Poseidon Lantern

Poseidon Lantern                                                                CR 18

XP 153600

NE Huge Magical Beast (Aquatic)

Init -1; Senses Low-Light Vision, Darkvision 60ft; Perception +5

DEFENSE
AC 30, touch 8, flat-footed 29 (-2 size, -1 Dex, +1 dodge, +22 natural)

hp 363 (22d10+242)

Fort +24, Ref +12, Will +12

DR 15/Slashing Immunities Electricity

OFFENSE
Speed 50 ft., fly 100 ft.

Ranged 6 force missile stings +30 (2d6+10 force plus 6d6 electricity,  plus stun (DC 31, 1 round),  plus Paralysis)

Space 15 ft.; Reach 30 ft.

Spell-Like Abilities (CL 22; concentration +34)

''The save DC against a Poseidon Lantern's spells is 22+ spell level. A Poseidon Lantern's spells use Charisma as the primary casting attribute.''

At Will: Lightning Bolt, Slow, Hold Monster

3/day: Chain Lightning, Polar Ray, Earthquake, Antipathy

2/day: Hold Monster (Mass), Ride the Lightning, Storm of Vengance

Special Attacks Stunning Attack (DC 31), Paralysis (2d6 rounds, DC 32), Elemental Attack (6d6 electricity)

STATISTICS
Str 30, Dex 8, Con 32, Int 2, Wis 20, Cha 34

Base Atk +22; CMB +34; CMD 43

Feats Ability Focus (Spell-Like Ability (primary)), Ability Focus (Spell-Like Ability (secondary)), Combat Reflexes, Dodge, Hover, Improved Grapple, Improved Trip, Mobility, Multiweapon Fighting, Spellbreaker, Spring Attack

Skills: Fly +24

SQ Magical Beast Traits, Amphibious, Teleport

SPECIAL ABILITIES
Stunning Attack (Ex)

A Poseidon Lantern swings with such force that its first attack each round will stun its target for 1 round unless they make a DC 31 Fortitude save. The save DC is strength-based.

Elemental Attack (Su)

A Poseidon Lantern's sting attacks are coated in electricity, causing an additional 6d6 electricity damage with each attack.

Paralyze (Ex)

When a Poseidon Lantern hits a target with its sting attack(s), the victim is rendered immobile for 2d6 rounds. The target is allowed a DC 32 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is constitution-based.

Magical Beast Traits

Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can’t necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.

-Darkvision 60 feet.

-Low-light vision.

-Magical beasts breathe, eat, and sleep.

Amphibious (Ex)

A Poseidon Lantern has the aquatic subtype, but they can survive indefinitely on land.

Teleport (Sp)

A Poseidon Lantern can use 'Greater Teleport' at will, as the spell (caster level 14th), except that the Poseidon Lantern can transport only itself and up to 50 pounds of carried objects.

ECOLOGY
Environment: Any Coast

Organization: Solitary

Treasure: Incidental

The larger cousin of the Sea Lamp and the Jelly Wisp, the Poseidon Lantern is a fearful creature to face under any circumstances, only the most well-prepared parties can hope to stand against their power.