Large Ink Elemental

Large Ink Elemental                                                             CR 12

XP 19200


 * A Large Outsider (Elemental, Earth, Water)

Init +7; Senses Darksense, Darkvision 60ft; Perception +27

DEFENSE
AC 24, touch 12, flat-footed 21 (-1 size, +3 Dex, +12 natural)

hp 135 (18d10+36)

Fort +8, Ref +14, Will +16

DR 20/Magic Immunities Bleed, Paralysis, Poison, Stun, Critical Hit, Flanking, Sneak Attack

OFFENSE
Speed 40 ft., swim 80 ft., burrow 40 ft.

Melee tail lash +31 (1d8+14)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 18; concentration +22)

The save DC against a Large Ink Elemental's spells is 14+ spell level. A Large Ink Elemental's spells use Charisma as the primary casting attribute.

At Will: Darkness

Special Attacks Blinding Gaze (40ft., DC 23, 18 minutes), Knowledge-Stealing Strike (DC 23)

STATISTICS
Str 32, Dex 16, Con 15, Int 16, Wis 16, Cha 18

Base Atk +18; CMB +30; CMD 43

Feats Cleave, Combat Reflexes, Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike

Skills: Craft (choose one) +27, Diplomacy +22, Knowledge (religion) +24, Knowledge (religion) +24, Knowledge (religion) +24, Knowledge (religion) +24, Knowledge (religion) +24, Perception +24, Sense Motive +24

Languages Common

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

SPECIAL ABILITIES
Blinding Gaze (Su) 

An opponent that meets a Large Ink Elemental's gaze within 40ft. becomes blinded for 18 minutes unless they succeed at a DC 23 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.

Knowledge-Stealing Strike (Su) 

When a Large Ink Elemental's natural attack or melee weapon damages a creature capable of casting arcane spells, that creature must make a DC 23 will save or become unable to cast arcane spells for 1 round. Once a creature makes this save, it is immune to further knowledge-stealing strikes from that particular Large Ink Elemental 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.

Darksense (Ex) 

A Large Ink Elemental gains 'True Seeing' in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as 'Blindsense' with 'Deathwatch' continuously active. Mind Blank and Nondetection prevent the Blindsense and Deathwatch effect, but not the true seeing.

ECOLOGY
Environment: Quasi-Elemental Plane of Ooze

Organization: 2d4

Treasure: None