Living Blasphemy (CR 13)
AC: 17 (-2 size, +2 Dex, +7 deflection), touch 17, flat-footed 15
Hit Dice: 13d10+39 (110 hp); DR: 10/magic
Fort +14, Ref +13, Will +13
Speed: 20 ft.
Space: 15 ft./10 ft.
Base Attack +9; Grapple +20
Attack: Slam +10 melee (1d8+4 plus spell effect)
Special Attacks/Actions: blasphemy, engulf
Abilities: Str 17, Dex 14, Con 17, Int -, Wis 14, Cha 17
Special Qualities: ooze traits; SR 23
Monster Manual III
Blasphemy (Su): a non-evil creature hit by a living blasphemy's slam attack or engulfed by the ooze suffers certain effects depending on how many hit dice it has, as shown in the table below.
Furthermore, a non-evil extraplanar creature struck or engulfed must succeed on a DC 20 will save with a -4 penalty or be banished to its home plane and unable to return for 24 hours. The save DC is charisma-based.
|3 or less||killed|
Dazed: the creature can take no actions for 1 round, though it defends itself normally.
Weakened: the creature's strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed: the creature is paralyzed and helpless for 1d10 minutes.
Killed: living creatures die. Undead are destroyed.
The effects are cumulative and concurrent.
Engulf (Ex): a living blasphemy can flow around creatures that fit within its space as a standard action. Cannot make a slam attack during a round in which the living blasphemy merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living blasphemy, but if they do so, they are not entitled to a saving throw.
Those who do not attempt attacks of opportunity must succeed on a DC 20 reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the ooze moves forward. Engulfed creatures are subject to the living blasphemy's spell effect each round on the living blasphemy's turn and are considered to be grappled and trapped within its body.
A living blasphemy attacks by slamming into prey with its body or engulfing foes.
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).