Tetragammaton

Tetragammaton     CR 18

XP 153,600

Tetragammton

N Medium construct

Init +16; Senses astral locating, darkvision 240 ft., low-light vision; Perception +5

Aura mental static (30 ft., DC 38)

Defense

AC 56, touch 31, flat-footed 42 (+5 deflection, +14 Dex, +2 insight, +25 natural)

hp 220 (20d10+20)

Fort +11, Ref +27, Will +16

Defensive Abilities air mastery, prescience; DR 10/adamantine; Immune construct traits; Resist cold 20, fire 20; SR 36

Offense

Speed 30 ft., fly 90 ft. (perfect)

Melee 2 slams +34 (1d8+14)

Ranged air blast +34 (10d6+10) or


 * electric blast +34 touch (10d6 electricity) or


 * thunderstorm blast +34 (20d6+20 ½ electricity and ½ bludgeoning)

Special Attacks aerokinesis

Sorcerer Spells Known (CL 20th; concentration +38)


 * 9th (9/day)—meteor swarm (DC 37), ride the lightning[UM], wall of suppression[APG]


 * 8th (9/day)—dimensional lock, stormbolts[APG] (DC 36), temporal stasis (DC 36)


 * 7th (9/day)—arcane cannon[UC], forcecage (DC 35), scouring winds[UM]


 * 6th (10/day)—chain lightning (DC 34), disintegrate (DC 34), true seeing


 * 5th (10/day)—cloudkill (DC 33), hold monster (DC 33), wall of force, wracking ray (DC 33)


 * 4th (10/day)—fear (DC 32), malfunction[UM] (DC 32), stoneskin, vitriolic mist[UM]


 * 3rd (10/day)—deep slumber (DC 31), fireball (DC 31), lightning bolt (DC 31), ray of exhaustion (DC 31)


 * 2nd (11/day)—levitate, mirror image, scorching ray, shatter (DC 30), web (DC 30)


 * 1st (11/day)—air bubble[UC], chill touch (DC 29), mage armor, snowball (DC 29), technomancy


 * 0 (at will)—detect magic, flare (DC 28), light, mage hand, open/close (DC 28), prestidigitation, ray of frost, read magic, spark[APG] (DC 28)

Kineticist Wild Talents Known


 * Infusions—extended range, extreme range, flurry of blasts, kinetic blade, mobile blast (DC 33), pushing infusion, wall


 * Utility—air cushion, air shroud, air shroud, greater, celerity

Statistics

Str 28, Dex 38, Con —, Int —, Wis 20, Cha 46

Base Atk +20; CMB +29; CMD 60

Skills Fly +22

Special Abilities

Aerokinesis (Sp, Su) No burn for performing air and electric simple blasts or the thunderstorm composite blast.

Air Blast (Sp) Level 9; Burn 0

Air Cushion (Sp) Constantly under the effects of feather fall.

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.

Air Shroud (Su) Constantly under the effects of air bubble.

Air Shroud, Greater (Su) Constantly under the effects of air bubble.

Astral Locating (1/day) (Su) Know distance & direction to any Astral plane location visited. Activate to locate creature.

Celerity (Sp) Constantly under the effects of air bubble.

Construct Traits (+20 HP) Constructs have many immunities.

Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.

Darkvision (240 feet) You can see in the dark (black and white only).

Electric Blast (Sp) Level 9; Burn 0

Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.

Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.

Extended Range Kinetic blast has range of 120ft.

Extreme Range Kinetic blast has range of 480ft.

Flurry of Blasts Multiple blasts, each dealing reduced damage

Fly (90 feet, Perfect) You can fly!

Immunity to Ability Damage Immunity to ability damage

Immunity to Ability Drain Immunity to ability drain

Immunity to Bleed You are immune to bleed.

Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.

Immunity to Disease You are immune to diseases.

Immunity to Energy Drain Immune to energy drain

Immunity to Exhausted You are immune to the exhausted condition.

Immunity to Fatigue You are immune to the fatigued condition.

Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.

Immunity to Nonlethal Damage You are immune to Nonlethal Damage

Immunity to Paralysis You are immune to paralysis.

Immunity to Poison You are immune to poison.

Immunity to Sleep You are immune to sleep effects.

Immunity to Stunning You are immune to being stunned.

Kinetic Blade (Light Weapon) Create a blade of pure energy.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Mental Static Aura (30 ft., DC 38) (Su) Living creature in aura must make conc chk to cast spells with thought component.

Mobile Blast (round, DC 33) Blast becomes a mobile object that can last many rounds and be moved

Prescience (Su) Never surprised or flat footed.

Pushing Infusion (CMB +20) Your kinetic blasts makes Bull Rush CMB using Con.

Spell Resistance (36) You have Spell Resistance.

Thunderstorm Blast (Sp) Level 9; Burn 0

Wall (round) Blast becomes a wall