Galundari, the Scourge of Heaven

System: Pathfinder | SRD

Galundari, the Scourge of Heaven CR 25
XP 1638400
Init +6 ; Senses darkvision 60 ft., true seeing ; Perception +43
Defense
AC 44, touch 17, flat-footed 40 (+11 armor, +4 deflection, +4 Dex, +16 natural, –1 size)
hp 542 (25 HD; 25d10+405)
Fort +35, Ref +19, Will +24 (+1 vs. fear)
DR 15/epic, cold iron, and good
Immune electricity, fire, poison
Resist acid 10, cold 10
SR 31
Offense
Speed 40 ft., fly 90 ft. (good)
Melee +5 vorpal good outsider-bane flaming burst unholy longsword +44/+39/+34/+29 (2d6+23/19–20 plus 1d6 fire), +5 vorpal good outsider-bane flaming burst unholy whip +42/+37/+32 (1d4+12 plus 1d6 fire and entangle)
Ranged +5 unholy good outsider-bane flaming burst composite longbow +35/+30/+25/+20 (2d6+20/×3)
Space 10 ft., ; Reach 10 ft. (20 ft. with whip)
Special Attacks Abyssal rift, angelslayer, weapon training (heavy blades +1)
Spell-Like Abilities (CL 20th; concentration +29)
Aura flaming body, unholy aura (DC 27)
CMB +41 CMD 61
Statistics
Str 40,, Dex 23,, Con 40,, Int 26,, Wis 24,, Cha 29
Base Atk +25
Feats Craft Magic Arms and Armor , Craft Wondrous Item , Critical Focus , Greater Two-Weapon Fighting , Improved Two- Weapon Fighting, Improved Vital Strike , Lightning Reflexes , Master Craftsman , Power Attack , Quicken Spell-Like Ability ( telekinesis ) , Staggering Critical , Toughness , Two-Weapon Fighting , Vital Strike , Weapon Focus (longsword) , Weapon Specialization (longsword)
Skills Acrobatics +32 (+36 when jumping), Bluff +37, Craft (weaponsmith) +38, Diplomacy +37, Fly +34, Intimidate +37, Knowledge (history) +28, Knowledge (nobility) +28, Knowledge (planes) +31, Knowledge (religion) +31, Perception +43, Sense Motive +35, Stealth +28, Use Magic Device +37
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ armor training 1, death throes, vorpal strike, whip mastery
Special Abilities
Abyssal Rift (Su) The first time Galundari slays a creature in a round (but no more than once per round), a rift tears open between the plane he currently occupies and the Abyss. The slain creature must immediately make a DC 29 Will save or his body and gear are drawn through the rift, transported to Galundari’s trophy room in his palace on the Abyss. Regardless of whether the creature’s body is drawn through the rift, the rift immediately slams shut a moment after it forms, creating a 20-foot-radius burst of chaotic energy that staggers all non-demons in the area of effect for 1d10 rounds—a DC 29 Fortitude save reduces the staggering effect to 1 round. If Galundari slays multiple creatures simultaneously, the body targeted by the rift is determined randomly. If the body targeted by the rift was a good outsider, all creatures (including the dead creature in danger of being pulled through the rift) take a –2 penalty on all saving throws against that specific Abyssal rift. This is a teleportation effect. The save DC is Charisma-based.

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