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
might that all abominations share. Despite their artificialpast, anaxims are animate and determined to maketheir own way in the world, seeking revenge forbeing consigned to the scrap heap by their perfectionistcreators.CombatAnaxims have a variety of attacksforms, including simpleslam attacks, a special electricitytouch attack, andtheir favored spinningblades. Foes at a distanceof 10 feet or moreare subject to spike projectiles,an electricityray, or a sonic roar.Sonic Blast (Ex): As astandard action, an anaximcan emit a 60-foot cone ofsonic energy that deals 20d6points of sonic damage to allcreatures that fail a Reflex save(DC 29); those that succeed takehalf damage.Rend (Ex): If the anaxim hitswith both spinning blade,it slices particularlywell. This attack automaticallydeals an additional4d6+18 points of damage.Spell-Like Abilities:At will—greater dispelling,displacement,improved invisibility,ethereal jaunt. Casterlevel 22nd; save DC 15+ spell level.Summon Iron Golem (Sp): An anaxim can summon aniron golem up to four times per day.Abomination Traits: Immune to polymorphing,pertification, and other form-altering attacks; not subjectto energy drain, ability drain, ability damage, ordeath from massive damage; immune to mind-affectingeffects; fire resistance 20; cold resistance 20; nondetecion;true seeing at will; blindsight 500 ft.; telepathy outto 1,000 ft.Construct Traits: Immune to mind-affecting effects(charms, compulsions, phantasms, patterns, and moraleeffects), and to poison, sleep, paralysis, stunning, disease,death effects, necromantic effects, and any effect thatrequires a Fortitude save unless it also works on objects.Cannot heal damage (though regeneration and fast healingstill apply, if present). Not subject to critical hits, subdualdamage, ability damage, ability drain, or energydrain. Not at risk of death from massive damage, butdestroyed when reduced to 0 hit points or less; cannot beraised or resurrected. Darkvision 60 ft.ATROPALLarge Undead, Outsider(Evil)Hit Dice: HD 66d12 (792 hp)Initiative: +6 (+2 Dex, +4 ImprovedInitiative)Speed: 5 ft., fly 240 ft. (perfect)AC: 51 (–1 size, +2 Dex, +40natural)Attacks: 2 touches +49 meleetouch, eye ray +30 rangedtouchDamage: Touch 2d6 Condrain/19–20, eye ray negativelevel damage/19–20Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Constitutiondrain, energy drain (2d4negative levels, Fort DC 59),spell-like abilities, summonnightcrawlerSpecial Qualities: Abominationtraits, undead traits, rebuke/commandundead, regeneration 20, SR42, DR 40/+8, negative energy auraSaves: Fort +22, Ref +26, Will +43Abilities: Str 43, Dex 15, Con —, Int 28,Wis 22, Cha 42Skills: Concentration +82, Hide –2, Knowledge(arcana) +75, Listen +8, Spellcraft +80,Spot +19Feats: Alertness, Cleave, Combat Casting, CombatReflexes, Dodge, Expertise, Great Cleave, ImprovedBull Rush, Improved Critical (touch), Improved Critical(eye ray), Improved Initiative, Iron Will, LightningReflexes, Mobility, Power Attack, QuickenSpell-Like Ability, Run, Spring Attack, Skill Focus(Spellcraft), Weapon Focus (touch), Weapon Focus(eye ray), Whirlwind Attack<strong>Epic</strong> Feats: Devastating Critical (touch), OverwhelmingCritical (touch), Undead Mastery, Zone of AnimationClimate/Terrain: AnyOrganization: SolitaryChallenge Rating: 30Treasure: StandardAlignment: Always lawful evilAdvancement: 67–80 HD (Large); 81–100 HD (Huge)Atropals are stillborn godlings who spontaneously riseas undead.A soul-numbing cold comes before and follows afteran atropal—the life energy of heroic creatures is suppressedin its foul aura, and the life force of lesser creaturesis extinguished. An atropal is black with afterbirth,malformed and unfinished, and obviouslyundead. Its wet, wrinkled, and bloated humanoid bodyis surmounted by a hairless, overlarge head. Its eyes areglassy and vacant. It constantly drools stinking ichor asCHAPTER 5:MONSTERS159
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INTRODUCTION4IntroductionThe rules
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CHAPTER 2:EPIC SPELLSEpic casters c
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318Indexability increases 6abominat