Fort +28, Ref +18, Will +19
Defensive Abilities aquatic adaptation, cold adaptation, force of will, hard to kill, mythic saves, ocean’s caress, recuperation; Immune mind-affecting spells and effects (multiple mind); Resist cold 5
Offense
Speed swim 60 ft. (waterdancer)
Melee kinetic fist penetrating bite +31 (12d6+30 +2d6 bludgeoning, 2d6 cold, or 4d6 cold/piercing/19-20 plus grab), kinetic fist penetrating tail slap +26 (2d8+22 +2d6 bludgeoning, 2d6 cold, or 4d6 cold/piercing) or kinetic blast +24 (water blast: 7d6+16; cold blast: 7d6+4; ice blast: 14d6+22)
Space 20 ft.; Reach 20 ft.
Special Attacks ice propagation, infusions (extended range, flurry of blasts, kinetic fist, penetrating infusion, spray [DC 22], torrent [DC 21], unbreaking waves infusion), kinetic overflow +4/+8, lure, mythic power 15/day, overcharged blast, surge +1d8, sudden attack, suffocate [DC 24], swallow whole (5d6 acid damage, AC 26, 45 hp), water blast 3/day (DC 26)
Spell-Like Abilities (CL 33th; concentration +33)
1/day- calm animals (DC 11), identify, obscuring mist, touch of the sea; fog cloud, hold animal (DC 12), magic mouth, slipstream; dispel magic, dominate animal (DC 13), water breathing, water walk; control water (DC 14), imbue with spell ability, ride the waves, summon nature’s ally IV (animals only); beast shape III (animals only), ice storm, spell resistance; antimagic field, antilife shell, cone of cold (DC 16)
Statistics
Str 42, Dex 14, Con 26, Int 26, Wis 28, Cha 10
Base Atk +24; CMB +44 (+48 grapple); CMD 56 (can’t be tripped)
Feats Ability Focus (lure), Cleave, Devastating Strike, Eldritch HeritageM (Seaborn), Enduring Might, Exotic Heritage (Swim), Gather Might, Great Cleave, Improved Critical (bite), Improved Devastating Strike, Improved Natural AttackM (bite), Lightning Reflexes, Mobile Gathering, Power Attack, Vital Strike, Weapon FocusM (bite), Weapon FocusM (kinetic blast)
Skills Escape Artist +38, Intimidate +36, Knowledge (arcana, religion) +21, Knowledge (nature) +44, Knowledge (geography, local) +41, Perception +45, Sense Motive +42, Stealth +42 (+46 in the dark), Survival +45, Swim +56; Racial Modifiers Stealth +4 (+8 in the dark)
Languages Aboleth, Abyssal, Aquan, Celestial, Common, Draconic, Infernal, Protean, Sylvan; aquatic telepathy 100 ft.
SQ amphibious, basis aquakinesis, burn (4/round, 11 maximum), call of the deep, elemental focus (water), expanded element (water x2), gather energy, infusion specialization (3 points), internal buffer (2 points), metakinesis (empowered, maximized, quickened), path abilities (divine source [x2], extra mythic feat, longevity, mythic burn, overcharged blast), supercharge, utility wild talents (cold adaptation, kinetic healer, suffocate, water alteration, water manipulator, waterdancer, watersense)
Special Abilities
Extended Jaw (Ex): The anglerfish god can stretch her jaw and stomach at great rates, allowing it to swallow whole a creature up to her same size.
Multiple Mind (Ex): Since she has many mates embedded into her body, the anglerfish god is immune to mind–affecting spells and effects.
Lure (Su): As a free action, the anglerfish god can light the dangling lure on her forehead, forcing all creatures within a 60–foot radius to make a DC 22 Will save or become fascinated for 1 round. Other anglerfish and ceratioidi are immune to this effect. A creature affected by this ability does not view the anglerfish god as a potential threat until she actually attacks– allowing her to approach without breaking the fascination. Once a creature successfully saves against this effect, it is immune to the anglerfish God’s lure ability for 24 hours. The save DC is Charisma–based.
The anglerfish god is a unique awakened Gargantuan giant anglerfish that is worshiped as a demigod by the ceratioidi. As a mythic creature, she is extremely long-lived and able to grant divine spells up to the 6th level. Her clerics gain access to the Animal, Magic, and Water domains and to the Fish and OceansAPG subdomains.
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