CHAPTER 5:MONSTERSSpecial Attacks: Rend 4d8+42, cold, spell-like abilities,breath weapon, summon white dragon, Constitution drainSpecial Qualities: Abomination traits, cold subtype, direwinter, fast healing 30, regeneration 30, SR 48, DR 45/+9Saves: Fort +55, Ref +47, Will +39Abilities: Str 66, Dex 13, Con 40, Int 12, Wis 8, Cha 34Skills: Climb +103, Concentration +90, Hide –9,Knowledge (arcana) +76, Knowledge (the planes) +76,Knowledge (religion) +76, Listen +49, Search +76,Spellcraft +76, Spot +76Feats: Alertness, Cleave, Dodge, GreatCleave, Great Fortitude, Improved Critical(claw), Improved Initiative, IronWill, Lightning Reflexes, PowerAttack, Sunder, Weapon Focus (claw)<strong>Epic</strong> Feats: Blinding Speed (×4),Devastating Critical (claw),Overwhelming Critical (claw)Spell Stowaway (improvedinvisibility)Climate/Terrain: AnyOrganization: Solitary or inthe company of 1d4+1 oldwhite dragonsC h a l l e n g eRating: 36T r e a s u r e :StandardAlignment: Alwayschaotic evilAdvancement: 73–150HD (Colossal)Xixecals are born ofgods whose portfoliosinclude evil, ice, andchaos.A storm of the agesmoves in, cold beyondall imagining. At itsnucleus somethingmoves—a walkingglacier 100 feet ormore high. Its hoary,icelike body is vaguelyhumanoid, but alwaysshrouded in an icestorm that screamsand howls around it.Pale dragons of purest white wing through the storm,alighting on the shoulders of the colossus with impunity.More than one world’s arctic region provides a homefor an unwanted child of chill deific lust. Frozen awayfor all time, xixecals could be released when some unrelatedcataclysm causes the world to shudder and shake,cracking the xixecal free from its rigid prison of blackice. Thus, xixecals do not precipitate a time of change,but may accompany them.CombatXixecals overcome most creatures merely by the shriekingsupernatural storm of cold that accompanies themwherever they go. Those that can withstand the punishmentof the storm are subject to a xixecals fearsomeclaws, bite, stamp, and rend ability. Not to mention theone or more old white dragons that usually accompanya xixecal wherever it goes, glorying in the frigid calamityof its presence.Rend (Ex): If the xixecal hits withboth claw attacks, it latches onto theopponent’s body and tears the flesh. Thisattack automatically deals an additional4d8+42 points of damage.Cold (Su): A hit from a xixecal’smelee attack inducesnumbing cold. The opponentmust succeed at a Fortitudesave (DC 58) or be affectedas though by a slow spell for10 rounds.Spell-Like Abilities:At will—blasphemy, coneof cold, desecrate, greaterdispelling, dominatemonster, hold person,improved invisibility,unholy aura, wall ofice; 5/day—haste,meteor swarm. Casterlevel 36th; saveDC 22 +spell level.Breath Weapon(Su): Cone of cold,300 feet, 3/day, damage12d6, Fort halfDC 61.SummonWhiteDragon (Sp): Five times perday a xixecal can summonan old white dragon(see the MonsterManual).ConstitutionDrain (Su): This effectpermanently reduces aliving opponent’s Constitutionscore by 4 when thecreature hits with a slam,bite, or rend, or twice that amount on a rend or criticalhit. The creature heals 20 points of damage (or 40 on arend or critical hit) whenever it drains Constitution, gainingany excess as temporary hit points. The attack allows aFortitude save (DC 58). The temporary hit points gained bythe xixecal’s Constitution drain last a maximum of 1 hour.Abomination Traits: Immune to polymorphing, petrification,and other form-altering attacks; not subjectto energy drain, ability drain, ability damage, or death168
