Abomination, Anaxim (CR 22)
AC: 37 (+7 Dex, +20 natural), touch 17, flat-footed 30
Hit Dice: 38d10 (420 hp); DR: 10/chaotic and epic and adamantine
Fort +12, Ref +19, Will +17
Speed: 60 ft., fly 200 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack -; Grapple -
Attack: 2 spinning blades +40 melee, 2 slams + melee, shocking touch +35 melee touch; or electricity ray +35 ranged touch
Damage: Spinning blade 2d6+12, slam 2d6+6, shocking touch 2d6+6, electricity ray 10d6 electricity, spikes 2d6+12
Special Attacks/Actions: Rend 4d6+18, sonic blast, spell-like abilities, summon iron golem
Abilities: Str 35, Dex 25, Con -, Int 10, Wis 20, Cha 20
Special Qualities: Abomination traits, magic immunity, construct traits, fast healing 15, SR 34,
Feats: Cleave; Great Cleave; Power Attack; Improved Sunder; Blind-fight; Improved Bull Rush; Improved Critical (blade); Improved Initiative; Weapon Focus (blade)
Epic Feats: Devastating Critical (blade); Epic Toughness; Epic Weapon Focus (blade); Overwhelming Critical (blade)
Advancement: 39-48 HD (large); 49-55 HD (Huge); 56-70 HD (Gargantuan); 71-140 HD (Colossal)
Organization: Solitary, binary (pair), or command (2-5 anaxims and 5-12 iron golems)
Epic Level Handbook
Sonic Blast (Ex): As a standard action, an anaxim can emit a 60-foot cone of sonic energy that deals 20d6 points of sonic damage to all creatures that fail a Reflex save (DC 29); those that succeed take half damage.
Rend (Ex): If the anaxim hits with a spinning blade, the spinning blade slices particularly well. This attack automatically deals an additional 446+18 points of damage.
Spell-Like Abilities: At will - greater dispelling, displacement, improved invisibility, ethereal jaunt. Caster 7 level 22nd; save DC 15 + spell level.
Summon Iron Golem (Sp): An anaxim can summon an iron golem up to four times per day.
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.
Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.
Anaxims have a variety of attacks forms, including simple slam attacks, a special electricity touch attack, and their favored spinning blades. Foes at a distance of 10 feet or more are subject to spike projectiles, an electricity ray, or a sonic roar.
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.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).