Hunefer (CR 25)

Medium Undead
Alignment: Always lawful evil
Initiative: +16 (+12 Dex, +4 Improved Initiative); Senses: Blindsight 300 ft., Darkvision 60 ft., Listen +67, and Spot +67
Languages: All spoke languages


AC: 52 (+12 Dex, +20 natural, +10 insight) touch 32, flat-footed 40
Hit Dice: 50d12+3 (328 hp); DR: 10/-
Fort +18, Ref +30, Will +41
Speed: 100 ft.
Space: 5 ft./5 ft.
Base Attack +25; Grapple +43
Attack: Slam +44 melee
Full Attack: 2 slams +44 melee
Damage: Slam 3d6+18/19-20 (+1d6 on critical hit) plus hunefer rot
Special Attacks/Actions: Despair, hunefer rot, spell-like abilities
Abilities: Str 47, Dex 35, Con -, Int 18, Wis 38, Cha 36
Special Qualities: fast healing 30, SR 37, undead traits, fire vulnerability
Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (slam); Epic Feats: Devastating Critical (slam), Overwhelming Critical (slam), Spell Stowaway (greater teleport)
Skills: Concentration +66, Jump +46, Knowledge (religion, Listen +67, Search +57, Sense Motive +67, Spellcraft +57, Spot +67, and the planes) +57
Advancement: 51-56 HD (Medium-size); 57-60 HD (Large); 61-66 HD (Huge); 67-70 HD (Gargantuan); 71+ HD (Colossal)
Climate/Terrain: Any
Organization: Solitary, pair, or court (5-9)
Treasure: Standard

Source: Epic Level Handbook

Combat

Despair (Su): The mere sight of a hunefer requires viewers to succeed at a Will saving throw (DC 48) or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to that hunefer's despair ability for 24 hours.

Hunefer Rot (Su): Supernatural disease - slam, Fort save (DC 35), incubation period instantaneous; damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.

An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe's equipment under the hunefer's command.

Resistant to Blows (Ex): Physical attacks deal only half damage to hunefers. Apply this effect before damage reduction.

Spell-Like Abilities: At will - chain lightning, displacement, haste, knock, greater dispelling, passwall, scrying, teleport without error, true seeing, unholy aura, weird; 1/day - ruin. Caster level 27th; save DC 23 + spell level.

Undead Traits: Im-mune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Fire Vulnerability (Ex): A hunefer takes double damage from fire attacks unless a save is allowed for half-damage. A successful save halves the damage and a failure doubles it.