Incarceron the World Prison

## **Incarceron The World Prison (20th lvl, Worldeater, MR 5)**

**LE Huge (+30 ft) Outsider Phantom**

**Shabti World-Eater**

STATISTICS

**HP:** 505/505 (20d10+40+220+25 mythic)

**AC:**  47 (10 base+6 dex+10 armor+23 natural-2 Size)

**FF:** 41  **T:** 14 **FFT:** 8

**Initiative:** +6        **Senses:** +26 perception, Darkvision

**Speed:** 10 land, 30 fly (perfect), Titan’s Movement

**Reach:** 115 feet, provoke AoOs @ 35 ft

+2 All d20 rolls against kaiju, **Mythic Power** 6, surge +1d6

**STR:** 42 (+16)

**DEX:** 22 (+6)

**CON:** 32 (+11)

**INT:** 13 (+1)

**WIS:** 16 (+3)

**CHA:** 19 (+4)

**Fort** 17 (6+11)

**Refl** 15 (12+6-3​)   MYTHIC SAVES

**Will** 15 (12+3)

**BAB:** +20/+15/+10/+5

**CMB:** +38 (+4 Grapple)

**CMD:** 54 (+4 Grapple)

DEFENSE

**Immunity:** Cold

**Severe Weakness:** Acid

**Special Defensive Abilities:** No breath, Hands of war (+10 armor AC)

OFFENSE

x5 Slam +34, 3d6+16 (20, x2), Clobbering Charge, Stunning Slam, Grab

Swallow Whole (4d6+32), treated as gargantuan, x4 regular number of creatures swallowed, fast swallow, Stomach AC 21, HP 62

**Beam Weapon** DC: 31,120 ft Line, 20d6 Cold, **Cooldown** 4 rounds

10 touch attacks (+16), range 120 ft., 8d6 cold,

**Special Offensive Abilities:**

**[M] Sudden Attack (Ex)** As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

**Clobbering Charge (Ex)** The Eidolon must have a Slam attack to select this evolution. When the Eidolon hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the Eidolon's charge. The Eidolon cannot move with the target of the bull rush. If an Eidolon scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 10+1/2 Eidolon level+ Strength modifier Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the Eidolon's bull rush attempt.

**Stunning Slam (Ex)** You must possess the slam natural attack to select this. As a standard action, an Eidolon may forgo any weapon attack to make a single slam attack against any creature in reach. If it hits, the target takes damage and must succeed at a Fortitude save to avoid being stunned for 1d6 rounds.

**[M] Always a Chance (Ex)** You don’t automatically miss when you roll a 1 on an attack roll.

**[M] Uncanny Grapple (Ex)** Upon making a successful grapple combat maneuver check against a creature you are grappling, you can perform one of the following actions: throw, crush, or swing. For a throw, you can throw the target of your grapple up to 10 feet per tier; if the creature strikes a solid object before reaching this distance, it takes 1d6 points of damage per 10 feet of the remaining throwing distance and lands prone. For a crush, you deal 1d6 points of non-lethal damage per tier. For a swing, you can use the target as a weapon against another creature, treating the grappled creature as a two-handed weapon. If you succeed at a melee attack against an opponent adjacent to the target, both that opponent and the grappled creature take 1d8 points of bludgeoning damage from this attack + 1-1/2 × your Strength modifier.

**[M] Master Grappler (Ex)** You are a legendary wrestler, and few can withstand your mighty throws, holds, and blows. While using the uncanny grapple path ability, if you throw a creature into a solid object, that object takes the same amount of damage as the creature; if this is enough to break the object, the creature continues to move through it. If you throw the creature into another creature, resolve the attack as a bull rush by you, except the thrown creature moves with the bull rush and does not incur any attacks of opportunity for moving through threatened squares. If you crush the creature, you can choose to deal either 1d6 points of lethal damage per tier or 1d8 points of nonlethal damage per tier, and you can limit the damage you deal to the amount required to render the target unconscious. If you swing the creature as a weapon, add your tier to the amount of damage you deal to both creatures; if you score a critical hit, the target of the swing attack also takes damage from a melee natural attack from the creature you are swinging (if it has one; choose randomly if it has more than one). You must have the uncanny grapple champion path ability to take this ability.

**[M] Titan’s Rage (Su)** You can cause yourself to grow in size, becoming a terrifying sight to behold. As a standard action (or a free action if you have the rage class feature), you can expend one use of mythic power to increase your size to one size category larger. This grants you a +4 size bonus to Strength and Constitution, imposes a –2 penalty to Dexterity, grants you a +2 natural armor bonus, increases your natural reach by 5 feet, and increases your weapon damage based on the new size of your weapons.

This size increase lasts a number of rounds equal to your tier, and doesn’t stack with any other spell or ability that alters your size.

