Abaddon'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.*

## Abaddon's Voice CR 27

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

**XP** 51,200

Male unique End’s Voice

NE Colossal outsider (evil, extraplanar)

**Init** +7; **Senses** darkvision 120 ft., trueseeing; Perception +21

**Aura** scorched earth (60 ft.),**Aura** consumptive aura (20 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** 225 (18d10+126); fast healing 5

**Fort** +18, **Ref** +11, **Will** +19

**DR** 20/silver,magic,good and law; **Immune** acid, confusion, death effects, disease, insanity,  poison; **Resist** cold 30, electricity 30, fire 30; **SR** 26

### Offense

**Speed** 40 ft., fly 40 ft. (average), burrow 60 ft., earth glide

**Melee** *+6 shock heavy flail*+33/+28/+13/+8 (2d8+7/17–20 plus 1d6 electricity and maddening strike),*+6 unholy halberd*+30/+25/+20/+15 (4d8+16/×3 plus inherit soul), 4 +2 unholy claws +28 (2d6+12 plus grab, aging strike and negative energy)

**Space** 10 ft., **Reach** 10 ft.

**Special Attacks** destructive aura, cloak of souls, drain soul, soul-drained breath, trample (2d8+18, DC 32)

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

Constant—*foresight*(self only), *true seeing*(self only)

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,enervation*,*fear***(DC21),***greater teleport***(self plus 50 lbs. of objects only),***vampiric touch,**cloudkill*(DC 22), *telekinesis*, *wall of fire*, *wall of ice*

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)

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),*energy drain* (DC 24), *finger of death* (DC 24), *locate creature*, *plane shift* (DC 24),*destruction*(DC 24), *fire storm*(DC 25), *incendiary cloud*(DC 25), quickened *spell turning,* mass *hold person*(DC 24), *meteor swarm*(DC 26),quickened *disintegrate*(DC 23), *wall of force, blasphemy***(DC 24),** *wail of the banshee***(DC 26), summon (level 9, 4 daemons of any kind, 100%), maximized***contagion*

### 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 (religion,geography,history) +21, Perception +21, Sense Motive +21, Spellcraft +18, Stealth +17, Use Magic Device +24; **Racial Modifiers** +4 Acrobatics when jumping

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

**SQ** madness, no breath, adamantine claws

### Ecology

**Environment** any (Abaddon)

**Organization** solitary

**Treasure** standard (Large *+6 shock heavy flail*,*+6 unholy halberd*, 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.

**Cloak of Souls (Su)** Abaddon's voice is surrounded by a dark cloud of souls it has consumed, often resembling a tattered, ethereal cloak. When Abadon's voice successfully captures a soul with its inherit soul ability, the soul becomes a part of its cloak of souls, taking up one soul slot. Abaddon's voice has a number of soul slots equal to its Charisma modifier (usually 7). An obcisidaemon can consume a soul as a swift action to achieve a particular effect. When a soul within this cloak is consumed by Abaddon's voice, it is immolated as though by the *destruction*spell. Destroying Abaddon's voice frees the souls in its cloak, though this does not return the deceased creatures to life. Any attempt to resurrect a body whose soul is trapped in a cloak of souls requires a DC 28 caster level check. Failure results in the spell having no effect, while success tears the victim’s soul free from the cloak and returns the creature to life as normal. If Abaddon's voice is in an unholy location, such as that created by the *unhallow*spell, the DC of this caster level check increases by +2. The caster level check DC is Charisma-based. Abaddon's voice can achieve one of the following effects by consuming a single soul.

* Increase the DC of the next spell-like ability Abaddon's voice uses that round by +1.
* Give Abaddon's voice 3d6 temporary hit points for 1 hour.
* Increase the damage of Abaddon's voice’s next melee attack that round by +1d6 hit points.

**Inherit Soul (Su)** Whenever Abaddon's voice kills a creature with its halberd, that creature must immediately make a DC 31 Fortitude save or be consumed by Abaddon’s voice’s cloak of souls. This is a death effect. If the cloak cannot consume this soul without exceeding its number of soul slots, Abaddon's voice can release a soul as a free action in order to make room for the new soul, otherwise, the killed creature automatically succeeds at its save and its soul is not absorbed. The save DC is Constitution-based.
**Scorched Earth (Su)** A creature that dies within 60 feet of Abaddon's voice must immediately make a DC 28 Fortitude save to prevent its body from being utterly consumed in unholy fire equivalent to the *destruction*spell. The save DC is Charisma-based.

**Adamantine Claws (Ex)** Able to tear through stone, Abaddon's voice olethrodaemon’s claws are treated as though they were adamantine. This ability also allows Abaddon's voice to make use of its burrow speed through stone.

**Drain Soul (Su)** A creature grappled by Abaddon's voice’s grab attack from its claws can be transferred to its mouth as a move action requiring no combat maneuver check. As a standard action, Abaddon's voice that begins its turn with an opponent grappled in either of its mouths can swallow the opponent by succeeding on another grapple check. If successful, the creature is swallowed into one of Abaddon's voice’s many stomachs. These stomachs grind their contents and drain the life force from living creatures. Every round a creature remains in Abaddon's voice’s stomach, it takes 4d8+18 points of damage and gains 1d4 negative levels. The creature can attempt to cut its way out of Abaddon's voice’s stomach, but it suffers the chance of just cutting into another stomach chamber. Abaddon's voice’s stomach is AC 20 and has 40 hit points. Once a creature deals enough damage to allow escape, it has a 50% chance to end up in another stomach chamber instead of escaping. Due to the multiple stomach chambers, Abaddon's voice can house and drain up to four medium creatures at one time. This ability otherwise functions as the swallow whole special attack. It is a DC 33 Fortitude save to remove negative levels gained in this fashion. This save is Constitution-based.
**Soul-Drained Breath (Su)**Abaddon's voice can convert life energy it has consumed into a potent breath weapon. Up to three times per day, but no more often than once every 1d4 rounds, Abaddon's voice can expel a 120-foot line or a 60-foot cone of shrieking black smoke and wind from its mouths as a standard action. Any living creature in the area of this attack takes 20d10 points of damage from negative energy or half on a successful DC 27 Reflex save. Undead creatures caught in this negative energy are healed for the same amount instead of damaged. The save DC for this effect is Charisma-based.