CHAPTER 5:MONSTERSSkills: Concentration +43, Craft (any ten) +44, DecipherScript +44, Diplomacy +45, Gather Information+41, Knowledge (arcana, religion, plus any twentyothers) +44, Listen +46, Sense Motive +46, SpeakLanguage (any ten), Spellcraft +44, Spot +46Feats: Blind-Fight, Cleave, Expertise, Great Cleave,Improved Critical (warhammer), Improved Critical(javelin), Power Attack, Silent Spell, Still Spell, Sunder,Weapon Focus (warhammer), Weapon Focus (javelin)<strong>Epic</strong> Feats: Devastating Critical (warhammer), <strong>Epic</strong>Spellcasting, <strong>Epic</strong> Weapon Focus (warhammer), <strong>Epic</strong>Weapon Focus (javelin), Overwhelming Critical(warhammer), PolyglotClimate/Terrain: AnyOrganization: SolitaryChallenge Rating: 30Treasure: StandardAlignment: Always neutralAdvancement: 71–140 HD (Colossal)Elder titans are the brooding, primeval forefathers oftitans—massive, ponderous beings who have sunkdeeply into contemplation of the workings of the universeto the exclusion of almost all else.Eons older than their smaller counterparts, eldertitans stand 75 feet tall or more, weighing close to400,000 pounds. Each one has a unique, not necessarilytotally human, appearance. Because of their cerebralnature, elder titans are acutely withdrawn, taking up residencein the farthest corners of the multiverse, desolateplaces inhospitable to most others where they areunlikely to be disturbed. Each has taken on many characteristicsof the very environment in which he dwells,allowing his body to alter over time as he becomes a verypart of that place. Because of this, elder titans tend tocustomize their special abilities to adapt to their environment,although they are not considered to be a subtypeassociated with that environment.Hidden away in their elemental lairs, elder titansspend the majority of their time either thoroughly settledinto the depths of their own minds, or magicallycombing the planes in search of obscure knowledge.Elder titans are sometimes inaccurately perceived asless cognitive or even less intelligent than their morelively cousins, but the truth is that elder titans havesimply moved beyond the joys of physical existenceand revel now almost exclusively in the pleasures ofthe mind. They may be less physically aware of theirimmediate surroundings, but they perceive wellenough, for they consider the multiverse to be theirlibrary, a place to garner knowledge for knowledge’sown sake.Though not secretive with his knowledge, an eldertitan seldom welcomes disturbances to his contemplations.It is, in fact, difficult even to get the attention ofone of these beings, so deep in thought is he. Even afterhe is brought out of his reverie, an elder titan is slow toreact, both because he is loath to leave his thoughts halffinished and because he is carefully analyzing this newdata. Once riled, he is a formidable foe, acutely perceptiveof his surroundings and enjoying an almost precognitiveunderstanding of battle tactics, and hethrows himself into eliminating disturbances quicklyand efficiently.Elder titans have devoted so much time to the pursuitof knowledge that they can speak and read any language(such is the power of the Polyglot feat they possess),though it is as likely as not that they will ignore suchmundane intrusions as mere words for the sake of theirponderous reflecting.Every few millennia, an elder titan rouses himself tofind another of his kind for companionship, weaponspractice, or some other enjoyable activity. This contactalmost always takes place on some desolate and featurelessplane where distractions are minimal.COMBATElder titans have not completely forsaken their connectionswith their smaller counterparts, and thusfight with massive warhammers and stout javelins,just as titans do. In combat, the tactics an elder titanuses depend largely on environment. In wide-openspaces, an elder titan uses his fly spell-like ability toget up into the air and hurl javelins and other spelllikeeffects at enemies. In close quarters (relativelyspeaking), he will rain heavy blows down on his foeswith his warhammer.An elder titan tends to use his spell-like abilities inways that reflect his favored environment. Thus, an eldertitan who has chosen to dwell deep beneath the surfaceof the ocean has used alter self to change into a waterbreather,while one whose lair is in the heart of a volcanoutilizes protection from elements to resist the great heat.Likewise, one will favor fog cloud in combat while theother prefers produce flame.In any event, an elder titan enters true combat for thesole purpose of quickly and efficiently eradicating nuisances,eliminating persistent distractions to his studies.Whether an elder titan kills his foe or merely drivesit away is inconsequential, so long as the result of thefight is a return to peace and quiet.Spell-Like Abilities: At will—alter self, analyzedweomer, commune with nature, cure critical wounds, eyebite,freedom of movement, fly, fog cloud, produce flame, protectionfrom elements, read magic, remove curse, sanctuary, sending,speak with animals, soften earth and stone, speak with plant,summon monster VI, teleport without error, wind wall;3/day—antilife shell, astral projection, contact other plant,greater dispelling, greater scrying, invisibility purge, plane shift.Caster level 29th; save DC 18 + spell level.Spells: An elder titan can use arcane spells as a 29thlevelwizard or divine spells as a 29th-level cleric, fromthe cleric list and from the Knowledge and Magicdomains. He will also possess the knowledge of at leastthree epic spells and the means by which to developthem, though he may not have done so himself.222
