R2-CPX

*Harsh flourishes decorate the armor of this ironclad giant, as though it were the war regalia of some merciless warlord and has a halo of spinningblades.*

## R2-CPX CR 30

**Source** *Inner Sea Gods pg. 288**(Amazon)*

**XP** 9,830,400

Male Unique invincible savage First Blade

CG Large outsider (chaotic, extraplanar, herald, good, Great Old One)

**Init** +5; **Senses** darkvision 60 ft., ironsense 60 ft., low-light vision; Perception +53

**Aura** rage (100 ft.), unspeakable presence (300 ft., DC 40)

### Defense

**AC** 48, touch 20, flat-footed 39 (+20 armor, +1 Dex, –1 size)

**hp** 661 (18d10+162); regeneration 30 (adamantine, deific or mythic)

**Fort** +32, **Ref** +37, **Will** +35

**Defensive Abilities** fortification (75%)B4, immortality, insanity (DC 40), second save, block attacks; **DR** 20/adamantine, law, epic and evil; **Immune** ability damage and drain, aging, cold, death effects, disease, energy drain, magic, mind-affecting effects, paralysis, petrification and poison; **Resist** sonic 30

### Offense

**Speed** 60 ft., fly 200 ft. (average), swim 60 ft.

**Melee** 2 slams + 58 (2d10+16/×19–20 plus bleed), mwk alchemical silver glaive +37 (2d10+12/×3), unarmed strike +31/+36/+31/+26 (2d10+19), *Cicatrix* +50/+45/+40/+35 (1d6+17/17–20 plus 1 bleed and 2d6 *vicious*),*+6*mwk silver heavy *mace*+55/+40/+35/+20 (2d6+11/19–20/×4), *+6 adamantine icy burst warhammer*+53/+48/+43/+38 (3d6+24/19–20/×3 plus 1d6 cold),*+6 wounding adamantine greatsword* +40/+35/+20 (6d6+27 plus energy drain/19–20), *+6 nullifying adamantine spiked gauntlet* +42/+37/+22 (2d6+21 plus energy drain), *+6 holy adamantine quarterstaff* +42/+37/+22 (3d6+29 plus energy drain), *+6 cruel keen scythe* +40/+35/+20 (4d6+27 plus energy drain/19–20/×4)

**Ranged** *Cicatrix* +47 (1d6+17/17–20 plus 1 bleed),*+6 anarchic holypistols*+41/+36/+21/+16 (2d6+14/19-20/× 4)

**Space** 10 ft., **Reach** 10 ft.

**Special Attacks** bladed slam, bleed (1d10), powerful blows, smite chaos 10/day (+10 attack and AC, +10 damage), mythic power (10/day, surge +1d12), dreams of madness, smite evil 10/day (+10 attack and AC, +25 damage, *disintegrate* evil outsiders)**,**Tireless Judgment\*, Hellfire Blast\*, Shimmering Sting\*, Chaotic Charge\*, Gorum's Shout\*, Destructive Spell\*, Bestow Destructive Smite\*, Disintegrating Blow\*, Dehydrating Strike\*,  Anfirifkhu's Kiss \*, Call Forth the Spawn\*, Desiccating Pulse\*, Heresy\*, Mass Suicide, pistols, stranger’s shot, feral savagery (full attack)

**Spell-Like Abilities** (CL 18th; concentration +19)

At will—*instant summons*(any nonmagical weapon), *astral projection*, *control weather*M, *dream*M, *greater dispel magic*, *greater teleport*, *insanity* (DC 29), *nightmare*M (DC 29), *sending*M**,***plague storm, sirocco*

3/day—*chill metal*(DC 13), *heat metal*(DC 13), *repel metal or stone*, *wall of iron, antipathy* (DC 30), *demand* (DC 30), quickened *feeblemind*, *gate*, *weird* (DC 31)

1/day—*blade barrier*(DC 17),*implosion* (DC 31), summon (level 9, 2d4 star-spawn of Cthulhu 100%),

### Statistics

**Str** 32, **Dex** 33, **Con** 38, **Int** 30, **Wis** 35, **Cha** 33

**Base Atk** +18; **CMB** +30 (+32 bull rush or overrun); **CMD** 41 (43 vs. bull rush or overrun)

**Feats** Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (slam)

**Skills** Acrobatics +22, Climb +32, Intimidate +52, Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +53, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48

