Much of the tower is mechanical with steam vents, cabling and metal woven into the organic appearances of the adversaries (minus Machine). This could allude to being made from the same power that built Kefka’s Tower, or the industrial power of the Gestahlian Empire that both created Kefka and which he destroyed.
Visage (CR 20)
XP 307,200
LE Large outsider (Archfiend, Boss, Native)
Init +16; Senses blindsense 120 ft.; Perception +27
Defense
AC 44, touch 30, flat-footed 32 (+14 natural, +10 deflection, +12 Dex, -2 size)
hp 1166 [1408] (22d12+440)
Fort +28, Ref +25, Will +25
DR 20/epic and good;
Immune ability damage, ability drain, bleed, burning, curse, daze, death, disease, drenched, earth, energy drain, frog, frozen, mind-affecting, mini, paralyzation, petrification, poison, sap, silence, sleep, slow, squalled, static, stop, stun, weighted;
Resist Ice 30, Water 30, Wind 30; SR 31
Weakness Fire
Offense
Speed –
Melee Bite +42 (4d8+33 plus Sap [DC 36 Fort])
Special Abilities Petrify, Reverse Polarity
Special Attacks Earthquake, Magnitude 8
Space 15 ft., Reach 15 ft.
Burst Mode Demonic Release
Statistics
Str 45, Dex 34, Con 40, Int 30, Wis 30, Cha 30
Base Atk +22; CMB +46; CMD 68
Feats Ability Focus (Magnitude 8), Ability Focus (Reverse Polarity), Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Natural Attack (Bite), Iron Will, Power Attack, Vital Strike
Skills Appraise +25, Bluff +31, Diplomacy +27, Disable Device +29, Heal +27, Intimidate +27, Knowledge (arcana, dungeoneering, history, local, nature, religion) +27, Knowledge (planes) +31, Perception +27, Sense Motive +31, Use Magic Device +27
Languages All
SQ Long Distance
Special Abilities [phase I]
Earthquake (Su)
As a standard action, Visage can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save (DC 36) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
Long Distance (Ex)
Whenever no one is within melee range, visage can shoot out beams from his mouth to his target within 120 ft. If he hits (+32 ranged), he will inflict 4d8+33 points of non-elemental damage. He can also use any of his abilities at a maximum of three times the normal range however that adds on one additional round to the cooldown.
Reverse Polarity (Su)
As a move action, Visage can reposition his opponents to suit his whims. All enemies within a 200 ft. radius must make a Will save (DC 33) or have their location swapped with any of their allies who also failed the save. This includes such tactical decisions as Visage choosing to put a fragile spellcaster in the air in place of their normally airborne friend, who is then grounded and must take the proper actions to take flight again while the aloft spellcaster falls to the ground. This is a teleportation effect, and none of the movement from the teleportation provokes attacks of opportunity.
Special Abilities [phase II]
Demonic Release (Su) [Begins Phase II]
Once below 50% health (704), This Burst Mode lets Visage break out of his chains, releasing his demonic powers. For a number of rounds equal to 1 + 1 round for every four HD, Visage and his two arms gain haste, protect III, and deals an extra 2d6 points of earth damage. If any of his arms were destroyed before this Visage gains hasteja, protect V, and deals an extra 4d6 points of earth damage. This limit break requires only a swift action to activate.
Magnitude 8 (Su) [Phase II]
Once every 1d3+1 rounds as a standard action, Visage can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make a successful Reflex save (DC 33) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Planes DC 31).
Petrify (Su) [Phase II]
As a standard action, Visage can focus its stony gaze upon a single target within 30 feet. The target receives the Petrification status effect (Fortitude save DC 31 to negate).
Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
Long Arm (CR 20)
XP 307,200
LE Large outsider (Archfiend, Boss, Native)
Init +9; Senses Blindsense 120 ft.; Perception +27
Defense
AC 29, touch 19, flat-footed 19 (+10 natural, +10 Dex, -1 size)
hp 902 [1144] (22d12+308)
Fort +26, Ref +23, Will +25
DR 20/epic and good;
Immune Ability Damage, Ability Drain, Bleed, Blind, Burning, Curse, Daze, Death, Disease, Drenched, Energy Drain, Frog, Frozen, Mini, Paralyzation, Poison, Sap, Silence, Sleep, Slow, Squalled, Static, Stop, Stun, Weighted;
Resist Earth 30, Fire 30, Lightning 30; SR 31
Weakness Wind
Offense
Speed –
Melee Slam +37 (3d6+24)
Special Attacks Red Claw, Shockwave
Space – Reach 15 ft.
