Chaos, the Walker of the WheelLarge Outsider (Air)
HD 19d8+190 (342 HP)
Speed fly 100 ft (20 squares) (perfect)
Init: +14
AC 37; touch 19; flat-footed 27
(-1 size, +10 Dex, +18 Natural)
BAB +19;
Grp +35
Attack +5 large collision corrosive transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 acid) or +5 large collision flaming transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 fire) or +5 large collision frost transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 cold) or +5 large collision shocking transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 eletricity)
Full-Attack +5 large collision shocking transmuting longsword +35/+30/+25/+20 melee (2d6+22, 17-20/x2, +1d6 eletricity) plus +5 large collision corrosive transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 acid) plus +5 large collision flaming transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 fire) plus +5 large collision frost transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 cold)
Space 10 ft.;
Reach 10 ft.
Special Attacks empowering surge, hurricane of insanity, wind blast
Special Qualities air bond, blades of wind, DR 15/-, darkvision 60 ft., earth bond, elemental mastery, enrage, essence of wind, fire bond, spell resistance 31, spellcasting affinity, water bond
Saves Fort +23 Ref +21 Will +22
Abilities Str 35, Dex 30, Con 31, Int 25, Wis 28, Cha 32
Skills Autohypnosis +31, Bluff +33, Concentration +32, Intimidate +33, Knowledge (arcana) +29, Knowledge (nature) +29, Knowledge (the planes) +29, Listen +31, Sense Motive +31, Spellcraft +29, Spot +31, Survival +31, Tumble +32, Use Magic Device +33, Use Psionic Device +33
Feats Ability Focus (hurricane of insanity), Flyby Attack, Great Fortitude, Improved Critical (longsword), Improved Initiative, Iron Will, Multiweapon Fighting (B), Oversized Two-Weapon Fighting
CAdv (B), Weapon Focus (longsword)
Challenge Rating 19?
Treasure none
Alignment NE
Tutelary deity of the sacred crystals fashioned by the gods at the time of the Great Making. Created in opposition to Mitron the Chasiter, scion of light. Upon entering the world of Man, he was enveloped in the turmoil rampant there. Lost, he died and was reborn countless times, a walker of life's wheel, eventually to rage against the gods that had so failed him. By sitting in meditation upon the Unrh Pedestal does he clear heart and mind until all that has order and reason and thought is made as nothingChaos is a 15 feet tall creature with a humanoid torso sitting on an adorned golden platform, with horns sprouting from his shoulder and head. Around him four swords are floating, as well as a second pair of arms.
Chaos represents the Zodiac sign of Taurus.
CombatChaos starts by using his empowering surge ability, then engage his enemies in melee with one of the chaosjets moving to flank his target, while all of the chaosjets unleash their spell-like abilities on the opposition. Whenever there are two or more enemies attacking him, Chaos use his wind blast ability to blow them away and follows with one of his chaosjets' spell-like abilities, and then proceeding with melee attacks.
When Chaos's hit points are reduced to half his max hit points or less, he uses his hurricane of insanity ability to deal a good amount of damage as well as crippling them, then proceed with his initial tactic.
Air Bond (Ex): while the Air Chaosjet is conscious, Chaos is immune to eletricity damage.
Blades of Wind (Ex): Chaos's attacks deal an additional 2d6 points of sonic damage.
Earth Bond (Ex): while the Earth Chaosjet is conscious, Chaos is immune to acid damage.
Elemental Mastery (Ex): Chaos is immune to all spell-like abilities from any chaosjet. Additionally, Chaos is capable of using any of the conscious chaosjets' spell-like abilities as a swift action, using his own Charisma to set the ability's DC and his hit dice to set the ability's caster level.
Empowering Surge (Ex): as an immediate action once per day, Chaos can use this ability to be affected by the following spells (all of them CL 19th):
bull's strength, haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and
true seeing.
Enrage (Ex): Chaos can make an extra move, standard or swift action every round. Additionally, Chaos gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Chaos's hit points are at half or below his max hit points.
Essence of Wind (Ex): Chaos is immune to all spells and effects with the air or sonic descriptors. Additionally, if Chaos would be damaged by such effect, he heals a number of hit points equal to half the damage he would take. Finally, all melee and ranged attacks targeted on Chaos have 50% miss chance. Creatures under the effect of the
true seeing still have 20% miss chance on such attacks.
Fire Bond (Ex): while the Fire Chaosjet is conscious, Chaos is immune to fire damage.
Hurricane of Insanity(Su): once per day as a standard action, Chaos summons to the battlefield a mystic hurricane that crushes the mind and slashes the body of the victims, dealing 100 points of damage and 2d6 points of Wisdom damage to every creature within 60 ft. from Chaos, and leaving them
confused for 1 minute. A successful Fortitude saving throw (DC 32) halves both damages, and negates the
confused condition. Even creatures normally immune to mind-affecting abilites are affected by this ability normally.
Spellcasting Affinity (Ex): Chaos can use spells and spell-like abilities without provoking attacks of opportunity.
Water Bond (Ex): while the Water Chaosjet is conscious, Chaos is immune to cold damage.
