Charg, The Typhon Wheel

*This lurching hulk carries no weapons, but its eyes burn with menace, and its long claws are caked with blood.*

## Charg CR 19/MR 7

**Source** *Bestiary 4 pg. 145**(Amazon)*

**XP** 204,800

male Grendel divine guardian

NG Large monstrous humanoid (mythic, good,  water)

**Init** +4; **Senses** darkvision 60 ft.; Perception +15

**Aura** frightful presence (60 ft.; DC 20, DC 16 against mythic creatures), *holy aura*(DC 28)

### Defense

**AC** 34, touch 13, flat-footed 30 (+4 Dex, +25 natural, –1 size)

**hp** 340 (20d10+230); regeneration 15 (unarmed strikes or natural weapons)

**Fort** +16, **Ref** +16, **Will** +16

**Defensive Abilities** ferocity, unstoppable, ability healing; **DR** 10/epic; **Immune**disease, mind-affecting effects, poison; **Resist** acid 10, cold 10, fire 10;

### Offense

**Speed** 80 ft., swim 80 ft.

**Melee** 2 claws +32 (3d10+13/19–20 plus grab), bite +27 (4d8+6)

**Space** 10 ft., **Reach** 10 ft.

**Special Attacks** blood rage, brutal surge, gruesome dismemberment, mythic power (7/day, surge +1d10)**,**breath weapon, command aquatic creature

**Spell-Like Abilities** (CL 28th; concentration +38)

 Constant—*speak with animals*(aquatic animals only)

At will—*control water*, *control weather*, *vortex* (DC 27), *tsunami* (DC 29),*storm of vengeance*(DC 29)

**Divine guardian Spell-Like Abilities** (CL 30th; concentration +26)

At will—dimension door (within sacred site only)

3/day—alarm, knock

1/day—arcane lock, augury, clairvoyance/clairaudience, hold portal, dismissal, commune, guards and wards, forbiddance, banishment, repulsion, screen, antipathy

### Statistics

**Str** 36, **Dex** 19, **Con** 26, **Int** 9, **Wis** 19, **Cha** 12

**Base Atk** +20; **CMB** +34 (+38 grapple); **CMD** 48

**Feats** Bleeding Critical, Combat Reflexes, Critical Focus, Exhausting Critical, Great FortitudeM, Improved Critical (claw), Iron WillM, Power AttackM, Skill FocusM (Stealth), Tiring Critical
**Skills** Acrobatics +19 (+23 when jumping), Intimidate +12, Perception +15 (+23 sound-based checks), Stealth +24, Swim +31; **Racial Modifiers** +4 Acrobatics when jumping, +8 Perception (sound-based checks)

**Languages** Aquan, Celestial, Common, Draconic; *speak with animals*(aquatic animals only), telepathy 300 ft.

**SQ** display of strength, blessed life, divine swiftness

### Ecology

**Environment** Coruscant (jedi temple)

**Organization** solitary

**Treasure** standard

### Special Abilities

**Brutal Surge (Su)** When Gharg expends mythic power to add a surge die to an attack roll, he also adds a surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of mythic power to use this ability.

**Gruesome Dismemberment (Ex)** When Gharg successfully holds a creature he has grappled, he may expend one use of mythic power to attempt to dismember that creature. He attempts a grapple check; if successful, his target takes double his normal claw damage and the attack pulls off one of the target’s legs or arms. The target is sickened until it receives magical healing (or until it recovers to full hit points by natural means), and takes 2d6 points of bleed damage each round. A creature with only one an arm cannot perform actions requiring two arms or two hands. A bipedal creature with one leg missing cannot walk or run; it can crawl or hop, but is denied its Dexterity bonus against all opponents. A quadrupedal creature with one leg missing is reduced to half normal speed. At the GM’s discretion, creatures with more than four legs affected by this attack may be able to move at normal speed.

**Breath Weapon (Su)** Once every 1d4 rounds as a standard action, Charg can exhale a 60-foot cone of inky blackness. Underwater, this cone manifests as black ink, while above water it manifests as a thick cloud. Creatures in the area have their vision obscured as if they were in complete darkness. Darkvision does not allow someone to see through the ink or smoke, but true seeing does. The ink or smoke persists for 1d4 rounds, but dissipates in 1 round in areas with aquatic currents or winds. Any creature in the breath weapon’s area is exposed to the breath weapon’s poison (see below) and must succeed at a DC 41 Will save or gain 2 negative levels as its memories and knowledge leach away (this is a mind-affecting effect). Any creature that enters the ink or cloud, or ends its turn inside it, must succeed at another Will save (at a +4 bonus) to avoid further level loss and poisoning. The save DC is Constitution-based.

**Command Aquatic Creature (Su)** Charg 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. Charg 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 Charg 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 Charg for 24 hours. The save DC is Charisma-based.

**Poison (Ex)**Breath weapon—contact; *save*Fort DC 41; *frequency*1/round for 6 rounds; *effect*1d6 Con drain and confused for 1 round; *cure*3 consecutive saves.