Abomination, Chichimec (CR 21)
Medium Outsider (Air, Evil, and Extraplanar)
Alignment: Always neutral evil
Initiative: +7 (Dex); Senses: Spot +34 and listen +34
AC: 39 (+7 Dex, +22 natural), touch 17, flat-footed 32
Hit Dice: 27d8+189 (425 hp); DR: 10/good and epic
Fort +22, Ref +22, Will +17
Speed: 5 ft., fly 200 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack -; Grapple -
Attack: 2 primary wing buffets +39 melee, 6 secondary wing buffets +37 melee, tail slam +37 melee
Damage: Primary wing buffet 2d6+12, secondary wing buffet 1d6+6, tail slam 1d6+6 plus Cha drain
Special Attacks/Actions: Spell-like abilities, summon air elemental, Charisma drain
Abilities: Str 34, Dex 25, Con 24, Int 12, Wis 14, Cha 30
Special Qualities: Abomination traits, fast healing 10, SR 33, electricity immunity
Feats: Alertness; Dodge; Flyby Attack; Multiattack; Power Attack; Improved Bull Rush; Mobility
Epic Feats: Blinding Speed (x2); Epic Toughness
Skills: Diplomacy +12, Hide +37, Intimidate +40, Knowledge (religion) +31, Knowledge (the planes) +31, Move Silently +37, Search +17, Sense Motive +19, Spot +34, and listen +34
Advancement: 28-38 HD (Medium-size); 39-50 HD (large)
Organization: Solitary, pair, or flock (6-9)
Epic Level Handbook
Spell-Like Abilities: At will - darkness, telekinesis; 3/day - improved invisibility, control weather, call lightning, lightning bolt, chain lightning, wail of the banshee. Caster level 20th; save DC 20 + spell level.
Summon Air Elemental (Sp): Three times per day a chichimec can summon an elder air elemental.
Charisma Drain (Su): This effect permanently reduces a living opponent's Charisma score by 2 points when the chichimec hits with a tail slam, or 4 points on a critical hit. The chichimec heals 10 points of damage, or 20 on a critical hit, whenever it gains Charisma, gaining ray excess as temporary it points. The attack allows a Fortitude save (DC 33), on a successful Save only 1 point of Charisma is drained and the chichimec heals 5 points damage.
Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks, not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.