**Languages** all languages

*SQchange shape (swarm form; see below),lord of battle,   no breath,   compression,greater starflight,otherworldly insight, empyreal lord traits, ki pool (22 points; adamantine, epic, good, lawful, magic, mythic, silver), lay on hands (15d6, 29/day), city dweller\*,*diplomatic immunity\***,**change shape (any animal, magical beast or minotaur; greater polymorph), language mastery, stranger’s luck**,**detect gems, divine aid

### Ecology

**Environment** any or Coruscant (jedi temple)

**Organization** solitary

**Treasure** standard

### Special Abilities

**Smite Chaos (Su)** This functions as the paladin’s smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations and fey.

**Immortality (Ex)** If R2-CPX is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as *obscuring mist*, but can’t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via *true resurrection*, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, R2-CPX reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in Coruscant inside the jedi temple until he is released again. The save DC is Constitution-based.

**Unspeakable Presence (Su)** Failing a DC 40 Will save against R2-CPX’s unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against R2-CPX’s unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.

**Dreams of Madness (Su)** When R2-CPX uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity (*Pathfinder RPG GameMastery Guide* 250). This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.

**Greater Starflight (Su)** R2-CPX can survive in the void of outer space and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes R2-CPX 2d6 hours and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).

**City Dweller (Ex)** You never become lost in cities of more than 5,000 inhabitants—upon entering a city, even for the first time, you can always retrace your steps and intuit where particular districts must be. Furthermore, you pick up local accents and vernacular instantly, giving you the cant of a citizen. You also gain a +4 sacred or profane bonus on Disguise and Knowledge (local) checks while in the bounds of a city.

**Diplomatic Immunity (Ex)** While within the bounds of a city of more than 5,000 inhabitants, you gain a +4 sacred or profane bonus on Bluff and Diplomacy checks. You also gain special status with the law. You’re considered a person to be respected, and may obtain special treatment and assistance that ordinary citizens could not, such as information on political activity, criminal investigations or threats against the city. Any bribes or fees that would normally be levied by the legal system are waived for you. City guards and officials with an initial starting attitude of unfriendly or hostile instead have an attitude of indifferent toward you. These benefits apply only when you identify yourself as an exalted of Abadar.

**Tireless Judgment (Ex)** You gain Favored JudgmentUM as a bonus feat, choosing chaotic outsider, good outsider or a subtype of humanoid. If you don’t have the judgment class feature, you instead gain a +4 profane bonus on Survival checks made to track a creature or individual. This boon doesn’t grant you any ranks in the Survival skill; therefore, if you have no ranks, you still can follow tracks only if the DC of the task is 10 or lower.

**Hellfire Blast (Sp)** You can use *delayed blast fireball*once per day as a spell-like ability to throw a sphere of soulscouring hellfire. The hellfire is a distinctive mixture of black and crimson flames in which screaming devilish faces can be seen twisting and writhing. Half the damage from this spell is fire, while the other half is unholy. This damage modification applies only to the *delayed blast fireball*you create through this boon, not to any other spells, effects or attacks.

**Shimmering Sting (Sp)** Once per day, you can cast *rainbow pattern*. Rather than appearing as a multitude of colors, this spell manifests as a swarm of shimmering wasps. The wasps shine as brightly as gold and fly in an intricate, mesmerizing pattern. The saving throw DC for this ability is Charisma-based.

**Chaotic Charge (Ex)** Three times per day, you can make a chaotic charge attack while mounted. You must declare your use of this ability before you roll your attack. You take an extra –2 penalty to AC in addition to the normal AC penalty for charging, but you deal an extra 2d6 points of damage to creatures of lawful alignment on a successful mounted charge. If you have the cavalier’s charge, mighty charge or supreme charge class ability, you instead deal an extra 3d6 points of damage to creatures of lawful alignment on a successful wild charge and don’t take the AC penalty.

**Gorum's Shout (Sp)** Once per day, you can use *word of chaos*as a spell-like ability. In order to use this ability, you must shout a battle cry at top volume, ending your shout in praise to Gorum.