TREANT, ELDERColossal PlantHit Dice: 50d8+800 (1,025 hp)Initiative: +3 (–1 Dex, +4 Improved Initiative)Speed: 60 ft.AC: 41 (–1 Dex, –8 size, +40 natural)Attacks: 2 slams +49 meleeDamage: Slam 10d6+19/19–20Face/Reach: 40 ft. by 40 ft./25 ft.Special Attacks: Animate trees, trample, triple damageagainst objects, spell-like abilitiesSpecial Qualities: Plant traits, half damage, SR 29, DR20/+6Saves: Fort +45, Ref +17, Will +33Abilities: Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35Skills: Diplomacy +14, Hide –12*, Intimidate +32,Knowledge (any one) +14, Listen +43, Sense Motive+18, Spot +23, Wilderness Lore +22Feats: Alertness, Great Fortitude, Improved Critical(slam), Improved Initiative, Iron Will, LightningReflexes, Power Attack, Weapon Focus (slam)<strong>Epic</strong> Feat: <strong>Epic</strong> WillClimate/Terrain: Any forestOrganization: Solitary or with grove of treantsChallenge Rating: 25Treasure: StandardAlignment: Always neutral goodAdvancement: 51–150 HD (Colossal)Elder treants are huge varieties of living trees, sentientcreatures that look like the largest trees known, such asthe giant redwood sequoia.Peaceful by nature, elder treants combine features ofboth trees and humans. Like their smaller counterparts,elder treants hate evil and the unrestrained use of fire,considering themselves guardians of both trees and treantsalike. They are massive and ponderous, very slow toact but always acting with deliberation and purpose.Like treants, elder treants speak the language of treants,plus Common and Sylvan.COMBATTreants rarely engage in combat themselves, preferringto watch for danger from their great heights and summoningother creatures to aid them.Animate Trees (Sp): An elder treant can animate treeswithin 500 feet at will, controlling up to six trees at atime. It takes a full round for a normal tree to uprootitself. Thereafter it moves and fights as a treant in allphysical respects. Animated trees lose their ability tomove if the elder treant who animated them is incapacitatedor moves out of range.Trample (Ex): An elder treant can trample Gargantuanor smaller creatures for 8d20+40 points of damage,Opponents who do not make attacks of opportunityagainst the elder treant can attempt a Reflex save (DC54) to halve the damage.Triple Damage against Objects (Ex): An eldertreant that makes a full attack against an object or structuredeals triple damage.Plant Traits: Immune to poison, sleep, paralysis, stunning,and polymorphing; not subject to critical hits ormind-affecting effects.Half Damage (Ex): Whenever an elder treant takeshit point damage, it only takes half the damage indicated;its woody form just doesn’t feel damage likeflesh would.Skills and Feats: Elder treants receive skills andfeats as though they were fey. *They have a +24 racialbonus on Hide checks made in forested areas.Spell-Like Abilities: At will—animal messenger,control plants, speak with plants, stone tell; 3/day—healingcircle (plants only), plant growth, sunburst, wall ofthorns; 1/day—shambler. Caster level 23rd; save DC 22+ spell level.UMBRAL BLOT(BLACKBALL)Medium-Size ConstructHit Dice: 57d10 (313 hp)Initiative: +10 (Dex)Speed: Fly 90 ft. (perfect)AC: 40 (+10 Dex, +20 natural)Attacks: Disintegrating touch +42 melee touchDamage: 5d6 plus disintegrating touch (Fort DC 38)Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Disintegrating touch, vortexSpecial Qualities: Blindsight 200 ft., construct traits,fast healing 10, planar travel, SR 44; acid, cold, electricity,fire, and sonic resistance 30Saves: Fort +19, Ref +29, Will +29Abilities: Str 10, Dex 30, Con —, Int 20, Wis 30, Cha 30Climate/Terrain: AnyOrganization: SolitaryChallenge Rating: 32Treasure: NoneAlignment: Always neutralAdvancement: 58–63 HD (Medium-size); 64–79 HD(Large); 80–95 HD (Huge); 96–171 HD (Gargantuan)A hovering sphere of absolute void, an umbral blot(sometimes called a blackball) is an extraordinarilydangerous opponent to any who come into contactwith it.When at rest, a blackball appears exactly like an overlargesphere of annihilation, a sphere of utter darkness. Infact, sometimes one will be encountered by an arcanecaster armed with a talisman of the sphere, who commandsit in the mistaken belief it is merely a sphere ofannihilation and not the far more dangerous creature itactually is. The umbral blot sometime chooses to obeyits pseudo-master for a time, before turning on her atthe most inopportune time and disintegrating her forher presumption.CHAPTER 5:MONSTERS223
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318Indexability increases 6abominat