Elohim
Description
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.
Combat Stats
- 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%)
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
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)
Special Qualities
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.
plantbringer
Feats
Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Great Fortitude, Mythic, Greater Vital Strike, Improved Great Fortitude, Improved Initiative, Improved Initiative, Mythic, Improved Iron Will, Improved Vital Strike, Iron Will, Iron Will, Mythic, Vital Strike
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
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.
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.
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.
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.
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.
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.
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.
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.
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.
Skills
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
Spells
- 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