**[M] Extra Mythic Power:** 2 extra points of mythic power

FEATS 13 (+1)

* Massive Attacks (bonus) Your natural attacks may target every non kaiju in a 10 ft radius instead of targeting a single creature.
* Beam Specialist
* Deva
* King of Monsters
* Beast of Myth
* I. Beast of Myth
* G. Beast of Myth
* P. Beast of Myth
* P. Beast of Myth
* P. Beast of Myth
* P. Beast of Myth
* P. Beast of Myth
* Beast of Legend
* Combat Reflexes

SKILLS

MUTATIONS

**Mutation Points:** 33

* Slam (Free)
* Arms (Free)
* Fly (Supernatural) (Free)
* Large Size (Free)
* Huge Size (Free)
* Swallow Whole (Free)
* Fast Swallow (Free)
* Capsize (Free)
* Trample (Free)
* Clobbering Charge (2)
* Stunning Slam (7)
* Arms x4 (8)
* Slam x4 (4)
* No Breath (4)
* Grab (slam) (2)
* Hands of War (4)
* Immune Cold (2)

Penalties for Extra Mutations:

Max Attacks: 5 (+2 points)

Severe Acid Weakness (+2 points)

-10 ft land speed (+1)

-3 Reflex saves (+1)

Regular vision (+2)

RELICS

Ring of 3 Wishes

+6 Belt of Physical Perfection

+6 Headband of Mental Superiority

OTHER

**Special Abilities:** Kaiju Toughness (+2 HP/HD), Ferocity, Extra Mythic Power

**Pharaonic Will**: Rather than working to influence others, some shabti focus inward. Once per day as an immediate action after failing a save against a charm, compulsion, or fear effect, a shabti with this racial trait can reroll the save with a +2 racial bonus.

**Blank Slate**: Some shabti are bereft of memories of their past lives but can accomplish great improvisations. Shabti with this racial trait can, once per day as a free action, treat any skill as though they had a number of ranks equal to half of their character levels for one skill check (minimum 1 rank).

**Immortal (1 RP)**: Shabti do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a shabti as normal.

**Immune to Undeath (1 RP)**: Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.

**Resist Level Drain (1 RP)**: A shabti takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for an additional saving throw.

**Shattered Soul (–1 RP)**: Shabti who are killed are exceptionally difficult to return to life. Those who attempt to return a shabti to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the shabti’s Hit Dice. If this check fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).

**Recovery (Ex)** Starting at 11th level, whenever a kaiju fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding and temporal stasis but not including imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. A kaiju can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. At 20th level, once per year, if a kaiju takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score, the damage instead heals the kaiju of twice the amount of damage—but this healing leaves the kaiju disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the kaiju to end its retreat and attack.

**World Eater (Ex)** At 2nd level your immense size lends credence to your equally immense hunger. You gain the Swallow Whole Evolution for free. At 5th level it is treated as if you spent 3 additional points, at 8th level it's treated as if you spent 2 more points for the fast swallow ability. At 11th level the Kaiju can double the number of creatures held in it's stomach and the damage of it's swallow whole increases by an amount equal to 1/2 of the Kaiju's strength modifier, at 14th level the Kaiju is treated as 1 size category larger for the purpose of swallow whole, at 17th level the damage increases by an amount equal to the Kaiju's strength modifier instead of 1/2 and the number that can fit inside of the Kaiju is doubled again, and at 20th level the Kaiju deals full damage to objects and vehicles with it's stomach acid instead of half, and the Kaiju adds it's strength modifier to it's stomach's hitpoints.

**Disaster Breach (Su)** At 5th level You can fully emerge or reveal more of your body and attempt to slam down into an opponent as a full round action. You gain the Capsize and Trample Evolutions for free. Make a Trample or Capsize attempt against your foes. If they successfully strike, you can deal your normal damage. If your beam weapon is not on cool down, you can expend it to cause an additional effect based on your level and location. The spell's effect is centered on any one of the creatures or objects struck in the Trample or capsize. The save DC for these abilities is 10+1/2 hit dice+ Constitution modifier (Charisma if no constitution) and the caster level is equal to your kaiju level.

 1-5
 6-10
 11-15
 16+

**Titan's Movement (Ex)** At 6th level, you are so enormous that movement works differently for you. You ignore all rough terrain. In addition when you take a 5 foot step, the distance you move is equal to your reach. Creatures smaller than you that are next to you when you move must make a reflex saving throw DC: 10+1/2 character level + Constitution modifier (Charisma if no constitution) or be knocked prone.

**Titan's Reach (Ex)** At 10th level, your reach increases by 5 feet for every hit dice you possess. (Maximum of +100 feet). Creatures only provoke attacks of opportunity in 1/5 of this range. This 1/5 also applies to the truly massive attacks feat and Titan's movement as well.

**Jormungandr (Ex) Titan**: Your effective size increases by one 5 foot square for every 3 hit dice you possess (Max a +30 foot increase in area), Your reach extends from the edge of this area. You gain the Massive Attacks Feat as a Bonus Feat.

**Capsize (Ex)** An Eidolon with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check.

**Trample (Ex)** An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon’s HD + the eidolon’s Strength modifier. A trampling eidolon can only deal trampling damage to a creature once per round.

**No Breath (Ex)** An eidolon no longer needs to breathe. The eidolon does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing

**Amazing Initiative (Ex)** At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

**Planetary Imprisonment (UNIQUE)** When a creature is defeated by Incarceron the World Prison, they are immediately affected by an Imprisonment Spell, trapping them within his form. To be freed, the Freedom spell must be cast on part of his body.

DESCRIPTION

Incarceron is known as the World-Prison for good reason. It is so immense that no creature has ever seen its full body, and most can’t even claim to have seen more than a fraction of it. Incarceron is known for drifting, asleep, through space until something large or powerful enough awakens it. It will challenge the strongest creatures it can find, and if it loses shall offer them a single wish. If it succeeds, however, it steals the planet the creatures reside on and takes it for its own, supposedly having a collection of dead planets that orbit its immense form. Humans have only ever seen its massive hand looming in the atmosphere.