Wind Blast (Su): as a standard action, Chaos releases a blast of whirling winds, damaging all creatures within 60 ft from him for 20d8 points of sonic damage, and any creature that fails a Reflex saving throw (DC 30) is thrown 20 ft back and fall prone. A successful Reflex save also halves the damage and distance thrown, as well as negating the prone condition.
Chaosjets[spoiler]
Air ChaosjetLarge Elemental (Air)
HD 12d8+48 (102 HP)
Speed fly 100 ft. (perfect) (20 squares)
Init: 12
AC 27; touch 17; flat-footed 19
(-1 size, +8 Dex, +10 Natural)
BAB +9;
Grp +15
Attack slam +17 melee (2d6+2, 20/x2)
Full-Attack slam +17 melee (2d6+2, 20/x2)
Space 10 ft.;
Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft., elemental brotherhood, elemental traits, spellcasting affinity
Saves Fort +8 Ref +16 Will +4
Abilities Str 14, Dex 27, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (cyclonic blast), Ability Focus (orb of sound), Flyby Attack, Improved Initiative, Weapon Finesse
Challenge Rating 8
Treasure None
Alignment N
The air chaosjet is a 15 ft tall mass of swirling clouds and wind bound together in a semi spherical form.
Elemental Brotherhood (Ex): the air chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.
Spellcasting Affinity (Ex): the air chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.
Spell-like abilities: at will:
cyclonic blastSpC (DC 22),
orb of soundSpC (DC 21). Caster level 12th. Saves are Charisma based.
Earth ChaosjetLarge Elemental (Earth)
HD 12d8+48 (102 HP)
Speed 30 ft. (6 squares)
Init: 2
AC 29; touch 11; flat-footed 27
(-1 size, +2 Dex, +18 Natural)
BAB +9;
Grp +21
Attack slam +17 melee (2d8+8, 20/x2)
Full-Attack slam +17 melee (2d8+8, 20/x2)
Space 10 ft.;
Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60ft., earth glide, elemental traits, spellcasting affinity
Saves Fort +12 Ref +6 Will +4
Abilities Str 27, Dex 14, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (cometfall), Ability Focus (orb of acid), Empower Spell-like Ability, Improved Bull Rush, Power Attack
Challenge Rating 8
Treasure None
Alignment N
The earth chaosjet is a 16 ft tall mass of rock and dust that rolls on the battlefield in a semi spherical form.
Earth Glide (Ex): the earth chaosjet can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A
move earth spell cast on an area containing the burrowing earth chaosjet flings the chaosjet back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.
Elemental Brotherhood (Ex): the earth chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.
Spellcasting Affinity (Ex): the earth chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.
Spell-like abilities: at will:
cometfallSpC (DC 23),
orb of acidSpC (DC 21). Caster level 12th. Saves are Charisma based.
Fire ChaosjetLarge Elemental (Fire)
HD 12d8+48 (102 HP)
Speed 50 ft. (10 squares)
Init: 12
AC 27; touch 17; flat-footed 19
(-1 size, +8 Dex, +10 Natural)
BAB +9;
Grp +15
Attack slam +17 melee (2d6+2, 20/x2)
Full-Attack slam +17 melee (2d6+2, 20/x2)
Space 10 ft.;
Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft., elemental brotherhood, elemental traits, spellcasting affinity
Saves Fort +8 Ref +16 Will +4
Abilities Str 14, Dex 27, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (flamestrike), Ability Focus (orb of fire), Empower Spell-like Ability, Improved Initiative, Weapon Finesse Improved Initiative, Weapon Finesse
Challenge Rating 8
Treasure None
Alignment N
The fire chaosjet is a 15 ft tall mass of swirling flames and ashes united in a semi spherical form.
Elemental Brotherhood (Ex): the fire chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.
Spellcasting Affinity (Ex): the fire chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.
Spell-like abilities: at will:
flamestrikeSpC (DC 22),
orb of fireSpC (DC 21). Caster level 12th. Saves are Charisma based.
Water ChaosjetLarge Elemental (Water)
HD 12d8+48 (102 HP)
Speed 30 ft. (6 squares), swim 60 ft.
Init: 2
AC 29; touch 11; flat-footed 27
(-1 size, +2 Dex, +18 Natural)
BAB +9;
Grp +21
Attack slam +17 melee (2d8+8, 20/x2)
Full-Attack slam +17 melee (2d8+8, 20/x2)
Space 10 ft.;
Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60ft., elemental traits, spellcasting affinity
Saves Fort +12 Ref +6 Will +4
Abilities Str 27, Dex 14, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (cone of cold), Ability Focus (orb of cold), Empower Spell-like Ability, Improved Bull Rush, Power Attack
Challenge Rating 8
Treasure None
Alignment N
The water chaosjet is a 16 ft tall mass of water and ice bound together in a semi spherical form.
Elemental Brotherhood (Ex): the water chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.
Spellcasting Affinity (Ex): the water chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.
Spell-like abilities: at will:
cone of cold (DC 22),
orb of coldSpC (DC 21). Caster level 12th. Saves are Charisma based.[/spoiler]
EDIT: nerfed hurricane of insanity...
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Finally done (I guess). Opinions?