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Ultima Weapon

Ultima Weapon CR 24

XP 1,230,000
LE Colossal outsider (evil, law)
Init +12; Senses darkvision 60 ft., Perception +37, see invisibility
Aura awe (30 ft., Will DC 32)

DEFENSE

AC 42, touch 21, flat-footed 33 (+10 deflection, +8 Dex, +1 dodge, +21 natural, -8 size)
hp 492 (25d10+300 plus 80); regeneration 15 (epic)
Fort +19, Ref +22, Will +23
DR 20/epic and good or epic and chaotic; Immune constructed; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10; SR 35 (40 vs. divination)
Defensive Abilities freedom of movement, superior ferocity

OFFENSE

Speed 60 ft., fly 180 ft. (average)
Melee 2 claws +32 (4d6+15/19-20 plus 2d6 electricity), 2 wings +30 (2d8+7), tail slap +30 (4d12+22)
Space 30 ft.; Reach 20 ft. (30 ft. with tail slap)
Special Attacks binding shackles, force missiles, magitech beams, powerful blows (tail), trample (8d6+22, Ref DC 37), ultima
Spell-like Abilities CL 25th, concentration +35

Constantfreedom of movement, nondetection (self only), planar adaptation, see invisibility
At willarcane sight, dimensional anchor, greater dispel magic, greater teleport (self plus 50 lbs. objects only), moment of prescience
3/daybinding (DC 28), earthquake, empowered meteor swarm (DC 29)
1/dayfreedom, gate (planar travel only), imprisonment (DC 29)

STATISTICS

Str 40, Dex 26, Con 33, Int 21, Wis 29, Cha 30
Base Atk +25; CMB +48 (+52 bull rush); CMD 77 (79 vs. bull rush, 81 vs. trip)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Dodge, Empower SLA (meteor swarm), Greater Bull Rush, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Staggering Critical, Stunning Critical
Skills Acrobatics +33, Diplomacy +35, Fly +28, Intimidate +38, Knowledge (arcana, planes) +33, Knowledge (dungeoneering, religion) +30, Perception +37, Sense Motive +37, Spellcraft +33
Languages Abyssal, Celestial, Giant, Infernal, truespeech
SQ no breath, planar acclimation

ECOLOGY

Environment any
Organization unique
Treasure triple standard

SPECIAL ABILITIES

Aura of Awe (Su)

The first time a creature approaches within 30 feet of Ultima Weapon, it must succeed a DC 32 Will save or be dazed for 1d4 rounds. Regardless of whether it passes or fails the save, it cannot be affected by Ultima Weapon’s aura of awe for the next 24 hours. This is a mind-influencing effect and the save DC is Charisma-based.

Binding Shackles (Su)

Ultima Weapon can use its own body as a spell component for the binding spell-like ability. When it uses binding, it can make its own body the focus of the minimus containment version of the spell. Ultima Weapon can shackle a number of creatures to itself equal to its Intelligence modifier. Ultima Weapon can only use this ability on creatures with Hit Dice equal to or less than its own.

Ultima Weapon can summon a creature contained inside itself as a standard action. The creature appears within 60 feet of Ultima Weapon, obeys Ultima Weapon without question, and counts as a summoned creature for the purposes of spells and effects. The creature remains for one minute or until slain, whereupon it returns to within Ultima Weapon without harm. Ultima Weapon cannot summon more than one creature this way at a time, and may summon each bound creature once per day.

When Ultima Weapon is slain, the creatures remain bound inside its corpse. If freed, they behave as normal for their attitude and alignment, although they will likely be at least indifferent to any rescuer, if not more favorably disposed.

Constructed (Ex)

Although Ultima Weapon is a living outsider, their body is constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Ultima Weapon counts as both an outsider and construct. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Ultima Weapon is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.

Force Missiles (Su)

As a swift action every 1d4 rounds, Ultima Weapon can fire 10 missiles of force. It may fire these all at a single target within 240 feet, or split fire between enemies, but multiple enemies must be within 30 feet of each other. Each missile strikes automatically, ignoring cover and concealment, and deals 2d4+2 force damage.

Magitek Beams (Su)

As a standard action every 1d4 rounds, Ultima Weapon may fire three beams of energy as 120 foot lines. A creature caught in each beam takes 25d6 damage, half of which is electricity and half of which is typeless (Reflex DC 33 half). A creature caught in multiple beams does not take additional damage, but suffers a -2 penalty to its save. These beams may be in fired in any direction from Ultima Weapon’s square. The save DC is Constitution-based.

Planar Acclimation (Ex)

Ultima Weapon is always considered to be on its home plane, no matter what plane it is on. It never gains the extraplanar subtype, and the planar acclimation spell protects it from the hazards of any plane except the Material Plane.

Superior Ferocity (Ex)

Ulitma Weapon does not die until its negative hit points reach twice its Constitution score, or -66 hp. Ultima Weapon is not staggered when using ferocity, but does suffer a -2 penalty to attack rolls and to the saving throws of its special abilities.

Ultima (Su)

As a standard action once per day, Ultima Weapon can set up a destructive resonance in the bodies of all corporeal creatures within 60 feet. A creature affected takes 250 points of damage (Fortitude DC 30 half). A creature reduced to 0 hit points by this damage is destroyed and can only be returned to life by a miracle, true resurrection or wish spell. This can affect undead and constructs as long as they have a physical body—creatures in gaseous form and incorporeal creatures are unaffected. Ultima Weapon can only use this ability when it is below 0 hit points, with its superior ferocity ability. The save DC is Charisma-based and has a -2 penalty from superior ferocity.

ABOUT

This colossus appears something like a mechanical reptilian centaur, but its body appears to be grown from metal rather than forged. Blade-like wings and a lashing tail grow from it, and all six of its limbs bear deadly claws. Its head is proportionately small, and vaguely like that of an insect.

Ultima Weapon is a relic of the early days of the multiverse, when the thanatoic titans rebelled against the gods, the inevitables donated their services to create potent weapons to strike against the titans and their elemental allies. Multiple Weapons were forged, Ultima being the most infamous. Ultima Weapon was corrupted by the temptation of power and struck out against inevitables and titans alike. Ultima Weapon maintains a low profile for millennia at a time, and its appearance is a sure sign of cosmic calamity.

Ultima Weapon was designed to be a mobile prison, capable of binding titans to itself and delivering them for judgment. It still has the ability to bind powerful creatures, and hunts down exemplary outsiders such as balors, solars and pit fiends in order to enslave them. Any creature it has bound to itself it can call upon to assist in combat, and Ultima Weapon has rotated its cast of servants over the course of the ages to suit its needs. Even if its servants are defeated or dismissed, Ultima Weapon lives up to its name as a mobile artillery platform. It can fire beams of divine lightning from its hands and chest, direct powerful magic missile-like effects in an instant, and crush opposition with its claws and tail. Most feared is its namesake ability, which has only been activated three times in known history, each time when the Weapon was on the brink of death. The Ultima energy mimics an implosion spell but can affect dozens of targets at a time.

Section 15: Copyright Notice