Str 42, Dex 30, Con 36, Int 10, Wis 30, Cha 30
Base Atk +22; CMB +39; CMD 59 (cannot trip)
Feats Ability Focus (Shockwave), Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Natural Attack (Slam), Iron Will, Power Attack, Toughness, Vital Strike
Skills N/A
SQ Long Distance, Part of Visual
Statistics
Str 42, Dex 30, Con 36, Int 10, Wis 30, Cha 30
Base Atk +22; CMB +39; CMD 59 (cannot trip)
Feats Ability Focus (Shockwave), Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Natural Attack (Slam), Iron Will, Power Attack, Toughness, Vital Strike
Skills N/A
SQ Long Distance, Part of Visual
Special Abilities
Long Distance (Ex)
Whenever no one is within melee range, long arm can swing his fist releasing a power fist to his target within 120 ft. If he hits (+31 ranged), he will inflict 3d6+24 points of non-elemental damage. He can also use any of his abilities at a maximum of three times the normal range however that adds on one additional round to the cooldown.
Part of Visual (Ex)
Long arm can react on it’s own and has it’s own stats but uses Visual’s senses and skills. If Visual dies, it can continue to fight.
Red Claw (Ex)
Once every other round as a swift action, long arm can use his slam attack and drain all of the damage back to himself unless that target makes a Fortitude save (DC 34) which he only drains half as much.
Shockwave (Su)
Long arm can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect for 1d6 rounds, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 33) reduces damage by half, negates the status effect, and stops being pushed back.
Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Short Arm (CR 20)
XP 307,200
LE Large outsider (Archfiend, Boss, Native)
Init +11; Senses Blindsense 120 ft.; Perception +27
Defense
AC 29, touch 21, flat-footed 17 (+8 natural, +12 Dex, -1 size)
hp 726 [968] (22d12+220)
Fort +23, Ref +25, Will +25
DR 20/epic and good;
Immune Ability Damage, Ability Drain, Bleed, Blind, Burning, Confuse, Curse, Daze, Death, Disease, Drenched, Energy Drain, Frog, Frozen, Mini, Paralysis, Poison, Sleep, Squalled, Static, Stop, Stun, Weighted;
Resist Earth 30, Ice 30, Wind 30; SR 31
Weakness Water
Offense
Speed –
Melee Slam +41 (3d6+30)
Special Attacks Red Claw, Wind Shear
Space – Reach 10 ft.
Statistics
Str 50, Dex 34, Con 30, Int 10, Wis 30, Cha 30
Base Atk +22; CMB +43; CMD 65 (cannot trip)
Feats Blind-Fight, Cleave, Combat Reflexes, Cornugon Smash, Great Cleave, Improved Initiative, Improved Natural Attack (Slam), Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills N/A
SQ Long Distance, Part of Visual
Special Abilities
Long Distance (Ex)
Whenever no one is within melee range, short arm can swing his fist releasing a power fist to his target within 120 ft. If he hits (+33 ranged), he will inflict 3d6+30 points of non-elemental damage. He can also use any of his abilities at a maximum of three times the normal range however that adds on one additional round to the cooldown.
Part of Visual (Ex)
Short arm can react on it’s own and has it’s own stats but uses Visual’s senses and skills. If Visual dies, it can continue to fight.
Razor Gale (Ex)
Once every other round as a swift action, short arm can use his slam attack but inflicts 4d8+30 points of damage plus 2d8 points of wind damage.
Wind Shear (Su)
Once every 1d3+1 rounds, gathering the very air itself into knifing blades, Short arm then hurls them in the direction of his victims. As a standard action, Short arm can make a series of four ranged touch attacks within 100 feet, all of which deal 5d8 points of wind damage and 1d6 bleed damage that stacks with other sources of bleed damage. A successful Fortitude save (DC 31) negates the bleed damage.
Blue mages may learn this ability as an 8th-level spell (Knowledge: Arcana DC 31).