Devastator

Each of this mechanical horror’s four monstrous limbs ends in a terrible weapon.

CR: 22 MR: 8 XP: 614,400


CE Gargantuan construct (extraplanar, mythic)


Init: +6 Senses: darkvision 60 ft., low-light vision, mythic sight (2) 30 ft. Perception: +34


Aura: corruption (60 ft.), unholy aura (DC 24)


Defense

AC: 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)


hp: 84 (8d10+40)


Fort: +10 Ref: +9 Will: +5


Defensive Abilities: construct form


DR: 5/good


Resist: acid 10, cold 10


Immune: fire, poison


SR: 12


Offense

Speed: 40 ft., climb 40 ft.


Melee: mwk trident +13/+8 (2d6+7), 2 legs +7 (1d8+2) or 2 claws +12 (1d6+5), 2 legs +7 (1d8+2)


Ranged: mwk trident +10 (2d6+7) or net +10 ranged touch (entangle)


Space: 10 ft. Reach: 10 ft.


Special Attacks: merciless blow, trample (1d8+7, DC 19) Spell-like Abilities (CL 12th; concentration +14) At will—greater teleport (self plus 50 lbs. of objects only) 1/day—summon (level 4, 1d4 lemures or 1 bearded devil 40%)


Statistics

Str: 20 Dex: 17 Con: 19 Int: 14 Wis: 16 Cha: 15


Base Atk: +8 CMB: +14 CMD: 27 (31 vs. bull rush and trip)


Feats: Combat Reflexes, Improved Initiative, Power Attack, Toughness


Skills: Acrobatics +14, Bluff +13, Climb +17, Craft (weapons) +9, Intimidate +13, Knowledge (dungeoneering,, engineering) +9, Knowledge (planes) +13, Perception +16, Stealth +12 (+18 among metal objects or debris), Racial Modifiers +2 Perception, +2 Stealth (+8 Stealth among metal objects or debris)


SQ: hellstrider, phalanx, stability


Languages: Celestial, Draconic, Infernal, telepathy 100 ft.


Ecology

Environment: any (Hell)


Organization: solitary, pair, or troop (3–18)


Treasure: standard


Description

Absorb Good Magic (Su) Whenever a spell with the good descriptor includes a devastator as a target or in its area or effect, the caster must succeed at a DC 38 caster level check or the devastator negates the entire spell and gains 5 temporary hit points per spell level of the spell absorbed that last 1 hour.

Aura of Corruption (Su) Any chaotic evil outsider with 15 or more Hit Dice within 60 feet of a devastator gains a +10 enhancement bonus to Strength and Charisma, and its SR increases by 5 (if it doesn’t already possess SR, it gains SR equal to 11 + its CR).

Vile Strikes (Ex) All of a devastator’s attacks are +5 unholy anarchic weapons that deal bludgeoning, piercing, and slashing damage. In an unholy act of twisted, demonic humor, devastators derive their power from the souls of good outsiders. Demon, Seraptis–Devastator Devil, Apostate A grim metal mask floats above ceremonial armor that shifts and writhes, and long blades form fingers on gauntleted hands.

Source: Pathfinder Roleplaying Game Bestiary 5