Abomination, Hecatoncheires (CR 57)

Huge Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +99 and Spot +99


AC: 70 (-2 size, +30 natural, +20 insight, +12 armor [+3 half plate])
Hit Dice: 52d8+572 (1,028 hp); DR: 20/good and epic and cold iron
Fort +39, Ref +30, Will +27
Speed: 100 ft.
Space: 15 ft./15 ft.
Base Attack -; Grapple -
Attack: 100 greatswords +71 melee; or 100 boulder +53 ranged
Damage: Greatsword 2d6+20/17-20; or boulder 2d8-20/19-20
Special Attacks/Actions: Superior multiweapon fighting, spell-like abilities, summon hecatoncheires
Abilities: Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 24
Special Qualities: Abomination traits, electricity immunity, regeneration 40, fast healing 50, SR 70,
Feats: Cleave; Combat Reflexes; Great Cleave; Improved Critical (greatsword); Improved Critical (boulder); Improved Initiative; Multidexterity; Multiweapon Fighting; Power Attack; Improved Sunder; Weapon Focus (greatsword); Weapon Focus (boulder)
Epic Feats: Epic Toughness (x2); Epic Weapon Focus (greatsword); Epic Weapon Focus (boulder); Superior Initiative; Multiweapon Rend
Skills: Climb +64, Diplomacy +13, Hide -12, Intimidate +40, Jump +64, Knowledge (history) +33, Listen +99, Search +100, Sense Motive +49, Spot +99, and Survival +49
Advancement: 53-58 HD (Huge); 59-70 HD (Gargantuan); 71-140 HD (Colossal)
Climate/Terrain: Any
Organization: Solitary or pair
Treasure/Possessions: Standard

Source: Epic Level Handbook

Superior Multiweapon Fighting (Ex): A hecatoncheires fights with a greatsword or a boulder in each hand. The hecatoncheires does not suffer an attack or damage penalty for attacking with one hundred weapons. However, the press of limbs prevents the creature from making iterative attacks with any of its arms, nor can it make more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a large creature in the same action (it can make all its attacks against a Huge or larger creature in one action).

Skills: A hecatoncheires' fifty heads give it a +50 racial bonus on listen, Spot, and Search checks.

Spell-Like Abilities: At will - greater magic weapon, fly, shield. Caster level 50th; save DC 17 + spell level.

Summon Hecatoncheires (Sp): A hecatoncheires can summon one other hecatoncheires once per day, though it is loath to do so because then it will be similarly obligated to answer its sibling's summoning. A summoned hecatoncheires cannot use its summoning power while "summoned."

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.

Regeneration (Ex): Hecatoncheires take normal damage from good weapons or weapons tempered with the blood of a deity.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Evil Subtype

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).

Extraplanar Subtype

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.