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Colossal (Wide) Magical-Beast (Greater God, Law, Good, Aquatic)
| Hit Dice: |
80d10+1120 (1560 hp) |
| Initiative: |
+21 (+17 Dex, +4 Improved Initiative) |
| Speed: |
Fly 150ft. (Good) (30 sqaures), Swim 120ft. (24
squares) |
| AC: |
+91 (+27 Natural, +20 Deflection, +20 Divine (Sacred),
+17 Dex, -8 Size), +64 Touch, +74 Flat-footed |
| Base Attack/Grapple: |
+80 / +111 |
| Attacks: |
Slam +107 melee (6d8+7) |
| Full Attack: |
Slam +107 melee (6d8+7) |
| Space/Reach: |
20ft. / 30ft. |
| Special Attacks: |
Cross-Heat Pulse Beam, Crescent Dash Beam |
| Special Qualities: |
Divine Qualities, Aqua Form, Aqua-micro Form,
Energy Resistance (acid, cold, electric, fire, force, radiation,
sonic) 50, Fast healing 1, No-Breath, Wave Shield, Hydro snare,
True Seeing, Paladin Qualities, SR 92 |
| Saves: |
Fort +68, Ref +71, Will +48 |
| Abilities: |
Str 20, Dex 44, Con 38, Int 12, Wis 22, Cha 45 |
| Skills: |
Bluff +72, Concentration +69, Intimidate +72,
Listen +64, Spot +63, Tumble +75 |
| Feats: |
Acrobatic, Alertness, Blind-Fight, Combat Expertise,
Combat Reflexes, Diehard, Dodge, Endurance, Flyby Attack, Great
Fortitude, Hover, Improved Bull Rush, Improved Feint, Improved
Precise Shot, Improved Sunder, Iron Will, Lightning Reflexes,
Mobility, Point Blank Shot, Power Attack, Precise Shot, Rapid
Shot, Shot on the Run, Weapon Finesse (Slam), Weapon Focus (Cross-Heat
Pulse Beam), Wingover |
| Climate/Terrain: |
Any Land or Sky |
| Organization: |
Solitary |
| Challenge Rating: |
82 |
| Treasure: |
None |
| Alignment: |
Always Lawful Good |
| Advancement: |
- |
| Domains: |
Air, Good, Healing, Law, Magic, Protection,
Radiance*, Sun, Travel,
Transformation*,
War, Water |
| Holy Symbol: |
A golden stylized circle |
* New Domain
When
a battle enters a watery environment, Leo transforms himself into
this powerful Aqua form.
In
his aqua form, Leo's appearance becomes considerably sleeker. All
of his body's fur vanishes and is replaced by smooth exoskeleton.
His wings separate into four blade-like oars that allow him to maneuver
with incredible grace under the water, yet still maintain his maneuverability
in flight. His legs are completely absorbed into his body, making
ground based movement impossible. His wingspan is slightly reduced,
reaching only 250ft. across, but his body remains 100ft. long.
Combat:
When Leo is in his aqua form, he loses the diversity
of attacks he has in his normal form, but gains improved armor capabilities
and the ability to survive underwater. His tactics remain the same
as his normal form, use Cross Heat Laser for his initial attack,
and bring Crescent Dash Beam to bear if the opponent is to powerful
to beat with only the Cross Heat Laser. Because he lacks limbs in
this form, Aqua Leo cannot make claw attacks.
Leo's natural weapons are considered epic, good and
lawful for the purposes of overcoming damage reduction.
Cross
Heat Laser (Su): As a standard action once every 1d2 rounds
Aqua Leo can fire three beams from his forehead jewels, but they
count as a single ray for the purpose of attacking. To hit, Leo
must make a ranged touch attack, and if he hits, the beams inflicts
15d6 points of force damage. This attack has a range of 300ft. with
no range increment. Leo can apply his Point Blank Shot and its derivatives
to this attack, including Rapid Shot.
Crescent
Dash Beam (Su): Once every 1d2 rounds, Leo can fire a cross
shaped beam of pure energy from his wings. The beam fills a 145ft.
(wide) by 90ft. (tall) by 300ft. (long) area, and inflicts 25d6
points of fire damage. A successful reflex save (DC 64) reduces
the damage to half. This attack is equally effective above and below
water. The save is Constitution based.
Wave
Shield (Su): While underwater, Aqua Leo can create an energy
shield as a free action once every round. Leo can direct the shield
to one of his sides, but cannot change the face he chooses to protect
once it has been decided. The shield negates the first attack directed
from that face. After that, the shield disappears, but it completely
negates the attack, including any special effects that it might
have.
Hydro
Snare (Su): Aqua Leo can create a telekinetic tether to drag
objects as a standard action. To snare a creature with this attack,
Aqua Leo must make a successful grapple check, and a struggling
opponent can make an opposed grapple check each round to try and
break free. The hydro snare allows Leo to lift over 50,000 tons
of weight, but only when he is moving or hovering. The object is
dragged at the same speed Leo is moving at, or 60ft. per round,
if he is hovering. Leo cannot make fine manipulations with this
ability. The hydro snare has a range of 500ft.
No-breath
(Ex): Aqua Leo does not need to breath, and is immune to gas
based attacks that require a fortitude saving throw. He can also
exist in an airless environment, such as underwater or in outer
space with no penalty.
Micro-Aqua
Form (Ex): Once per turn, as a standard action, Aqua Leo can
break apart into a swarm of 2d10+80 medium-sized versions of himself.
These smaller Aqua Leo have Str 15, Dex 44, Con 38, AC 52 and 5
HD (99 Hp each) the same special qualities as his normal form, and
are able to use the Cross-Heat Pulse Laser and Crescent Dash Beam
powers but not wave shield or hydro snare. While in his microform,
all of the smaller Leo still act as a single creature. In this form
each of his smaller body's claws inflict 1d6+3 points of damage,
and his slam deals 1d8+5 points of damage, while his Cross Heat
Laser inflicts 2d6 points of damage and has a range of 60ft. Each
of the smaller Aqua Leo are capable of a full set of actions each,
and because they are all controlled by the same intelligence, they
can act in a highly coordinated fashion.
When
he returns to his normal form, the percentage of the microforms
that are destroyed is deducted from his total hit points. Thus,
if he broke up into 100 microforms, and ten were killed, he would
reform with 90% of the hit points he had before breaking down into
the microform. Returning to his aqua form is a standard action,
and he can remain in this microform for as long as he wishes.
Fast
Healing (Ex): Leo automatically heals 1 hp of damage per round
so long as he has at least 1 hp. Fast healing doesn't restore hit
points lost from starvation, thirst or suffocation, and doesn't
allow Aqua Leo to regrow or reattach lost body parts.
True
Seeing (Su): Leo is constantly under the effects of a True
Seeing spell, as if cast by a 20th-level sorcerer. He can suppress
and resume this power as a free action.
Paladin
Qualities: Leo has all of the special abilities, including spells
but not including a special mount, of a 20th level paladin. He can
substitute any of his domain spells for a paladin spell of the same
level, and casts his spells as spell-like abilities.
Typical
Paladin Spells Prepared: (5/5/4/4; DC 27 + spell level): 1st-
Color Spray, Cure Light Wounds (x2), Obscuring Mist, Protection
From Evil; 2nd- Heat Metal, Light Bolt, Remove Paralysis, Spiritual
Weapon, Zone of Truth; 3rd- Dispel Magic, Remove Curse, Searing
Light (x2); 4th- Break Enchantment, Holy Smite (x2), Spell Immunity
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