Axis's voice

*A long crimson cloak drapes over the form of this large faceless being, which floats just above the ground on footless legs as its menacing flail crackles with blue currents of electricity.*

## Axis's Voice CR 29

**Source** *Pathfinder #64: Beyond the Doomsday Door pg. 84**(Amazon)*

**XP** 310,200

multiple gender (male, female and genderless) unique End’s Voice

LN Colossal outsider (lawful, extraplanar)

**Init** +7; **Senses** *arcane sight*, darkvision 60 ft., *detect chaos*, *detect magic*, low-light vision, trueseeing; Perception +21

**Aura** *shield of law*(DC 23); **Aura** malfunctioning (100 ft.)

### Defense

**AC** 31, touch 15, flat-footed 27 (+3 Dex, +1 dodge, +2 insight, +16 natural, –1 size; never surprised or flat-footed)

**hp** 325 (18d10+126); regeneration 20 (chaotic)

**Fort** +38, **Ref** +31, **Will** +39

**Defensive Abilities** improved evasion**,**constant vigilance, constructed; **DR** 20/chaotic and magic; **Immune** confusion, energy spells, insanity; **Resist** acid 30, cold 30, electricity 30, fire 30; **SR** 26

### Offense

**Speed** 40 ft., fly 60 ft. (average)

**Melee** *+6 shock heavy flail*+43/+38/+23/+18 (2d8+7/17–20 plus 1d6 electricity and maddening strike),*+6 axiomatic warhammer*+34/+29/+14/+9 (4d6+10/×3),*+6 wounding spear*+32/+27/+22/+17 (3d6+17/x3 plus 1 bleed), *+6 wounding longsword*+32 (3d6+12/19–20 plus 1 bleed), *+6 wounding morningstar*+32 (3d6+12 plus 1 bleed), 2 slams +27 (2d6+12 plus 3d6 electricity or sonic and blindness or deafness), 2 chains +27 (2d6+7 plus 1d6 electricity and trip),*+6 bastard sword*+27/+15/+10 (1d10+8/19–20), 2 claws +27 (2d6+7), 2 wings +26 (1d6+7),4 slams +30 (2d8+10)

**Ranged** 2 energy bolts +21 (10d6 energy)

**Space** 55 ft., **Reach** 55 ft.

**Special Attacks** destructive aura, fists of lightning and thunder, electrical burst, cunning reflexes, multiweapon mastery, perfect prediction, wounding weapons

**Spell-Like Abilities** (CL 18th; concentration +24)

Constant—*foresight*(self only), *true seeing*(self only),*detect chaos, arcane sight*,*air walk*,*detect magic*,*shield of law***(DC 23)**

At will—*arcane eye*, quickened *bleed*(DC 16), *hideous laughter*(DC 18), *knock*, *magic missile*, *shatter*(DC 18), *telepathic bond*, *touch of idiocy*, *true strike, clairaudience/clairvoyance*, *dimensional anchor*, *dispel magic*,*fear***(DC 17),***hold person***(DC 16),***locate creature,* discern lies *(DC 17),*disguise self*,*enervation*,*hold person *(DC 16),*invisibility *(self only),*suggestion *(DC 16),*vampiric touch, chill metal***(DC 16),***heat metal***(DC 16),***greater command***(DC 22),***greater dispel magic*,*mass inflict light wounds *(DC 22),*sending

5/day—*confusion*(DC 20), *contact other plane*(see below), *feeblemind*(DC 21), *greater teleport*(self plus 50 lbs. of objects only), *mind fog*(DC 21), *nightmare*(DC 21), *phantasmal killer*(DC 21),*command*(DC 13), *make whole*, *protection from chaos, commune*(CL 12th, 6 questions),*hold monster*(DC 18), *mark of justice**,**lesser geas*(DC 17), *hold monster*(DC 18), quickened *suggestion*(DC 16),*geas/quest, modify memory* (DC 18), *rusting grasp*, *wall of force*

1/day—*break enchantment*, *disintegrate*(DC 22), *harm*(DC 22), *insanity*(DC 23), *mage’s disjunction*(DC 25), *mass invisibility*, *moment of prescience*, *power word kill*, *weird*(DC 25),*disintegrate* (DC 20), *feeblemind*,*chain lightning*(DC 23), *circle of death*(DC 23), *earthquake*(DC 25), *geas/quest*, *plane shift*(DC 22),*dictum*(DC 22), *dimensional lock*(DC 23),*dismissal*(DC 20), *greater scrying*(DC 22), *imprisonment*(DC 24)

### Statistics

**Str** 38, **Dex** 37, **Con** 34, **Int** 37, **Wis** 36, **Cha** 32

**Base Atk** +18; **CMB** +23 (+25 sunder); **CMD** 39 (41 vs. sunder, can’t be tripped)

**Feats** Combat Casting, Combat Expertise, Dodge, Improved Critical (heavy flail), Improved Initiative, Improved Iron Will, Improved Sunder, Iron Will, Weapon Focus (heavy flail)

