Oblivion

System: Pathfinder | SRD

Oblivion CR 20
XP 307200
Init +17 ; Senses blindsight 120 ft., see in darkness; Perception +17
Defense
AC 36, touch 15, flat-footed 23 (+13 Dex, +21 natural, –8 size)
hp 377 (26d8+260); regeneration 15 (positive energy or inspiration)
Fort +20, Ref +23, Will +19
DR 15/epic and good
Immune annihilation, banishment, electricity, ooze traits
Resist fire 30
SR 31
Weaknesses susceptible to creation, talisman of the sphere
Offense
Speed 30 ft., burrow 30 ft., fly 30 ft. (perfect)
Melee 4 slams +27 (2d8+16/19–20 plus 2d6 negative energy and grab)
Space 30 ft., ; Reach 60 ft.
Special Attacks annihilation, constrict (4d8+24), servants of entropy
Spell-Like Abilities (CL 20th; concentration +25)
Aura dubiety (60 ft.)
CMB +43 CMD 66
Statistics
Str 43,, Dex 36,, Con 31,, Int 7,, Wis 28,, Cha 21
Base Atk +19
Feats Blinding Critical , Combat Reflexes , Critical Focus , Flyby Attack, Great Fortitude , Improved Critical (slam) , Improved Initiative, Improved Vital Strike , Iron Will , Lightning Reflexes , Power Attack , Quicken Spell-Like Ability ( disintegrate ) , Vital Strike
Skills Fly +21, Knowledge (planes) +3, Perception +17, Stealth +21
Languages Common (cannot speak); telepathy 100 ft.
SQ compression, master of annihilation
Special Abilities
Annihilation (Su) Any spaces an oblivion moves through are left fallow and lifeless in its wake. Ground that it moves over using its base speed becomes barren and is treated as if affected by a diminish plants spell to stunt growth. Dead bodies that the oblivion moves through immediately crumble into dust. Any constrict damage an oblivion deals to a creature automatically bypasses all damage reduction. A creature reduced to 0 or fewer hit points by this constrict damage is immediately slain and its remains (but not its gear) are disintegrated. Once per round as a free action, an oblivion can target a single object in its space. A non-magical object so targeted is immediately destroyed. A magical item must succeed at a DC 33 Fortitude save or be destroyed. The save DC is Constitution-based.
Aura of Dubiety (Su) An oblivion’s presence is anathema to the gods and the forces that bind creation together. Its presence warps divine magic and severs living beings from the power of life. Any living creature that begins its turn within range of an oblivion’s aura of dubiety takes 2d6 points of negative energy damage. This negative energy has no beneficial effect on undead. A creature attempting to cast a divine spell within 60 feet of an oblivion must succeed at a concentration check as if casting defensively (DC = 15 + double the spell level) or the spell is automatically subverted, allowing the oblivion to decide the spell’s target and effect as if it were the original caster. If the affected spell uses positive energy, the subverted spell instead uses negative energy.
Immunity to Annihilation (Ex) An oblivion is immune to destruction spells, disintegrate effects, spheres of annihilation , and similar effects that completely destroy living creatures.
Immunity to Banishment (Ex) An oblivion is never treated as having the extraplanar subtype, regardless of what plane it currently inhabits, rendering it immune to banishment, dismissal, and similar effects. In addition to this, effects that force the oblivion onto another plane (such as plane shift or the violet beam of a prismatic spray ) do not function against an oblivion unless the effect comes from an artifact, a creature capable of granting spells to its worshipers, or a mythic source.
Master of Annihilation (Ex) An oblivion can establish control over a sphere of annihilation ( Pathfinder RPG Core Rulebook 545) as far away as 100 feet. When an oblivion controls a sphere of annihilation , it does so through force of will and an inborn understanding of the sphere’s reality—the oblivion’s control check is 1d20 + the oblivion’s Hit Dice + its Charisma modifier (the typical oblivion has a control check bonus of +31, and thus can never fail to control a sphere of annihilation unless control of the sphere is opposed). When an oblivion establishes control, it can maintain control at a distance of 100 feet + 20 feet per Hit Die (620 feet for the typical oblivion), and the sphere’s speed under the oblivion’s control is 20 feet + 5 feet for every 5 points by which the oblivion’s control check result in that round exceeded 30.
Servants of Entropy (Su) As a full-round action, an oblivion can reform any living creature it has slain within the past hour, forging an obedient duplicate from its own dark mass. Servants created in this manner are identical to their original forms, with all their associated memories, racial abilities, and class abilities, except the duplicate loses any divine spellcasting ability its original form had. A servant’s alignment changes to neutral evil, its type changes to native outsider (do not recalculate hit points, saving throws, or similar abilities), and it gains negative energy affinity. An oblivion can communicate telepathically with its servants anywhere on the same plane and can destroy a servant as a free action. An oblivion can manifest a total number of Hit Dice worth of servants equal to twice its own Hit Dice (52 for a typical oblivion), but no single servant can have more Hit Dice than the oblivion’s CR. An oblivion cannot manifest more than one copy of any given creature at one time.
Susceptible to Creation (Ex) An oblivion is a manifestation of disbelief and decay, and the forces of compassion and creativity are anathema to it. It is vulnerable to positive energy, taking damage as if it were undead, though it retains its control over any divine spells, allowing it to often usurp and corrupt cure spells and similar curative magic. An oblivion loses its regeneration any round in which it either takes damage from positive energy or is within 30 feet of a creature that succeeds at a DC 35 Perform check. Creatures under the effect of a good hope spell, an inspire courage bardic performance, or any spell effect of 5th level or higher that grants a morale bonus gain immunity to the negative energy damage dealt by an oblivion’s slams and aura of dubiety.
Talisman of the Sphere (Ex) The talisman of the sphere is anathema to an oblivion. A character who carries a talisman of the sphere can penetrate an oblivion’s damage reduction with ease, ignores its spell resistance, is immune to its aura, and gains a +10 bonus on saving throws against the oblivion’s special attacks and spell-like abilities.

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