Library / Bestiary

Elohim

CR 23.00 Outsider N Huge HD 22
This one-eyed being is a strange mix of insects, fungi, and other living things shaped into a single winged entity.

An elohim is a strange being obsessed with creating miniature worlds populated with creatures of its choosing. It creates new permanent demiplanes or alters remote environments in pre-existing planes, seeds them with new life, then eventually abandons them. An elohim might return to its creation decades or centuries later to observe how its progeny have fared, and might allow them to continue or eradicate them completely. Elohim communicate with other beings only rarely, and always in a cryptic fashion.

HP
423 (22d10+302); regeneration 15 (epic weapons)
AC
39, touch 20, flat-footed 32 (+6 Dex, +1 dodge, +5 insight, +19 natural, –2 size)
Init
+16M/–4, dual initiative
Speed
60 ft., fly 60 ft. (good), swim 30 ft.
Fort
+26
Ref
+13
Will
+24
BAB
+22
CMB
+31 (+35 grapple)
CMD
53 (can't be tripped)
Melee
2 claws +27 (2d8+7), 8 tentacles +22 (2d8+3 plus grab)
Space
15 ft.
Reach
15 ft.
DR
15/epic
SR
34
Defensive Abilities
fortification (50%)
str
24
+7
dex
22
+6
con
32
+11
int
25
+7
wis
29
+9
cha
25
+7

Weapons: Martial, Simple

breath weapon (60-ft. cone, 20d8 electricity, Reflex DC 32 half, usable every 1d4 rounds)

constrict (2d8+10)

mythic magic

mythic power (6/day, surge +1d8)

compression

Create Life — At will, an elohim can create any one plant or living creature. A creature created can have no more than 4 Hit Dice and be no larger than Large size, and is not under the elohim's control.

Natural Spellcasting — An elohim can cast spells in any shape, similar to the Natural Spell feat.

no breath

plantbringer

Universal Monster Rules

Grab
Grab (tentacles) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (2d8+10) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Breath Weapon (60-ft. cone, 20d8 electricity, Reflex DC 32 half, usable every 1d4 rounds) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Compression Ex from Universal Monster Rule
The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
No Breath Ex from Universal Monster Rule
The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Special Abilities

Create Life from text
At will, an elohim can create any one plant or living creature. A creature created can have no more than 4 Hit Dice and be no larger than Large size, and is not under the elohim's control.
Fortification (50%) from text
Mythic Magic from text
Mythic Power (6/day, surge +1d8) from text
Natural Spellcasting from text
An elohim can cast spells in any shape, similar to the Natural Spell feat.
Plantbringer from text

Feats, Traits & Items

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

Whenever you roll a Fortitude saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Also in: Fortune & Luck

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.

Improved Iron Will from Feat

Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Also in: Fortune & Luck

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Iron Will, Mythic from Feat

Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Bluff +32, Heal +31, Intimidate +29, Knowledge (arcana, dungeoneering, geography, nature, planes) +32, Perception +34, Sense Motive +34, Spellcraft +29, Stealth +23, Swim +15, Use Magic Device +29

spell-like abilities:
(CL 23rd; concentration +30)Constant-deathwatch, mind blank, speak with animalsAt will-baleful polymorph (DC 22), charm monster (DC 21), etherealness, rest eternal, shapechange, stone shape, greater teleport (self plus 50 lbs. of objects only)5/day-control weather, greater dispel magic, greater polymorph, heal, plane shift (DC 24), terraformMA3/day-circle of death (DC 23), disintegrate (DC 23), power word stun1/day-create demiplane, mage's disjunction
Details
Type
Outsider
Alignment
N
Size
Huge
Environment
any (extraplanar)
Organization
solitary or horde (1 plus 5–20 animals, magical beasts, and plants of CR 8–10)
Treasure
double
Senses
blindsight 60 ft., darkvision 60 ft., deathwatch, low-light vision, scent; Perception +34
Languages
speak with animals, telepathy 100 ft.
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
14 House/Core
View references and cross-links for Elohim

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.