Greater Ink Elemental

Greater Ink Elemental                                                           CR 24

XP 228800

LE Gargantuan Outsider (Elemental, Earth, Water)

Init +5; Senses Scent, Darkvision 60ft; Perception +44

DEFENSE
AC 40, touch 8, flat-footed 38 (-4 size, +1 Dex, +1 dodge, +32 natural)

hp 688 (32d10+512)

Fort +28, Ref +19, Will +26

DR 40/Magic Immunities Bleed, Paralysis, Poison, Stun, Critical Hit, Flanking, Sneak Attack

OFFENSE
Speed 60 ft., climb 60 ft., swim 120 ft., burrow 60 ft.

Melee 3 tail lashs +50 (6d6+21 plus stun (DC 47, 1 round))

Space 20 ft.; Reach 20 ft.

Spell-Like Abilities (CL 32; concentration +44)

The save DC against a Greater Ink Elemental's spells is 22+ spell level. A Greater Ink Elemental's spells use Intelligence as the primary casting attribute.

At Will: Hungry Darkness

Wizard spells prepared: (CL 24, Concentration +36)

9th-(DC 31) Shades, Weird, Refuge, Crushing Hand, Etheralness

8th-(DC 30) Horrid Wilting, Binding, Greater Planar Binding, Scintillating Pattern, Form of the Dragon III, Symphathy

7th-(DC 29) Power Word Blind, Reverse Gravity, Control Weather, Insanity, Teleport Object, Giant Form I

6th-(DC 28) Mass Bear's Endurance, Geas/Quest, Chain Lighting(2), Legend Lore, Glove of Invulnerability

5th-(DC 27) Blight, Permanency, Mind Fod, Dismissal, Break Enchantment(2)

4th-(DC 26) Lesser Geas, Secure Shelter, Hallucinatory Terrain(2), Wall of Fire, Remove Curse(2)

3rd-(DC 25) Wind Wall, Shirnk Item, Sepia Snake Sigil, Nondetection, Fireball, Greater Magic Weapon, Displacement

2nd-(DC 24) Summon Monster II, Scorching Ray, Spectral Hand(2), Obscure Object, Arcane Lock, Bull's Strength

1st-(DC 23) Magic Aura, Silent Image, Grease, Mage Armor, Identify, Summon Monster I, Burning Hands

0th-(DC 22) Open/Close(2), Read Magic, Touch of Fatigue

Special Attacks Stunning Attack (DC 47), Blinding Gaze (60ft., DC 32, 32 minutes)

STATISTICS
Str 52, Dex 12, Con 42, Int 34, Wis 22, Cha 22

Base Atk +32; CMB +57; CMD 68

Feats Cleave, Combat Reflexes, Dodge, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Iron Will, Improved Sunder, Improved Vital Strike, Iron Will, Mobility, Multiattack, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Focus (tail lash)

Skills: Acrobatics +36, Climb +53, Diplomacy +38, Disguise +38, Escape Artist +33, Fly +33, Intimidate +38, Knowledge (planes) +47, Perception +41, Sense Motive +41, Spellcraft +44

Languages Common

SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep, Camouflage

SPECIAL ABILITIES
Stunning Attack (Ex)

A Greater Ink Elemental swings with such force that its first attack each round will stun its target for 1 round unless they make a DC 47 Fortitude save. The save DC is strength-based.

Blinding Gaze (Su)

An opponent that meets a Greater Ink Elemental's gaze within 60ft. becomes blinded for 32 minutes unless they succeed at a DC 32 fortitude save. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. The save DC is charisma-based.

Outsider Traits

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

-Darkvision 60 feet.

-Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

-Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Camouflage (Ex)

A Greater Ink Elemental can use the Stealth skill to hide in any of its native terrains, even if the terrain doesn't grant cover or concealment.

Scent (Ex)

A Greater Ink Elemental can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents by sense of smell within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.