Limbo'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.*

## Limbo'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

CN Colossal outsider (chaotic, extraplanar)

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

**Aura** spatial riptide (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 20

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

*Defensive Abilities**amorphous anatomy, freedom of movement; D*****R** 20/law and magic; **Immune** acid, confusion, insanity and polymorph; **Resist** acid 30, cold 30, electricity 30, fire 30; **SR** 26

### Offense

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

**Melee** *+6 shock heavy flail*+33/+28/+13/+8 (2d8+7/17–20 plus 1d6 electricity and maddening strike), bite +31 (4d8+9 plus warpwave), 2 claws +31 (2d6+9 plus warpwave), tail slap +29 (2d8+4 plus grab),  2 tentacles +31 (1d6+2 plus confusion)

**Space** 20 ft., **Reach** 20 ft.

**Special Attacks** destructive aura, constrict 1d8+9, reshape reality, adaptive strike, coalesce chaos

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

Constant—*foresight*(self only), *true seeing*(self only),*detect law*, *tongues*

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, chaos hammer*(DC 21), *greater dispel magic*, *greater teleport*(self plus 50 lbs. of objects only), *major creation*, *move earth*, *shatter*(DC 19),*acid arrow*, *fog cloud*, *dimension door*(self plus 50 lbs. of objects only)

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), quickened *confusion*(DC 21), *dispel law*(DC 22), empowered *chaos hammer*(DC 21), *polymorph any object*(DC 25),*disintegrate*(DC 23), *prismatic spray*(DC 24), *prismatic sphere*(DC 26), *reshape reality*

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

**SQ** madness, no breath, change shape (*greater polymorph*)

### Ecology

**Environment** any (Limbo)

**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.

**Reshape Reality (Sp)** This ability functions as the spell *mirage arcana*heightened to a 9th-level spell, except the changes created are quasi-real, like those created by *shadow conjuration*. A creature that interacts with reshaped reality may make a DC 26 Will save to see through the semi-real illusion. Terrain can provide concealment and against foes who do not make the Will save to see through the facade, reshaped reality can provide cover. For disbelievers, quasi-real objects and terrain have only 20% normal hardness and hit points and break DCs are 10 lower than normal. Dangerous terrain cannot exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability cannot damage existing structures, nor does it function in areas where planar travel is prohibited.

**Spatial Riptide (Su)** Any non-protean teleporting into or out of Limbo's voice’s aura must make a DC 28 Fortitude save or enter a state of suspended animation (identical to *temporal stasis*) for 1d3 rounds; success means the creature is merely nauseated for 1 round. The save DC is Constitution-based.

**Warpwave (Su)**A creature struck by Limbo's voice’s claw or bite must make a DC 28 Fortitude save or be affected by a warpwave. The save DC is Constitution-based.

**Adaptive Strike (Su)**Limbo's voice’s natural weapons count as magical and chaotic for the purposes of overcoming damage reduction. As a free action once per round, Limbo's voice may infuse all of its natural attacks with adamantine, silver or cold iron, thereby allowing it to overcome damage reduction of those types as well.

**Coalesce Chaos (Su)** Once per day as a standard action, Limbo 's voice can create a roiling cloud of multicolored chaos matter. This effect is identical to *solid fog*(CL 12th) and lasts for 2d6 rounds. Limbo is present, the coalesced chaos instead functions as *acid fog*(CL 12th).

**Confusion (Su)** A creature struck by Limbo's voice’s tentacle attack is infused with raw chaos and must make a DC 19 Will save or be confused for 1 round. Rounds of confusion dealt in this manner stack. A creature with a chaotic component to its alignment gains a +4 bonus on saves against this effect and creatures with the chaotic subtype are immune. This is a mind-affecting effect. The save DC is Constitution-based.