The lord of the water

*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.*

## The lord of the water CR 26

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

**XP** 51,200

Male unique End’s Voice

CE Colossal outsider (chaotic, extraplanar, evil, aquatic, water)

**Init** +7; **Senses** darkvision 60 ft., trueseeing; Perception +21

**Aura** mariner's misfortune (30 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

**Defensive Abilities** ocean's aegis; **DR** 20/law and magic; **Immune** cold, confusion, electricity, insanity; **Resist** acid 30, fire 30; **SR** 26

### Offense

**Speed** 40 ft., fly 40 ft. (average), swim 120 ft.

**Melee** *+6 shock heavy flail*+23/+18/+13/+8 (2d8+7/17–20 plus 1d6 electricity and maddening strike)

**Space** 10 ft., **Reach** 10 ft.

**Special Attacks** destructive aura,command aquatic creatures

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

Constant—*foresight*(self only), *true seeing*(self only),*speak with animals*(aquatic animals 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*

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),*vortex* (DC 27)*tsunami* (DC 29)

### 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, Abyssal, Aquan, Aboleth, Common, Cyclops, Draconic, Orvian;*speak with animals*(aquatic animals only), telepathy 100 ft.

**SQ** madness, no breath

### Ecology

**Environment** any oceans

**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.

**Command Aquatic Creature (Su)** The lord of the of the water can command aquatic creatures to do his bidding as a move action, either via using his ability to *speak with animals*or via telepathy. This affects all aberrations, animals, magical beasts, oozes and vermin within 300 feet that have the aquatic subtype (Will DC 36 negates). This functions like *mass suggestion*, but can affect mindless creatures. The lord of the water can suggest obviously harmful or suicidal acts (though non-mindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If The lord of the water issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from The lord of the water for 24 hours. The save DC is Charisma-based.

**Mariner's Misfortune (Su)** Being near The lord of the water is bad luck for non-aquatic creatures. Any such creature in the lord of the water's aura must attempt a DC 26 Will save, rolling twice and taking the lower result. On a failed save, that creature must continue to roll twice and take the lower result on all ability checks, attacks rolls, savings throws and skill checks for as long as it remains within the lord of the water's aura and for 1 minute thereafter. A creature that succeeds at its saving throw is immune to The lord of the water's mariner's misfortune for 24 hours. The save DC is Charisma-based.

**Ocean's Aegis (Su)** The sea itself protects The lord of the water. The lord of the water gains a deflection bonus to AC equal to its Charisma bonus while any part of it is in water.