from massive damage; immune to mind-affectingeffects; fire resistance 20; nondetection; true seeing atwill; blindsight 500 ft.; telepathy out to 1,000 ft.Cold Subtype: Immune to cold damage; takesdouble damage from fire unless a saving throw for halfdamage is allowed (the standard fire resistance 20most abominations have is not shared by xixecals), inwhich case it takes half damage on a success and doubledamage on a failure.Dire Winter (Su): A xixecal always stands at thecenter of a permanent dire winter spell effect (see Chapter2). If dispelled, the effect returns 1 minute later—the only way to permanently remove the effect is toslay the xixecal that generates it.Regeneration: Xixecals take normal damage fromLawful weapons, and double damage from burning orfiery weapons.BEHEMOTHBehemoths are outsiders in animal form that are ofepic proportions, even larger and more powerful thandire animals.Behemoths resemble natural animals in almost allrespects, but they are grossly larger than their naturalcounterparts, hailing from beyond the Prime Materialplane. They are more intelligent than their mundanecounterparts, and their otherworldliness confers a levelof magical fortitude not found in earthbound versions.BEHEMOTH EAGLEA behemoth eagle is an intelligent, keen-eyed bird ofprey that sometimes associates with good creatures. Itstands about 20 feet tall, with a wingspan of up to 80 feet.CombatA behemoth eagle usually attacks from a great height,diving earthward at tremendous speed. When it cannotdive, it uses its powerful talons and slashing beak tostrike its target’s head and eyes.Skills: *A behemoth eagle receives a +8 racial bonus onSpot checks during daylight hours.Carrying Capacity: A light load for a behemoth eagleis up to 2,400 pounds; a medium load, 2,401–4,800pounds; and a heavy load, 4,801–7,200 pounds.BEHEMOTH GORILLAA behemoth gorilla stands 25 feet tall or more andweighs close to 20,000 pounds. It has long claws andsharp teeth.CombatA behemoth gorilla can rend opponents with its claws, aswell as deliver a nasty bite. The creature can also attemptto grapple and pin, then claw the prone opponent.Rend (Ex): A behemoth gorilla that hits with bothclaw attacks latches onto the opponent’s body and tearsthe flesh. This automatically deals an additional 8d8+20points of damage.CHAPTER 5:MONSTERSBehemoth EagleColossal OutsiderBehemoth GorillaHuge OutsiderHit Dice: 21d8+126 (220 hp) 21d8+252 (346 hp)Initiative: +20 (+12 Dex, +8 Superior Initiative) +12 (+8 Dex, +4 Improved Initiative)Speed: 20 ft., fly 160 ft. (poor) 60 ft., climb 30 ft.AC: 24 (+12 Dex, –8 size, +10 natural) 38 (+8 Dex, –2 size, +22 natural)Attacks: 2 claws +25 melee, bite +15 melee 2 claws +29 melee, bite +24 meleeDamage: Claw 5d10+7, bite 4d12+3 Claw 4d8+10, bite 3d10+5Face/Reach: 40 ft. by 80 ft./15 ft. 10 ft. by 10 ft./10 ft.Special Attacks: Rend 8d8+20 —Special Qualities: Evasion, SR 30, DR 20/+6 Scent, SR 30, DR 20/+6Saves: Fort +18, Ref +24, Will +16 Fort +24, Ref +20, Will +16Abilities: Str 25, Dex 34, Con 23,Str 31, Dex 26, Con 35,Int 17, Wis 19, Cha 16Skills: Diplomacy +24, Knowledge (geography) +27,Knowledge (history) +27, Knowledge (nature)+27, Knowledge (the planes) +27, Knowledge(religion) +27, Listen +30, Sense Motive +24,Spot +40*, Wilderness Lore +28Int 6, Wis 15, Cha 12Balance +32, Climb +42,Intimidate +22, Jump +25,Move Silently +29, Spot +23Feats:Alertness, Flyby Attack, ImprovedInitiative, Weapon Finesse (claw)Dodge, Improved Initiative, Iron Will,Mobility, Power Attack, Spring Attack<strong>Epic</strong> Feats: <strong>Epic</strong> Skill Focus (Spot), Superior Initiative —Climate/Terrain: Any forest, hill, mountains, and plains Warm forest and warm mountainsOrganization: Solitary or pair Solitary or company (5–8)Challenge Rating: 18 19Treasure: None NoneAlignment: Always neutral Always neutralAdvancement: 21–42 HD (Colossal) 22–42 HD (Huge)169
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318Indexability increases 6abominat