The lord of the vacuum

# The Lord of the vaccum

*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 vacuum 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)

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

**Aura** alien presence (300 ft., DC 29)

### 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/law and magic; **Immune** confusion, insanity; **Resist** acid 30, cold 30, electricity 30, fire 30; **SR** 26

### Offense

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

**Melee** *+6 shock heavy flail*+33/+28/+13/+8 (2d8+7/17–20 plus 1d6 electricity and maddening strike), bite +33 (4d6+18/19–20 plus obliterate), 2 claws +32 (2d8+14/19–20)

**Space** 10 ft., **Reach** 10 ft.

**Special Attacks** destructive aura**,** breath weapon (40-ft. cone, 6d8 fire, DC 18), collapsing breath (DC 29), shifting breath (5 rounds), breath weapon (60-ft. cone, 20d10 electricity, DC 32),channel life (10/day), channel radiation (DC 29), breath weapon (120-ft. line, 20d10 fire, DC 29), breath weapon (60-ft. Cone, 20d8 cold, DC 29), obliterate (DC 29), suffocating breath (DC 29),  void gaze (DC 29), bewildering breath, breath weapon (120-ft. line, 20d8 cold, DC 29), moonsilver

**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*

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)

### 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, galactic emissary, starflight, absolute cold

### Ecology

**Environment** vacuum and gas giants

**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.

**Alien Presence (Su)** A creature that fails its saving throw against The lord of the vacumm’s alien presence is blinded for 5d6 rounds (or permanently if it has 4 Hit Dice or fewer).

**Collapsing Breath (Su)** Instead of a cone of fire, The lord of the vacuum can suck a single target into its maw. If the target fails its Reflex save (DC equal to breath weapon), it is swallowed whole and takes 6d6 points of bludgeoning damage per round. A creature can cut itself out by dealing 30 points of damage with a light or one-handed piercing or slashing weapon. The lord of the vacuum’s interior has an AC of 26.

**Galactic Emissary (Su)** The lord of the vacuum halves the time of any starflight journey. In addition, it’s immune to any effect that bars extradimensional travel.

**Shifting Breath (Su)** Instead of a cone of electricity, The lord of the vacuum can use its breath weapon to displace creatures in time. Each creature in the cone must succeed at a Will save or be shifted forward in time a number of rounds equal to 1/2 (DC equal to breath weapon). For an affected creature, it’s as if no time passed. Creatures that succeed at their saves are staggered for 1 round.

**Channel Life (Su)** The lord of the vacumm can channel positive energy a number of times per day equal to 3 + its Charisma modifier and using its + 2 as its cleric level. This energy can be used only to heal living creatures.

**Channel Radiation (Su)** The lord of the Vacuum can use its channel life ability to instead channel radiation that deals an equal amount of damage to living creatures. A living creature that succeeds at a Fortitude save takes half damage.

**Obliterate (Su)** The lord of the vacuum’s bite deals an additional 2d6 points of negative energy damage. A creature reduced to 0 or fewer hit points by this attack must succeed at a Fortitude save or be immediately slain and reduced to ashes (as the *disintegrate*spell). The save DC is Constitution-based.

**Suffocating Breath (Su)** Instead of dealing cold damage, a very young or older void dragon can breathe a cone-shaped suffocation effect. An air-dependent creature that fails its Fortitude save suffocates (*Pathfinder RPG Core Rulebook*445) for a number of rounds. The save DC is Constitution-based.

**Void Gaze (Su)** A creature within 30 feet of The lord of the vacuum must succeed at a Will save or become confused for 1d6 rounds. This gaze attack is a mind-affecting effect. The save DC is Charisma-based.

**Absolute Cold (Su)** The lord of the vacuum’s breath weapon can affect creatures immune to cold damage. A creature immune to cold damage still takes half damage from the breath weapon (no damage with a successful saving throw). Resistant creatures’ cold resistance is treated as 10 less than normal.

**Bewildering Breath (Su)** A creature that fails its saving throw against The lord of the vacuum’s breath weapon emits light (as *faerie fire*) and is dazzled for 1d4 rounds and the creature is also confused for 1d4 rounds.

**Moonsilver (Ex)** A lunar dragon’s natural weapons are treated as silver for the purpose of overcoming damage reduction.