Abomination, Phaethon (CR 34)
AC: 47 (-4 size, +7 Dex, +34 natural) touch 13, flat-footed 40
Hit Dice: 62d8+806 (1,362 hp); DR: 15/lawful and epic
Fort +48, Ref +42, Will +39
Speed: 120 ft., burrow 120 ft.
Space: 20 ft./10 ft.
Base Attack -; Grapple -
Attack: 8 pseudopod slams +83 melee
Damage: Slam 4d8+24 plus 2d6 fire damage
Special Attacks/Actions: Fiery touch, fiery overrun, spell-like abilities, improved grab, swallow whole, summon elder fire elemental
Abilities: Str 58, Dex 25, Con 36, Int 8, Wis 18, Cha 39
Special Qualities: Abomination traits, fire immunity, oozelike immunities, regeneration 25, fast healing 25, SR 46,
Feats: Alertness; Cleave; Great Cleave; Great Fortitude; Improved Initiative; Iron Will; Lightning Reflexes; Power Attack; Improved Sunder; Weapon Focus (slam)
Epic Feats: Epic Toughness (x3); Epic Weapon Focus (slam); Epic Will
Skills: Climb +51, Craft (metalworking) +29, Craft (stoneworking) +29, Hide -5, Knowledge (geography) +49, Move Silently +66, Search +59, Spot +66, and listen +66
Advancement: 63-80 HD (Gargantuan); 81-186 HD (Colossal)
Organization: Solitary, or in company of 1-10 elder fire elementals
Epic Level Handbook
Fiery Touch (Ex): Touching or being touched by a phaethon deals 2d6 points of fire damage.
Fiery Overrun (Ex): A foe who is successfully overrun by a phaethon is treated as if swallowed whole.
Improved Grab (Ex): If the phaethon hits with a pseudopod, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Phaethons can use improved grab on a Huge or smaller creature. The phaethon has the option to conduct the grapple normally, simply maintaining a pseudopod hold, or attempting to absorb the opponent by swallowing the foe whole. Each successful grapple check it makes during successive rounds automatically deals the damage listed for the pseudopod.
Swallow Whole (Ex): The phaethon can absorb opponents it holds with a second successful grapple check after a grab. The opponent must be Huge or smaller. Absorbed creatures take 20d6 points of fire damage and 10d6 points of bludgeoning damage each round they remain inside a phaethon. Victims must make a successful grapple check to "swim" free of the living magma of the phaethon.
Spell-Like Abilities: At will - fireball, fire storm, delayed blast fireball, flame strike, wall of fire; 1/day - scrying. Caster level 34th; save DC 24 + spell level.
Summon Elder Fire Elemental (Sp): Phaethons can summon up to ten elder fire elementals 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.
Oozelike Immunities (Ex): Immune to poison, sleep, paralysis, stunning, polymorphing, and mind-influencing effects; not subject to critical hits or flanking; blind.
Regeneration (Ex): Phaethons take normal damage from lawful weapons and cold-forged weapons, and double damage from cold or ice weapons.
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.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.