, Stealth +31, Survival +22
    Languages Celestial, Common, Draconic, Infernal; tongues.

    SPECIAL ABILITIES
    These bonuses are included in the statistics above;

    Superstrength (Su)
    +6 enhancement bonus to strength, is effectively a large creature in all other things except size and reach.
    Invulnerability (Su)
    +6 enhancement bonus to constitution, add wisdom as bonus to AC.
    Superspeed (Su)
    +6 enhancement bonus to dexterity, move-by attack
    Stunning Blows (Ex)
    Fist—injury; save Fort DC 35; effect: stun 1 round. The save DC is Constitution-based.
    Crushing Blows (Ex)
    Kick—injury; save Fort DC 35; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based. Creatures immune to critical hits or without mortal biology are immune.

    ECOLOGY
    Environment any (Prime Material)
    Organization solitary or league (7-20)
    Treasure double (but subtract 120.000 gp as the cost of its (Su) abilities - they are in lieu of gear)
    Last edited by Belial_the_Leveler; 2013-01-21 at 07:35 AM.


    If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.

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