Cosmic-Horror
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Cosmic Horror
DEFENCE
XP 9,600
NE Gargantuan outsider (protean) solarian
Init +11; Senses darkvision 90 ft., blindsense 50 ft.(life), infravision 125 ft.,
blindsense (vibration) 75 ft.; Perception +19
EAC 28; KAC 23
Fort +12; Ref +10; Will +13
Immunities acid; Resistances electricity 10, cold 25, sonic 10
CR 10
HP 215
~~~~ OFFENCE
Speed 25 ft., fly 60 ft. (average)
Melee tentacle slam +22 (2d10+18 B; critical knockdown)
Ranged flung object +19 (4d6+10 P; critical stunned) 50-90 foot range
Space 20 ft.; Reach 20 ft.
TACTICS
Enjoys stalking and enveloping solarians, good beings, and the innocent.
Efficient and ruthless hunter.
STATISTICS
Str +8; Dex +5; Con +0; Int +0; Wis +0; Cha +3
Skills Athletics +19, Mysticism +19, Stealth +19, Survival +24; Intimidate +5;
Profession Hunter +10; Bluff +5; Culture +5; Disguise +10; Sense Motive +8;
Languages Aklo, Arkanen, Draconic, Eoxian, Infernal, Kasatha
Other abilities amphibious, grab ability with its natural attacks; shapeshift, compress self, ooze immunities and abilities.
ECOLOGY
The Cosmic Horror was created long ago by evil Kasatha who sought to bend all solar brethren to their obedience, if not acceptance.
It was tasked to hunt down and kill those who opposed the Evil Solarian Legion.
Summoners may ask the creature to perform one task in exchange for a payment; Tasks might range from the simple to the complex.
One must be able to communicate with the creature called in order to bargain for its services.
The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
This creature admires death, especially when solarians are killed. It wants 10 levels of something. Solarian Items or Characters count double.
So one could kill a blood sacrifice level 2, give it 4 levels of weapons and equipment, and a level 1 solarian crystal to assuage it.
They must be managed (bluff, intimidate, diplomacy, etc) well or will cheerfully kill or steal from their summoners.
SOLARIAN ABILITIES
Resolve points 5
Solarian abilities : Black Hole, Crush, Gravity Surge; Stealth Warp ; Ultimate Graviton; Time Dilation
Solarian special rules : Dark Armor +5 ; Recovers Attunement in 1 round. No penalty for all Grav Mode usage.
Solarian gear : The lenses in each of the Horror's 21 eyes are all Solarian Crystals of random power levels. It personally can only use 1 at a time.
SPECIAL ABILITIES
First Strike : adept at really hurting an enemy on the first round of combat.
Benefit: On the first Attack check of any combat, gains a +4 competence bonus on the Attack check. If it damages a foe, deals an additional D8+8 points of damage.
Improved Initiative, Improved Natural Attacks ; Awesome Blow (1x / minute); Vacuum-Ready, Unliving; Fearless.
Frightful Presence (Ex Or Su) The creature's presence unsettles its foes. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. It usually has a range of 30 feet. Opponents within the range must succeed at a Will save or be shaken. The duration is 5d6 rounds unless the ability says otherwise. Once an opponent has been exposed to a creature's frightful presence (whether or not the opponent succeeds at its saving throw), it cannot be affected by the same creature's frightful presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.
Multiattack (Ex) When making a full attack, the creature can make 5 of the listed attacks, instead of two attacks, at the attack bonuses indicated. It can make the attacks in any order. Guidelines Use the appropriate damage column for the creature's array, and impose a -6 penalty on these attacks instead of a -4 penalty.
Darkness of the Soul: C.H. takes 150% damage from Good or White Magic. and saves at -4 against such.
Darkness Incarnate: Minus 10 on saves versus radiation, light, laser, or brilliance effects, 200% damage from same.
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pic: https://www.abugames.com/images/products/signedmagiccards/s1296.jpg
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