Gar'zzzog

Antibodies

Antibodies which still defend the ancient corpse of a dead god. These are living spells based off of True Strike, Disintigrate, and Greater Dispel Magic.

Size / Type: Huge Ooze
Hit Dice: 20d12 + 100 (230 hp)
Initiative: +3
Speed 60 ft.
Armor Class 21 (-2 size, +10 Deflection, +3 dex), touch 21, flat-footed 18;
BAB / Grapple +15/+28
Attack: Slam +40 (1d8 + disintigrate + greater dispel magic)
Full Attack Slam +40 (1d8 + disintigrate + greater dispel magic)
Space / Reach: 15 ft./15 ft.
Special Attacks: Disintigrate, Greater Dispel Magic, True Strike, Engulf
Special Qualities: DR 10/magic, SR 30, Blindsight 90', ooze traits, Part of the Dead God
Saves: Fort +21, Ref +19, Will +21
Abilities: Str 20, Dex 17, Con 20, Int -, Wis 17, Cha 20
Skills: none
Feats: none
Environment: Inside the dead god
Organization: Pack (3-5)
Challenge Rating: 20
Treasure: None
Alignment Neutral
Advancement: none, though varieties with more spells or higher caster level may exist

Combat

Spell Effect (Su): A creature or object that is hit by the antibody's slam attack suffers the effects of a Disitigration spell at 20th caster level (40d6 damage, fort. save DC 21 reduces this to 6d6). Note that as this is a supernatural ability it is not subject to spell resistance.

Spell Effect (Su): A creature or object that is hit by the antibody's slam attack suffers the effects of atargeted Greater Dispel Magic at 20th caster level.

True Strike (Su): the Antibody's first attack each round gains a +20 insight bonus to the attack roll.

Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + spell level + Cha modifi er) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell’s turn, and are considered to be grappled

Part of the Dead God (Ex): As part of the One Within the Void, the antibodies can travel freely throughout the corpse. If not traveling through a blood vessel, i.e. if moving through tissue, they move at half speed. When moving through blood vessels they are never squeezed.

Tactics

Hit stuff