**Destructive Spell (Su)** By calling on the rage of the Rough Beast, you gain the ability to deal terrific damage with your spells. You can use this ability when casting a spell that deals hit point damage and has a casting time of 1 standard action or less. You can choose to cast the spell as a full-round action to gain a +4 bonus to its save DC. In addition, you treat all 1s rolled on your damage dice for the spell as 2s instead.

**Bestow Destructive Smite (Su)** You can bestow the Destruction domain’s destructive smite granted power upon an ally. As a standard action, you can spend one use of your destructive smite to grant its power to any ally within 30 feet, channeling into him the erratic force of Rovagug’s rage. Your ally must make the destructive smite within 1 round of being granted the power or its use is wasted. Your ally uses your level to calculate the power of the destructive smite. If you don’t have access to the Destruction domain, you instead gain access to the destructive smite granted power but only for your personal use, as normal.

**Disintegrating Blow (Sp)** Once per day, you can channel a glimpse of Rovagug’s hatred through your weapon, recreating the effects of *disintegrate*. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if targeted by *disintegrate*cast by a wizard of a level equal to your Hit Dice (maximum CL 20th). If your attack misses, the *disintegrate*effect is wasted.

**Dehydrating Strike (Su)** Once per day as a swift action, at any point when you successfully inflict damage on a target, you can cause that target to become instantly and painfully dehydrated if it fails a Fortitude save (DC = 10 + 1/2 your HD + your Constitution modifier). If the save is successful, the victim is staggered for 1 round. If the save fails, the victim takes 1d10 points of Strength drain, is stunned for 1 round and is then staggered for 1d4 rounds after recovering from being stunned.

**Anfirifkhu's Kiss (Sp)** Empowered *blade barrier*1/day (you are immune to the effects of this *blade barrier*).

**Call Forth the Spawn (Sp)** Thrice per day you may use *destruction*as a spell-like ability. The body of a creature slain by this ability immediately transforms into an ochre jelly under your mental control. Ochre jellies created by this ability melt away into noxious residue after 1 hour. This ability is the equivalent of a 9th-level spell.

**Desiccating Pulse (Sp)** You can cast *horrid wilting*three times per day.

**Heresy (Su)** Once per day as a standard action, you can utter blasphemy or heresy against a single religion other than the worship of Matthew Kling. A worshiper of the targeted religion must be able to hear your utterance or this ability fails. You gain SR equal to your HD + 11 against spells cast by worshipers of the religion you spoke out against—this SR lasts until you use this ability again to blaspheme a different religion (as long as you continue your daily obedience, this SR persists until you select a different religion).

**Mass Suicide (Sp)** You can cast *weird*once per day as a spell-like ability. Rather than assault the victims with images of fear, this ability assaults the targets with images and sensations of crippling sadness and despair. Those who succumb to the spell and die do so at their own hands. If no method of suicide is available for one who succumbs to this effect, the victim simply dies outright of sadness. This effect is equivalent to a 9th-level spell.

**Pistols (Su)** R2-CPX fights with two pistols. A pistol has a range increment of 20 feet and deals both bludgeoning and piercing damage. At a range of up to 20 feet, R2-CPX’s pistol attacks resolve as touch attacks. While pistols normally consume bullets and black powder when fired, a pale stranger’s pistols supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapons. In addition, any pistol R2-CPX wields functions as a *+6 pistol*. R2- CPX does not provoke attacks of opportunity when it fires a pistol in melee and treats pistols as light weapons for the purposes of determining penalties from two-weapon fighting.

**Stranger’s Luck (Su)** R2-CPX gains a +3 luck bonus to AC and has no chance of misfire when using firearms.

**Stranger’s Shot (Ex)** As a full-round action, R2-CPX can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If R2-CPX threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +6d6 points of damage.

**Language Mastery (Ex)** R2-CPX can speak, read and understand all languages.

**Detect Gems (Sp)** R2-CPX can detect gems three times per day. This functions as *locate object*, but can only be used to locate gemstones.

**Divine Aid (Sp)** Once a week, R2-CPX can call upon celestial powers for aid. This functions as a *miracle*.