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|This material is published under the OGL|
|Size/Type:||Large Outsider (Evil, Extraplanar)|
|Hit Dice:||38d8+646 (817 hp hp)|
|Speed:||80 ft., climb 40 ft.|
|Armor Class:||52 (+14 Dex, –1 size, +29 natural), touch , flat-footed|
|Attack:||Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee|
|Full Attack:||Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Confusion aura, spell-like abilities, Wisdom drain|
|Special Qualities:||Blindsight 500 ft., DR 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, SR 39|
|Saves:||Fort +40, Ref +37, Will +41|
|Abilities:||Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46|
|Skills:||Balance +18, Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69, Knowledge (arcana, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59|
|Feats:||Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack|
|Organization:||Solitary, pair, or madness (3–6)|
|Alignment:||Usually neutral evil|
|Advancement:||As character class|
Uvuudaums can speak telepathically to any creature within 500 feet that has a language.
Confusion Aura (Su): This ability operates continuously, as the confusion spell but with a 30-foot radius. Potential victims can make a Will save (DC 47) to resist confusion. Those affected by the aura can make a new save every 4 rounds to throw off the effect. Once it has successfully resisted, a subject remains immune to that uvuudaum’s confusion aura for 24 hours. The save DC is Charisma-based.
Wisdom Drain (Su): This effect permanently reduces a living opponent’s Wisdom score by 2d4 points when the creature hits with its head spike, or twice that amount on a critical hit. The creature regains 5 lost hit points (or 10 on a critical hit ) whenever it drains Wisdom, gaining any excess hit points as temporary hit points. Thesse temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom drain with a fortitude save (DC 47). The save DC is Charisma-based.
Spell-Like At will—confusion, dimension door, greater dispell magic, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true strike, web; 3/day—chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, greater scrying, teleport, wall of force; 1/day—contingent resurrection, nailed to the sky, time duplicate (epic spells), time stop. Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based.