Exposer

Exposer    CR 27 XP 327,680 Rogue Trickster 3 LN Medium outsider (inevitable) Init +20; Senses all-around vision, darkvision 60 ft., lifesense, x-ray vision; Perception +53 Aura selective antimagic (5 ft.)

Defense
AC 52, touch 28, flat-footed 39 (+4 armor, +13 Dex, +5 insight, +20 natural)

hp 752 (36d10+392); regeneration 10

Fort +21, Ref +33, Will +30 Defensive Abilities constructed, hard to kill, improved evasion, improved uncanny dodge, natural invisibility, unstoppable;

DR 10/chaotic;

Immune ability damage, ability drain, critical hits, death and necromancy effects, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, sneak attacks and stunning;

Resist cold 10, electricity 10, fire 10

Offense
Speed 60 ft., fly 20 ft. (perfect), shadow jump

Melee 4 slams +47 (3d6+10/19-20)

Special Attacks multiweapon mastery, mythic power (9/day, surge +1d6), pounce, sneak attack +10d6

Spell-Like Abilities (CL 36th; concentration +38) Constant—detect chaos, invisibility purge, pass without trace, protection from chaos At will—align weapon (law only), greater named bullet

Statistics
Str 30, Dex 36, Con 28, Int 14, Wis 26, Cha 14 Base Atk +36; CMB +46; CMD 74

Feats Acrobatic Steps, Blind-fight, Combat ReflexesM, Eldritch ClawsAPG, Eldritch HeritageUM, Extra Path AbilityM, Hover, Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Iron Will, Multiattack, Nimble Moves, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Stunning AssaultAPG, Toughness, Weapon Focus (slam)

Skills Acrobatics +52 (+64 to jump), Climb +46, Escape Artist +49, Fly +60, Perception +53, Sense Motive +47, Stealth +70 (+90 while moving or +40 while still vs. foes who can't see invisible), Survival +47 Languages Common, Undercommon; truespeech

SQ +1 hp per die for healing spells, amazing initiative, legendary power, legendary surge, mythic bond, no breath, recuperation, undetectable Other Gear +3 Legendary haramaki

Special Abilities
+1 hp per die for healing spells +1 hp per die for healing spells

All-Around Vision You can see in all directions and cannot be flanked.

Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).

Blind-Fight Re-roll misses because of concealment, other benefits.

Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs foes who already provoked one for moving.

Constructed (+20 HP) (Su) Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane we

Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks. Darkvision (60 feet) You can see in the dark (black and white vision only).

Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.

Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.

Improved Evasion (Ex) If you succeed at a Reflex save for half dam, you take none, if you fail take half. Improved Uncanny Dodge (Lv >=40) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 40+.

Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet

Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar

Lifesense (60 feet) (Ex) Sense things and creatures without seeing them.

Multiweapon Mastery (Ex) The creature never takes penalties on its attack rolls when fighting with multiple weapons.

Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.

Natural Invisibility (Ex) +20/+40 stealth and +2 attack vs foes who can't see invisibility.

Nimble Climber (Ex) If you fail a Climb check by 5 or more, re-try at +10 DC to stop your fall.

Nimble Moves (20 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.

No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.

Pounce (Ex) You can make a full attack as part of a charge.

Power Attack -10/+20 You can subtract from your attack roll to add to your damage.

Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.

Regeneration 10 (Horalcum) Heal HP quickly and cannot die.

Selective Antimagic Aura (Su) Only allow certain effects through, but colossus' own abilities unaffected. Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell. Shadow Jump (Su) A shadow fey can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 20 ft./day in this way; this may be a single jump of 20 feet.

Sneak Attack +10d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Stunning Assault (DC 46) Take -5 to all attacks and maneuvers until your next turn to stun opponents hit in melee for 1 rd.

Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.

Truespeech (Su) Speak with any creature that has a language.

Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

Unstoppable (Ex) Automatically end any negative conditions on self at end of turn.

Wall Scramble (Ex) A rogue with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls inste

X-ray Vision (Su) See through solid matter