Uvuudaum |
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38d8+646 (817 hp) |
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+14 (Dex) |
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80 ft., climb 40 ft. |
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52 (+14 Dex, -1 size, +29 natural), touch 23, flat-footed 38 |
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+38/+56 |
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Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee |
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Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee |
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10 ft./10 ft. |
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Confusion aura, spell-like abilities, Wisdom drain |
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Blindsight 500 ft., damage reduction 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, spell resistance 39 |
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Fort +40, Ref +37, Will +41 |
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Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46 |
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Balance +18, Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69, Knowledge (arcana, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59 |
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Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack |
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Epic Feats: |
Epic Reflexes, Improved Combat Reflexes, Spell Stowaway (time stop), Tenacious Magic (haste), Tenacious Magic (displacement), Tenacious Magic (stoneskin) |
Any |
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Solitary, pair, or madness (3-6) |
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27 |
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Standard |
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Usually neutral evil |
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As character class |
Uvuudaums can speak telepathically to any creature within 500 feet that has a language.
A uvuudaum's natural weapons are treated as epic and evil for the purpose of overcoming damage reduction.
Confusion Aura (Su): This ability operates continuously, as the confusion spell but with a 30-foot radius. Potential victims can make a Will save (DC 47) to resist confusion. Those affected by the aura can make a new save every 4 rounds to throw off the effect. Once it has successfully resisted, a subject remains immune to that uvuudaum's confusion aura for 24 hours. The save DC is Charisma-based.
Wisdom Drain (Su): This effect permanently reduces a living opponent's Wisdom score by 2d4 points when the creature hits with its head spike, or twice that amount on a critical hit. The creature regains 5 lost hit points (or 10 on a critical hit ) whenever it drains Wisdom, gaining any excess hit points as temporary hit points. Thesse temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom drain with a Fortitude save (DC 47). The save DC is Charisma-based.
Spell-Like Abilities: At will-confusion, dimension door, greater dispel magic, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true strike, web; 3/day-chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, scrying, greater teleport, wall of force; 1/day-contingent resurrection, nailed to the sky, time duplicate (epic spells), time stop. Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based.