Elohim
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.
Elohim
Kain’s 5e Monstrous Manual – Page 32 – Dicefreaks
Huge aberration, neutral
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Armor Class 20 (natural)
Hit Points 440 (22d12 + 176)
Speed 60 ft., fly 60 ft., swim 60 ft.
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STR 24 (+7) DEX 22 (+6) CON 27 (+8) INT 25 (+7) WIS 29 (+9) CHA 25 (+7)
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Saves Con +15, Int +14, Wis +16, Cha +14
Skills Arcana +14, Deception +14, History +14, Insight +23, Medicine +14, Nature +14, Perception +16
Damage Resistances acid, cold, fire, poison, thunder, bludgeoning, slashing and piercing from non-legendary weapons
Damage Immunities lightning, psychic, radiant
Senses truesight 120 ft., passive Perception 26
Languages Bestial, telepathy 120 ft.
Challenge 21 (32,000 XP)
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Legendary Resistance (3/day). If the elohim fails a saving throw it can choose to succeed instead.
Magic Resistance. The elohim has advantage on saving throws against spells and other magical effects.
Shapechange: The elohim can use its action to polymorph into any other living creature. It can use the creature’s attacks and actions or its own, otherwise it maintains its own statistics. Any equipment it is wearing or carrying is transformed. It reverts to its true form if it dies.
Innate Spellcasting. The elohim’s spell casting ability is Wisdom (spell save DC 24, +16 spell attacks). It can innately cast the following spells, requiring no material components. Any spells with higher level effects are considered to utilize 9th level spell slots:
At will: charm monster, counterspell, etherealness, teleport
3/day each: control weather, disintegrate, dispel magic, heal, power word kill, power word stun, plane shift, true polymorph
1/day each: demiplane, true resurrection
ACTIONS
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Multiattack The elohim attacks once with its claw and once with its tentacles.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., two target. Hit: 17 (3d6 + 7) slashing damage. A creature damaged by the claw must make a Constitution saving throw (DC 23) or be stunned until the end of the elohim’s next turn.
Tentacles. Melee Weapon Attack: +14 to hit, reach 15 ft., eight targets. Hit: 20 (3d8 + 7) bludgeoning damage. A creature damaged by the tentacles must make a Wisdom saving throw (DC 23) or become paralyzed for 1 minute. A creature paralyzed in this manner takes 20 (3d8 + 7) psychic damage at the beginning of its turn. At the end of its turn it can make another saving throw, on a success the effect ends.
LEGENDARY ACTIONS
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The elohim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elohim regains spent legendary actions at the start of its turn.
Deform. One incapacitated creature within 100 ft. must make a Constitution saving throw DC 23. It takes 55 (10d10) necrotic damage on a failure, half of that on a success. If this damage reduces the creature to 0 hit points, it immediately takes the shape of a beast or plant of the elohim’s choice (as per polymorph) This effect must be undone with wish or similar magic before the creature can be restored to life.
Renew. The elohim regains its reaction.
Seed Life. A new living creature is created in an empty space within 100 ft. of the elohim. The creature must have a challenge of no more than 4. (7 if the elohim uses two legendary actions, 10 if it uses three.) The creature is not beholden to the elohim in any way.
Elohim CR 23/MR 6 |
XP 819,200 N Huge outsider (extraplanar, Mythic) Init +16M/-4, dual initiative; Senses blindsight 60 ft., darkvision 60 ft., deathwatch, Low-Light Vision, Scent; Perception +34 |
DEFENSE |
AC 39, touch 20, flat-footed 32 (+6 Dexterity, +1 dodge, +5 insight, +19 natural, -2 size) hp 423 (22d10+302); regeneration 15 (epic weapons) Fort +26, Ref +13, Will +24 Defensive Abilities fortification (50%); DR 15/epic; Immune electricity; Resist acid 30, cold 30, fire 30; SR 34 |
OFFENSE |
Speed 60 ft., fly 60 ft. (good), swim 30 ft. Melee 2 claws +27 (2d8+7), 8 tentacles +22 (2d8+3 plus grab) Space 15 ft.; Reach 15 ft. 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) Spell-Like Abilities (CL 23rd; concentration +30) Constant – deathwatch, mind blank, speak with animals At 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), terraformMA 3/day – circle of death (DC 23), disintegrate (DC 23), power word stun 1/day – create demiplane, mage’s disjunction |
STATISTICS |
Strength 24, Dexterity 22, Constitution 32, Intelligence 25, Wisdom 29, Charisma 25 Base Atk +22; CMB +31 (+35 grapple); CMD 53 (can’t be tripped) Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude M, Greater Vital Strike, Improved Great Fortitude, Improved Initiative M, Improved Iron Will, Improved Vital Strike, Iron Will M, Vital Strike 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 Languages speak with animals, telepathy 100 ft. SQ compression, create life, natural spellcasting, no breath, plantbringer |
SPECIAL ABILITIES |
Create Life (Su) 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 (Su) An elohim can cast spells in any shape, similar to the Natural Spell feat. |
ECOLOGY |
Environment any (extraplanar) Organization solitary or horde (1 plus 5-20 animals, magical beasts, and plants of CR 8-10) Treasure double |
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.