Disembodied Beauty

DISEMBODIED BEAUTY 

CR 31

LE Huge outsider (asura, evil, extraplanar, lawful, incorporeal)

Init +14; Senses Darkvision (60 ft.), Low-Light Vision, True Seeing, Perception +25,  All-Around Vision

DEFENSE
AC 42, touch 42, flat-footed 32 (+10 Dex, +18 deflection, +1 dodge, -2 size, +3 misc)

hp 952 (22d10)+(14d6)+648, Regeneration 10 (good weapons, good spells)

Fort +35, Ref +31, Will +38

DR 15/chaotic and good

Immunities Critical Hits, Curses, Disease, Enchantment, Poison, Sneak Attack

Resistances Acid 10, Electricity 10, Fire 10,

Spell Resistance 38

OFFENSE
Fly 250 ft. (Perfect)

Ranged death gaze +44/+44/+44/+44/+44/+44 (2d6+18/19-20) plus paralysis 1d6 rounds (will DC 35)

Special Attacks Gaze of Dawn, Gaze of Dusk, Gaze of Absolute Domination

Known Sorcerer Spells (CL 14th, concentration +32):   

7th (6/day) - sequester

6th (9/day) - flesh to stone (DC 34), geas/quest , planar binding (devils and fiendish creatures only) (DC 34)

5th (10/day) - mind fog (DC 35), planar binding (lesser) (DC 33) , telepathic bond , dominate person (DC 35)

4th (10/day) - arcane eye, fear (DC 32) , invisibility (greater) (DC 32) , shout (DC 32) , charm monster (DC 36)

3rd (10/day) - deep slumber (DC 33), fly (DC 31) , lightning bolt (DC 31) , sepia snake sigil (DC 31) , suggestion (DC 33)

2nd (11/day) - detect thoughts (DC 30), fog cloud , hideous laughter (DC 32) , hypnotic pattern (DC 30) , oppressive boredom (DC 32) , scorching ray

1st (11/day) - chill touch (DC 29), color spray (DC 29) , magic missile , ray of enfeeblement (DC 29) , reduce person (DC 29) , protection from good (DC 29)

0th (at will) - daze (DC 30), disrupt undead , flare (DC 28) , ghost sound (DC 28) , mage hand , mending (DC 28) , ray of frost , read magic, resistance (DC 28)

STATISTICS
Str -, Dex 31, Con -, Int 16, Wis 16, Cha 46

Base Atk +29; CMB +46 (+50 grapple); CMD 75

Feats  Alertness, Blind-Fight, Combat Reflexes, Deceitful, Deflect Arrows, Dodge, Echoing Spell, Enlarge Spell, Eschew Materials, Greater Spell Focus (Enchantment), Greater Spell Penetration, Hover, Improved Critical (Gaze), Improved Initiative, Iron Will, Lightning Reflexes, Lingering Spell, Martial Weapon Proficiency, Merciful Spell, Mobility, Simple Weapon Proficiency, Skill Focus (Perception), Snatch Arrows, Spell Focus (Enchantment), Spell Penetration, Spring Attack, Toughness, Weapon Focus (Gaze)

Skills  Acrobatics +13, Appraise +42, Bluff +47, Climb +23, Craft (Untrained) +3, Diplomacy +57, Disguise +20, Escape Artist +10, Fly +39, Heal +10, Intimidate +46, Perception +25, Perform (Untrained) +18, Ride +10, Sense Motive +53, Spellcraft +42, Stealth +27, Survival +10, Swim +23, Use Magic Device +57,

Languages Common, Infernal, Telepathy 100 ft.,

SQ Aligned (Evil, Lawful), All-Around Vision, Bloodline Arcana, Cantrips, Corrupting Touch, Curse of False Wisdom, Darkvision, Death, Elusive Aura, Hellfire, Infernal Bloodline, Infernal Resistances, Omnipotent Beauty, Poison, Regeneration 10 (good weapons, good spells), Save Bonus

SPECIAL ABILITIES
Aligned (Evil, Lawful)  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of resolving damage reduction.

All-Around Vision (Ex)  You can see in all directions at once. You cannot be flanked.

Bloodline Arcana  Whenever you cast a spell of the charm subschool, increase the spell's DC by +2

Cantrips  You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Corrupting Touch (Su)  You can cause a creature to become shaken as a melee touch attack. You can cause a creature to become shaken as a melee touch attack. The target also takes an additional -2 penalty on saves versus spells of the enchantment school. This effect persists for 7 rounds. Multiple touches do not stack, but they do reset the duration. You can use this ability 21 times a day.

Curse of False Wisdom (Su)  Gaze-contact; save Will DC 31; frequency 1 day; effect 1d6 Wis drain.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Elusive Aura (Su)  Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a nondetection spell. The size of the aura is proportional to the asura's power. The caster level check to attempt divination on creatures within the aura is 15 + the spell-like ability caster level of the asura creating the aura.

Eschew Materials

Gaze of Absolute Domination (Ex) as a standard action the disembodied beauty may attempt to gain permanent control of a creature, this control is not affected by immunities, and can only be dispelled with a disjunction spell or greater magic. Will DC 36 reduces this to 1 round. The disemobodied beauty can only control a number of creatures whose total HD does not exceed it's own at any given time.

Gaze of Dawn (Ex) as a standard action, the disembodied beauty may make a powerful gaze that destroys all evil outsiders and undead, a will save DC 36 reduces this to 18 damage.

Gaze of Dusk (Ex) as a standard action, the disembodied beauty may make a powerful gaze that destroys all good outsiders, a will save DC 36 reduces this to 18 damage.

Hellfire (Su)  You can call down a column of hellfire. This 10-foot-radius burst does 14d6 points of fire damage. Those caught in the area of your blast receive a Reflex save for half damage (DC 35). Good creatures that fail their save are shaken for 14 rounds. You can use this ability once per day.

Infernal Bloodline  Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced the line ever since. Now it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Infernal Resistances (Ex)  You gain resist fire 10 and a +4 bonus on saving throws made against poison.

Omnipotent Beauty (Ex) the disembodied beauty has all saves and armor class and hit points based upon it's charisma score.

Regeneration (Ex)  You are difficult to kill. You heal damage at 10 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Good weapons and effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

Telepathy (Su)  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.