**Skills** Disable Device +18, Fly +16, Intimidate +24, Knowledge (geography) +18, Knowledge (history) +21, Knowledge (religion) +21, Perception +21, Sense Motive +21, Spellcraft +18, Stealth +17, Use Magic Device +24; **Racial Modifiers** +4 Acrobatics when jumping

**Languages** Aklo, Ancient Osiriani, Azlanti, Common, Cyclops, Draconic, Orvian; telepathy 100 ft.

**SQ** madness, no breath, locate inevitable, chains, perfect prediction

### Ecology

**Environment** any (Axis)

**Organization** solitary

**Treasure** standard (Large *+6 shock heavy flail*, other treasure)

### Special Abilities

**Adaptable Life Force (Su)** Any effect that heals living creatures and harms undead or heals undead and harms living creatures (such as cure spells, inflict spells, and channeled energy) always heals the herald, even if the source of the power intended to harm it.

**Contact Other Plane (Sp)** This ability functions as the spell *contact other plane*, but the herald can only ask questions on the behalf of another creature, the questioner (not the herald) must make the Intelligence check (if any) to avoid losing Intelligence or Charisma, and the loss is permanent rather than temporary.

**Destructive Aura (Su)**As a swift action, the herald can emit a 30-foot aura of destruction for 15 rounds per day. All attacks made against targets in this aura (including the herald) gain a +7 morale bonus on damage rolls, and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

**Maddening Strike (Su)** If the herald successfully hits a creature with its flail, as a swift action it may force the opponent to make a DC 25 Will save. If the creature fails its save, it is confused for 1 round. The save DC is Charisma-based.

**Madness (Ex)** The herald uses its Charisma modifier on Will saves instead of its Wisdom modifier, and is immune to insanity and confusion effects. Only a *miracle*or *wish*can remove its madness. If this occurs, the herald gains 6 points of Wisdom and loses 6 points of Charisma; it automatically reverts to its insane state 1d10 minutes later.

**Telepathic Bond (Sp)** This ability functions like *telepathic bond*, except any creature linked to the herald’s disturbing thoughts takes 1 point of Wisdom damage every 10 minutes.

**Constant Vigilance (Su)** Axis's voice gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.

**Electrical Burst (Ex)** Axis's voice can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.

**Locate Inevitable (Su)** Axis's voice can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.

**Chains (Ex)**Axis's voice can use barbed metal chains. These chains deal slashing damage and 1d6 points of electricity damage with each hit.

**Fists of Lightning and Thunder (Su)** Axis's voice’s fists strike with the power of a thunderstorm. For any given slam attack, Axis's voice can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 26 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 26 negates the deafness). The save DCs are Constitution-based.

**Dismantling Gaze (Su)** Once per round as a swift action, Axis's voice can concentrate its gaze on any item within 100 feet and damage that item. Attended items must succeed at a DC 21 Fortitude save or lose half their hit points and gain the broken condition. Items that already possess the broken condition and fail this save are destroyed. Items that successfully save against this effect are immune to Axis's voice's dismantling gaze for 24 hours. Unattended non-magical items don’t receive a saving throw. The save DC is Charisma-based.

**Malfunctioning Aura (Su)** Axis's voice radiates a disruptive aura that is harmful to ranged weapons within 100 feet. Mechanical projectile weapons—such as crossbows, firearms, siege weapons and many technological weapons—have a 20% chance of not firing on each attack made within the aura’s area. If a weapon in this aura has a misfire value, its misfire value increases by 2.

**Cunning Reflexes (Ex)** Axis's voice uses its Wisdom modifier, rather than its Dexterity modifier, to determine how many additional attacks of opportunity it gains with the Combat Reflexes feat. For most lhaksharut inevitables, this benefit equates to 5 additional attacks of opportunity per round.

**Energy Bolt (Su)** Axis's voice can fire bolts of elemental energy from two of its six arms—it never wields weapons in these hands. These attacks have a range increment of 100 feet and deal 10d6 energy damage of Axis's voice’s choice (acid, cold, electricity or fire, chosen for each bolt as it is thrown). It can throw two bolts of energy as a standard action and cannot attack with these hands when it makes weapon or slam attacks with its other limbs.

**Immunity to Energy Spells (Ex)** Axis's voice is immune to any spell or spell-like ability with the acid, cold, electricity, fire or sonic descriptor that allows spell resistance.

**Multiweapon Mastery (Ex)** Axia's voice never takes penalties on its attack rolls when fighting with multiple weapons.

**Perfect Prediction (Su)** Axis's voice gains an insight bonus to AC equal to its Wisdom bonus.

**Wounding Weapons (Su)** Any weapon wielded by Axis's voice gains the wounding weapon quality as long as it remains in the creature’s grasp.