Charnel God

System: Pathfinder | SRD

Charnel God CR 23
XP 819200
Init +11 ; Senses darkvision 60 ft., divine sense, low-light vision, true seeing ; Perception +36
Defense
AC 42, touch 32, flat-footed 31 (+11 Dex, +10 natural, +12 profane, –1 size)
hp 485 (26d10+342); fast healing 10
Fort +20, Ref +19, Will +20
DR 15/—
Immune construct traits
Resist acid 30, cold 30, electricity 30, fire 30
SR 34
Offense
Speed 60 ft., fly 60 ft. (good)
Melee 2 bites +37 (2d6+12), gore +37 (1d8+6), 2 slams +37 (1d6+12)
Ranged +5 unholy composite longbow +42/+37/+32/+27 (2d6+17/19–20/×3)
Space 10 ft., ; Reach 10 ft.
Special Attacks severance
Spell-Like Abilities (CL 23rd; concentration +35)
Aura divine antithesis (60 ft., DC 35)
CMB +39 CMD 72
Statistics
Str 34,, Dex 33,, Con —,, Int 27,, Wis 30,, Cha 35
Base Atk +26
Feats Clustered Shots , Combat Reflexes , Deadly Aim , Far Shot , Improved Critical (composite longbow) , Improved Precise Shot , Improved Snap Shot , Iron Will , Point-Blank Shot , Precise Shot , Rapid Shot , Snap Shot , Weapon Focus (composite longbow)
Skills Fly +42, Intimidate +38, Knowledge (arcana, planes, religion) +34, Perception +36, Sleight of Hand +37, Spellcraft +34, Stealth +33, Survival +36
Languages Abyssal, Common; telepathy 300 ft.
SQ divinity lost, favored weapon, hideous will
Special Abilities
Divine Antithesis (Ex) A charnel god is immune to any divine spell that allows spell resistance. Additionally, creatures within 60 feet of a charnel god gain spell resistance against divine spells equal to 11 + the charnel god’s CR (34 for most charnel gods). Creatures cannot voluntarily lower this spell resistance.
Divine Sense (Su) A charnel god can identify servants of the gods on sight, can immediately determine whether a creature it sees is capable of casting divine spells, and knows the highest level of spell that creature is capable of casting. It gains a +8 insight bonus on all Perception and Sense Motive checks attempted against such targets.
Divinity Lost (Su) A charnel god gains, as spell-like abilities, the domain spells of two domains granted by the deity from which it formed. It can use domain spells of 5th level or lower as at-will spell-like abilities, spells of 6th to 8th level three times per day as spell-like abilities, and 9th level spells once per day as spell-like abilities. The caster level for these abilities equals the charnel god’s CR (23 for most charnel gods), and the save DCs are Charisma-based. The charnel god does not gain any of these domains’ granted powers. The charnel god presented above has the Death and Chaos domains, and these spell-like abilities are included in its stat block.
Favored Weapon (Su) As a free action, a charnel god can conjure a weapon from the fragments of its former divine power. This weapon is always a +5 unholy weapon of the type favored by the deceased deity. The weapon functions only for the charnel god and vanishes if it leaves the charnel god’s possession. Melee weapons created in this way are treated as if they were made of adamantine for the purposes of determining their resistance to damage and their ability to bypass hardness. Ranged weapons created in this way do not provoke attacks of opportunity when the charnel god uses them.
Hideous Will (Ex) A charnel god is suffused with profane divine energy. It gains a profane bonus to its AC and Fortitude saving throws equal to its Charisma modifier. Additionally, it uses its Charisma modifier in place of its Constitution modifier when calculating its hit points.
Severance (Su) As a swift action that doesn’t provoke attacks of opportunity, a charnel god can attempt to sever the connection between a creature and its divine patron. The target must be within 60 feet of the charnel god, and it must attempt a DC 35 Will save to avoid being cut off from the divine. If successful, the target cannot be targeted by this ability again for 24 hours. If the target fails, it becomes stunned for 1 round and then permanently staggered thereafter. This ability has no effect on characters who don’t have levels in any class that grants divine spellcasting, but it does affect characters who have minimal divine spellcasting abilities, such as paladins or rangers. This is a curse effect. Atonement can remove this effect, but only if the caster succeeds at a DC 35 caster level check. The save DC is Charisma-based.

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