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Epic Level Handbook

Epic Level Handbook

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CHAPTER 5:MONSTERSability damage. They are immune to mind-affectingeffects (charms, compulsions, phantasms, patterns, andmorale effects), and are immune to one of five energytypes (specific to the abomination).Resistances (Ex): Abominations have fire resistance20, cold resistance 20, and damage reduction of at least30/+6 (certain abominations have higher damage reduction).Abominations all have significant spell resistance.Abominations resist detection, and are all treated as ifaffected by a nondetection spell of a caster level equal to theabomination’s HD.Special Qualities (Ex): All abominations have thespell-like ability to use true seeing at will, allowingthem to pierce illusions, see invisible creatures, andsee past foes protected by blur, displacement, or similareffects. Abominations are not subject to death frommassive damage, and they have maximum hit pointsper Hit Die. Abominations have the blindsightextraordinary ability to a range of 500 feet. Abominationscan choose both nonepic and epic feats as part oftheir feat selection.Telepathy (Su): Abominations can communicatetelepathically with any creature within 1,000 feet thathas a language.Summon Creature (Sp): Abominations cansummon creatures associated eitherwith the portfolio of their godlyprogenitor or with their imprisonment.For example, an abomination whose deific father’s portfolioincluded the skymight be able to summonair elementals,whileanother abominationsealed awaydeep in the earthmight be able tosummon earth elementals(regardlessof its mother’s orfather’s portfolio).Summonedcreatures serve theabomination withoutquestion. Summonedcreaturesautomaticallyreturn whencethey came after1 hour, or soonerif slain. See specific abomination entries foradditional details on summoning.ANAXIMMedium-Size Construct, Outsider (Lawful)Hit Dice: 38d10 (380 hp)Initiative: +7 (Dex)Speed: 60 ft., fly 200 ft. (perfect)AC: 37 (+7 Dex, +20 natural)Attacks: 2 spinning blades +40 melee, 2 slams +35melee, shocking touch +35 melee touch; or electricityray +35 ranged touch, 6 spikes +30 ranged (120 ft.range increment)Damage: Spinning blade 2d6+12, slam 2d6+6, shockingtouch 2d6 + 6, electricity ray 10d6 electricityspikes 2d6+12Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Rend 4d6+18, sonic blast, spell-likeabilities, summon iron golemSpecial Qualities: Abomination traits, magic immunity,construct traits, fast healing 15, SR 34, 30/+6Feats: Cleave, Great Cleave, Power Attack, SunderSaves: Fort +12, Ref +19, Will +17Abilities: Str 35, Dex 25, Con —, Int 20, Wis 20, Cha 20Climate/Terrain: AnyOrganization: Solitary, binary (pair), or command line(2–5 anaxims and 5–12 iron golems)Challenge Rating: 22Treasure: StandardAlignment: Always lawful neutralAdvancement: 39–48 HD (Large); 49–55 HD(Huge); 56–70 HD (Gargantuan); 71–140 HD(Colossal)Anaxims are the ill-conceived designscrafted by gods of the forge.Unlike most abominations,anaxims are bornnot of lust, but piece bylabored piece from mechanicaldesigns inspiredby apocalyptic impulses. Anaximsare constructs that werenot purged as they should havebeen, and so gained a pseudo-lifeof their own. Anaximsappear as humansizedconglomerationsof iron,clockworkgears, shearingblades, metallicfists, andother unfamiliarmoving parts of iron.Generally, they appearunbalanced,unwieldy, and ominouslyjutting with too many cutting implements.An anaxim takes to the air by deploying a special set ofrotating blades from its back; once deployed, the bladesspin over its head with a constant roar of noise andrushing air.Most failures of forge gods are never discovered, butanaxims are somehow imbued with the spark of deific158

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