Huge Ink Elemental

Huge Ink Elemental                                                             CR 16

XP 76800

LE Huge Outsider (Elemental, Earth, Water)

Init +5; Senses Darksense, Darkvision 60ft; Perception +29

DEFENSE
AC 31, touch 11, flat-footed 28 (-2 size, +1 Dex, +2 dodge, +20 natural)

hp 275 (22d10+154)

Fort +16, Ref +16, Will +19

DR 30/Magic Immunities Bleed, Paralysis, Poison, Stun, Critical Hit, Flanking, Sneak Attack

OFFENSE
Speed 50 ft., climb 50 ft., swim 100 ft., burrow 50 ft.

Melee 2 tail lashs +34 (2d6+13)

Space 15 ft.; Reach 15 ft.

Spell-Like Abilities (CL 22; concentration +27)

The save DC against a Huge Ink Elemental's spells is 15+ spell level. A Huge Ink Elemental's spells use Charisma as the primary casting attribute.

At Will: Deeper Darkness

Wizard spells prepared: (CL 16, Concentration +20)

8th-(DC 22) Greater Shadow Evocation, Greater Planar Binding

7th-(DC 21) Mass Hold Person, Waves of Exhaustion, Phase Door

6th-(DC 20) Form of the Dragon I, Legend Lore, Mass Bear's Endurance

5th-(DC 19) Prying Eyes, Beast Shape III, Cloudkill, Permanency

4th-(DC 18) Animate Dead, Resilient Sphere, Bestow Curse, Lesser Globe of Invulnerability, Mnemonic Enhancer

3rd-(DC 17) Illusory Script, Suggestion, Hold Person, Water Breathing, Gaseous Form

2nd-(DC 16) Gust of Wind, Darkness, Fox's Cunning, Web, Hideous Laugther

1st-(DC 15) Magic Aura, Color Spray, Unseen Servant, Reduce Person, Shocking Grasp

0th-(DC 14) Message, Arcane Mark, Daze, Mending

Special Attacks Horrific Appearance (DC 26), Unnerving Gaze (50ft., DC 26), Blinding Gaze (50ft., DC 26, 22 minutes)

STATISTICS
Str 36, Dex 12, Con 24, Int 18, Wis 19, Cha 20

Base Atk +22; CMB +37; CMD 48

Feats Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Intimidate), Vital Strike, Weapon Focus (tail lash)

Skills: Diplomacy +27, Intimidate +27, Knowledge (planes) +29, Perception +29, Sense Motive +29

Languages Common

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

SPECIAL ABILITIES
Horrific Appearance (Su)

A Huge Ink Elemental has such a horrific, mind-rending shape that those who gaze upon it suffers all manner of ill effects. A Huge Ink Elemental can present itself as a standard action to assault the senses of all living creatures within 30 feet. Those affected by a Huge Ink Elemental's horrific appearance must make a DC 26 will save or become nauseated for 1d6 rounds (these effects can vary greatly, this is just a sample effect). This ability is a mind-affecting gaze attack. The save DC is charisma-based.

Unnerving Gaze (Su)

A Huge Ink Elemental can make its face resemble a departed loved one or bitter enemy of anyone looking at it. An opponent that meets a Huge Ink Elemental's gaze within 50ft. becomes shaken for 1d3 rounds unless they succeed at a DC 26 will 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.

Blinding Gaze (Su)

An opponent that meets a Huge Ink Elemental's gaze within 50ft. becomes blinded for 22 minutes unless they succeed at a DC 26 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.

Darksense (Ex)

A Huge 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.

Camouflage (Ex)

A Huge 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.