Weird One

   Weird One CR 30 XP 9830400 CE Colossal Aberration (Demon) Init +29; Senses See in Darkness, True Seeing, Low-Light Vision, Scent, Darkvision 60ft, Blindsense 30ft; Perception +74 Auras: Aura of Despair, Fear Aura (140ft., DC 55) 

DEFENSE 

AC 51, touch 27, flat-footed 26 (-8 size, +25 Dex, +24 natural) hp 1620 (40d8+1440); Regeneration 5 Fort +50, Ref +38, Will +49 Immunities Electricity, Poison, Stun, Petrification, Aging, Paralysis, Polymorph, Sneak Attack, Critical Hit, Mind-Affecting, Ability Damage, Negative Level Resist Acid 30, Cold 30, Fire 30 SR 41 Weaknesses Miracle and Wish Vulnerability



OFFENSE

Speed fly 60 ft., swim 120 ft. Melee 2 tentacles +49 (4d6+27/19-20,x3), tail lash +45 (4d6+25) , 2 wings +45 (2d6+25) , bite +45 (4d6+25) Space 40 ft.; Reach 40 ft.

Cleric spells prepared: (CL 30, Concentration +55) Domains: chaos, darkness

9th-(DC 44) Shades, Energy Drain, Summon Monster IX, Implosion(5), Etherealness, Gate

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">8th-(DC 43) Greater Shadow Evocation, Dimensional Lock(2), Holy Aura(2), Mass Cure Critical Wounds(2), Unholy Aura, Cloak of Chaos(2)

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">7th-(DC 42) Word of Chaos(2), Blasphemy, Greater Scrying(2), Control Weather, Symbol of Weakness(2), Regenerate, Destruction

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">6th-(DC 41) Animate Objects, Animate Object(2), Greater Dispel, Mass Inflict Moderate Wounds, Harm, Mass Eagle's Splendor(2), Find the Path, Symbol of Persuasion

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">5th-(DC 40) Dispel Law, Raise Dead(2), Siphon Magic(2), Caustic Blood, Greater Command, Plane Shift, Symbol of Sleep(2), Slay Living

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">4th-(DC 39) Shadow Conjuration, Dismissal, Divine Power, Lesser Planar Ally, Freedom of Movement(3), Summon Monster IV, Greater Magic Weapon, Dimensional Anchor, Shield of Greater Fortification

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">3rd-(DC 38) Magic Circle Against Law, Inflict Serious Wounds, Obscure Object, Cure Serious Wounds(2), Sadomasochism, Glyph of Warding, Remove Curse, Contagion, Greater Stunning Barrier, Hydrophobia

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">2nd-(DC 37) Blindness/Deafness (blindness only), Lesser Restorarion(2), Desecrate, Cure Moderate Wounds, Status, Delay Poison(2), Summon Monster II, Find Traps, Bull's Strength

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">1st-(DC 36) Protection From Law, Bane, Curse Water, Detect Undead, Bless, Magic Stone(2), Comprehend Languages, Sanctuary, Entropic Shield, Inflict Light Wounds(2) 0th-(DC 35) Mending(2), Stabilize, Bleed

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Special Attacks Constrict (4d6+27), Engulf (DC 55, 2d6 acid), Swallow Whole (4d6+38, AC 22, 162 hp), Fast Swallow, Rage (117 rounds/ day), Crush (4d6+38, DC 65)

<h3 style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">STATISTICS 

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Str 60, Dex 60, Con 80, Int 40, Wis 60, Cha 60 Base Atk +30; CMB +63; CMD 108

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Feats: Critical Focus, Defensive Combat Training, Diehard, Gr. Weapon Specialization (tentacle), Great Fortitude, Greater Grapple, Greater Weapon Focus (tentacle), Improved Critical (tentacle), Improved Grapple, Improved Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack (tentacle), Iron Will, Multiattack, Power Attack, Sickening Critical, Stunning Critical, Toughness, Weapon Focus (tentacle)

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Skills: Escape Artist +68, Fly +68, Heal +65, Intimidate +68, Knowledge (arcana) +55, Knowledge (nature) +55, Knowledge (planes) +58, Knowledge (religion) +55, Perception +74, Sense Motive +65, Spellcraft +58, Survival +68, Swim +68, Use Magic Device +65;

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Racial Modifiers Perception +6

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Languages Common, Abyssal, Aklo (Cannot Speak), Telepathy 100ft

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">SQ Aberration Traits, Amphibious, Teleport, Freedom of Movement, Does not Sleep

<h3 style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">SPECIAL ABILITIES 

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Constrict (Ex) Weird One can crush an opponent, dealing 4d6+27 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Engulf (Ex) Weird One can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a DC 55 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and are subject to 2d6 acid damage each round. The save DC is Strength-based.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Swallow Whole (Ex) If a Weird One begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take 4d6+38 bludgeoning damage each round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is 162). A Weird One's Stomach has 22 AC. If a swallowed creature cuts its way out, the Weird One cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Fast Swallow (Ex) A Weird One can use its 'Swallow Whole' ability at any time it has an opponent grappled as a free action, instead of just at the beginning of its turn.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Crush (Ex) A Weird One can fall down upon enemies of three size categories smaller than itself, using its whole body to crush them. Crush effects all creatures that the monster can fit inside it's square after moving. Creatures in the affected area suffer 4d6+37 damage, and must succeed on a DC 65 reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the Weird One moves off of them. If the Weird One chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. The save DC is constitution-based.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Miracle and Wish Vulnerability (Su) A spell effect created by a 'Miracle' or 'Wish' spell is particularly effective against a Weird One. A spellcaster gains a +6 bonus on its caster level check to penetrate a Weird One's SR with a miracle or wish spell, and the Weird One suffers a -6 penalty on saves against these spells. A 'Miracle' or a 'Wish' spell can negate a Weird One's regeneration, but only for 1d4 rounds per casting.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Aberration Traits An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. -Darkvision 60 feet. -Aberrations breathe, eat, and sleep.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Amphibious (Ex) A Weird One has the aquatic subtype, but they can survive indefinitely on land.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Aura of Despair (Su) Enemies within 10 feet of a Weird One are overcome with despair, and take a –2 penalty on all saving throws.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">See in Darkness (Su) A Weird One can see perfectly in darkness of any kind, even that created by a 'Deeper Darkness' spell.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Fear Aura (Su) A Weird One radiates a 140ft. aura that will affect everyone entering or standing within as the 'Fear' spell. This is a mind-affecting fear effect that allows a DC 55 will save to negate. The save DC is charisma-based.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Teleport (Sp) A Weird One can use 'Greater Teleport' at will, as the spell (caster level 14th), except that the Weird One can transport only itself and up to 50 pounds of carried objects.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Freedom of Movement (Su) A Weird One has continuous 'Freedom of Movement', as the spell.

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Scent (Ex) A Weird One 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.

<h3 style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">ECOLOGY

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">Environment: Ocean Depths Organization: Solitary Treasure: Random

<p style="margin-top:10px;margin-bottom:0px;white-space:pre-wrap;color:rgb(20,24,35);font-family:helvetica,arial,sans-serif;line-height:17.9400005340576px;">An aberration birthed in the depths of the ocean, the Weird One is a creature that defies all explanation. What little is known about it is that it is an ancient creature that rests beneath the ocean floor, but does not sleep, as if in anticipation for some event. When that time comes, it will rise from the ocean and wreak havoc on all insiginificant life forms until it is time for it to return to the deep.