http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/1246615495081.jpgElder Terror, Divine Rank 0
Huge Outsider (Aquatic)
Hit Dice: 50d8+400 (800 hp)
Initiative: +1
Speed: 100 ft. (20 squares), Swim 100 ft.
Armor Class: 50 (-2 Size, +1 Dex, +8 Deflection, +23 Natural, +8 Profane), touch 25, flat-footed 49
Base Attack/Grapple: +50/+68
Attack: Bite +58 melee (2d6+10 plus Corruption)
Full Attack: 7 Bites +58 melee (2d6+10 plus Corruption)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Soul Leech, Spells, Aura of Terror, Corruption
Special Qualities: Dark Vision 60', Amphibious, Regeneration 10, SR 35, Damage Reduction 10/-, Damage Reduction 30/Epic, Energy Resistance 25 (Acid, Cold, Electricity, Fire, Sonic), Blindsight 240', Immunities
Saves: Fort +35, Ref +28, Will +35
Abilities: Str 30, Dex 12, Con 26, Int 26, Wis 26, Cha 26
Skills: Bluff +58, Concentration +61, Diplomacy +20, Gather Information +58, Hide +46, Knowledge (Arcana, Geography, History, Local, Nature, The Planes, Religion) +61, Listen +61, Search +58, Sense Motive +58, Spellcraft +61, Spot +61, Swim +18
Feats: Augment Summoning, Defensive Sweep, Empower Spell, Extend Spell, Heighten Spell, Large and in Charge, Multigrab, Spell Focus (Conjuration), Spell Penetration, Greater Spell Focus (Conjuration), Greater Spell Penetration, any 6 Metamagic or Spellcasting Feats
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 56
Treasure: Triple Standard
Alignment: Always Chaotic Evil
Advancement: 51-100 HD (Gargantuan) 101-200 HD (Colossal)
Level Adjustment: ---
"There are mistakes buried by the Gods that shouldn't be unearthed again. Abandon your quest, for it will doom us all. The trenches of the Black Sea are avoided for a reason."The Elder Terrors are (according to legend) imprisoned by the Gods. Whether for disobeying them, or opposing them, or for being creations that turned out to be failures is unclear. None of these seems truly likely as even though they are powerful, the Terrors aren't on the level of Deities, and given their nature it doesn't seem likely the Gods would have made them either. Nor do they seem to have the disposition of servants, willing or otherwise.
Which leaves the older rumors saying they came from a world before this one. But if that's true, why didn't the Gods eliminate them? Why imprison a danger such as the Terrors, making their release an inevitable possibility?
Improved Grab(Ex): If an Elder Terror successfully hits with it's Bite attack, it may immediately make a Grapple Check as a Free Action without making an Attack of Opportunity. If successful it may use it's Soul Leech ability.
Soul Leech(Ex): The Elder Terror does 1d4 Wisdom Drain with a successful Grapple Check. If it's opponent is ever reduced to 0 the Elder Terror has the option to immediately use it's Corruption ability (the opponent gets no Save) or the opponent can be killed and cannot be Resurrected. The opponent does not get a Saving Throw against this effect.
Spells: An Elder Terror may cast spells as a Wizard whose caster level is equal to it's Hit Dice.
Aura of Terror(Ex): Anything within 120' of the Elder Terror when it Charges or casts a Spell must make a DC 43 Willpower Save or be Frightened for 2d6 rounds. Any opponent making the Save is immune to this Elder Terrors Aura for 24 hours. Opponents who do not have Divine Rank are not immune to this effect, even if they are normally immune to Fear.
Corruption(Ex): The Elder Terrors corrupt and change everything within their vicinity. The land and water for 100' around them becomes unsustaining for normal life after about a month. This effect spreads at 100' per month until it covers a mile in radius. The plants eventually become bizarre and freakish, and anything eating them or drinking the water must make a Fortitude Save or be poisoned. Ingestion, DC 18, Initial and Secondary Damage is 2d6 hit points and Corruption. Corruption begins as mental, with the subject becoming progressively insane. If three Saves against the poison are failed, the victim becomes Chaotic Evil. After this the changes become physical resulting in hideous mutations. After three more Saves the victim gains the Half-Farspawn Template. Should an opponent actually physically attack an Elder Terror with an Unarmed Strike, Grapple, or Natural Weapon (or be attacked by it's Bite attack) it must make a DC 43 Fortitude Save or immediately gain the Half-Farspawn Template and altered Alignment. Opponents who do not have Divine Rank cannot be immune to this effect, even if normally immune to magical poisons. If an opponent succumbs to the mental effects of Corruption it immediately falls under the control of the Elder Terror.
Regeneration (Ex): The Elder Terrors Regeneration doesn't work against untyped damage.
Immunities (Ex): Elder Terrors are immune to polymorph, petrification, or any power/effect that would alter their form that isn't voluntary. They are also immune to Energy Drain, Ability Drain/Damage, and Mind-Affecting Effects. They are Immortal, and do not require food, water, or sleep, and do not age.
Combat: Elder Terrors generally rely on lots of spellcasting, using their Improved Grab and Soul Leech on anything insane enough to try to get within melee reach of them.