Nemesis

aberration · CR 30 · from Book of Beasts III · by Robert J. Hall
Nemesis
StatisticValue
Size/TypeLarge Aberration
Hit Dice40d8+520 (700 hp)
Initiative+13
Speed10 ft. (2 squares), 5 ft. burrow
Armor Class39 (-1 size, +9 Dex, +21 natural), touch 18, flat-footed 30
Base Attack/Grapple+30/+49
AttackClaw +44 melee (1d6+15/19–20 plus poison)
Full Attack2 claws +44 melee (1d6+15/19–20 plus poison) and bite +42 melee (2d6+7)
Space/Reach10 ft./10 ft.
Special AttacksLife drain, poison, trample 5d6+15
Special QualitiesDarkvision 60 ft., resistance to cold 20 and fire 20, damage reduction 15/―, crushing mass, greater invisibility, immunities, nihilistic, spell-like abilities, regeneration 2, vulnerability to electricity, scent
SavesFort +26, Ref +17, Will +27
AbilitiesStr 41, Dex 18, Con 36, Int 15, Wis 21, Cha 14
SkillsClimb +18, Listen +36, Search +16, Spellcraft +18, Spot +36, Survival +22
FeatsAlertness, Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved CriticalB (claws), Improved Initiative, Improved Overrun, Power Attack, Great Cleave, Multiattack, Track
EnvironmentAny
OrganizationSolitary
Challenge Rating42
TreasureNone
AlignmentAlways chaotic evil
Advancement―
Level Adjustment―

Description

A sensation of utmost dread tightens your throat. Before you a wide, rounded trough in the earth appears to advance of its own accord, accompanied only by a deep, heavy rumbling noise and a sudden wilting of the surrounding plant life.

This primordial slayer has lain dormant for millennia, awaiting a call to go forth and extinguish more life. Few know of the existence of this nihilistic horror, and none that now live know of its true origins. Once set upon a task, it will relentlessly pursue a victim using all the powers at his disposal, until it has completely extracted any remaining life force. Unless promptly given a new task, nemesis will then slay and destroy with wanton abandon.

When rendered visible, the nemesis has a tapered, serpentine body, with four oversized arms, each tipped with two long, non-retractable force blades. Its face is little more than a triple-beaked mouth surrounded by tentacles, the inner side of which are covered in suction cups. Protruding wedges to either side of the head house the primary sense organs. A spiked fin runs from the back of the head to just past its armored torso, protecting the neck. The body is a dark metallic color, with a light gray sheen across the belly.

Combat

The nemesis will allow no distractions to prevent it from slaying its designated foe. Any living being that approaches the nemesis will find its life force being steadily drained away. Anything that gets in the path of the slowly moving nemesis will be crushed underneath its metallic bulk. The nemesis will ruthlessly dismember a target with its deadly force blades, and will continue to slice the victim apart until little more than a pile of ground flesh remains. Those who escape with only minor injuries will still suffer from the potent toxin in its claws.

Life Drain (Su): The nemesis continually drains the life energy from any beings in the immediate area. Everything within a 20 ft. radius receives one negative level (Fort remove DC 30) each round. Within 10 ft. of the nemesis everything receives two negative levels. (Fort half DC 30). The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 43, initial damage 3d6 Con, secondary damage 2d6 Str. The save DC is Constitution-based.

Trample (Ex): Reflex half DC 35. The save DC is Strength-based.

Crushing Mass (Ex): The nemesis has a compact body that has a density greater than that of lead. It will quickly smash any light structures that are not build to carry a weight of at least 20,000 lbs.

Immunities (Ex): The nemesis is immune to energy drain, poison, sleep, disease, or death from massive damage. It has no need to eat, drink, sleep, or breathe.

Greater Invisibility (Ex): The body of the nemesis continually warps the light around it. A nemesis remains invisible even when it attacks. This ability is constant and can not be suppressed by the nemesis.

Nihilistic (Ex): Once per hour that the nemesis remains without a designated target, it must make a DC 20 Will save or begin running amuck, destroying everything in sight and slaying whomever it meets. It will begin roving randomly, dealing death and destruction to whatever it finds.

Only a being that knows the true name of the nemesis is able to designate a new target. The true name can be determined through a wish, miracle, or legend lore spells. The target must be a living creature and can not be the nemesis itself.

Spell-Like Abilities: At will―locate creature, detect thoughts (DC 19), see invisibility; 1/day―dimension door, limited wish, plane shift (DC 24). Effective caster level 19th. The save DCs are Charisma-based.

Attack/Defense Modes (Sp): Empty Mind, Thought Shield.

Regeneration (Ex): Electricity and exotic forms of radiation deal normal damage to a nemesis.

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