This Bahamut-class Eidolon belongs exclusively to Dr. Arecia Al-Rashia—and, much like its owner, nearly everything about Bahamut Zero is shrouded in mystery. Not even high-ranking Sorcery officials are privy to details about this Eidolon. All that is known about this fantastic creature is that its abilities are on an entirely different level than those of the dominion’s other summoned warriors. In the Battle of Judecca, Dr. Al-Rashia summoned Bahamut Zero, who in turn came to Class Zero’s rescue and slayed the Azure Dragon l’Cie, Shinryu Celestia.
Bahamut Zero, the First Sire (CR 35)
XP 52,480,000
LG Colossal Dragon (Boss, Extraplanar, Primal)
Init +15; Senses Dragon senses, true seeing; Perception +66
DEFENSE
AC 56, touch 22; flat-footed 46 (-8 size, +10 dex, +34 natural, +10 deflect)
hp 2401 [2940] (49d12+882); fast healing 40
Fort +43, Ref +36, Will +41
Defensive Abilities freedom of movement, improved evasion;
DR 25/Epic;
Immune Ability Damage, Ability Drain, All Negative Status Effects except for Sap and Base Elemental Statuses like Burning; Resist Wind 50, Earth 50, Ice 50, Fire 50, Lightning 50, Water 50, Holy 30, Shadow 30, Non-elemental 30;
SR 50
OFFENSE
Speed 80 ft., Fly 320 ft. (Clumsy)
Melee Bite +62 (6d6+31/19-20), 2 Claws +62 (4d6+21/19-20), 2 Wings +60 (3d6+10/19-20), Tail Slap +60 (4d8+21)
Space 30 ft.; Reach 20 ft. (30 ft. with Bite)
Special Abilities Barrier Shift, Counterstrike Stance, Counter Magic Stance, Counter-cross Stance
Special Attacks Breath Weapon (70-ft. Cone, 24d10 non-elemental damage, Reflex DC 51 half, usuable every 1d4 rounds), Crush (large creatures, DC 51, 4d8+31), Dragon Fang, Gigiflare, Gigivolt, Glare, Greater Impulse, Megaflare, Tail Sweep (medium creatures, DC 51, 4d6+31), Teraflare, Wind Slash
STATISTICS
Str 52, Dex 30, Con 44, Int 24, Wis 40, Cha 30
Base Atk +49; CMB +68; CMD 98 (102 vs Trip)
Feats Alertness, All-Consuming Swing, Cleave, Cleaving Finish, Critical Focus, Combat Reflexes, Combat Reflexes, Devastating Strike, Great Cleave, Flyby Attack, Hover, Improved Cleaving Finish, Improved Critical (Bite), Improved Initiative, Improved Vital Strike, Mobility, Multiattack, Power Attack, Shrewd Tactician, Staggering Critical, Stand Still, Stunning Critical, Toughness, Vital Strike, Wingover
Skills Appraise +59, Bluff +61, Climb +73, Diplomacy +61, Fly +46, Heal +62, Intimidate +61, Knowledge (Arcana) +59, Knowledge (Planes) +59, Perception +66, Sense Motive +66, Survival +62, Use Magic Device +59
SQ Does not Breathe, Does not Sleep
Languages Common, Draconic, and 6 others
SPECIAL ABILITIES
Dragon Fang (Ex)
Once every 1d4+1 rounds, as a standard action, Bahamut Zero does a vicious bite at (+62), if he hits his opponent, he does 16d8 points of slashing/piercing damage.
Freedom of Movement (Su)
Bahamut Zero is constantly protected by freedom of movement, as per the spell.
Gigavolt (Su)
As a standard action, Bahamut Zero can charges up and shoots out a charged bolt towards its target or a 60-ft. radius of lightning centered shock wave from its self. The single target shot does 15d10 points of lightning damage or the radius blast does 10d10 points of lightning damage per target, a Reflex save for half damage (DC 44). A blue mage may learn this ability as an 8th level spell (Knowledge: Arcana DC 31). The save DC is charisma-based.
Glare (Su)
As a standard action, a Bahamut Zero may select a single target within 90 feet, who then takes 15d10 fire damage, dealing half damage to those normally immune to fire and treating fire resistance as if it was 10 points lower. They must then make a Reflex save (DC 44) for half damage. Blue mages can learn this ability as an 8th level spell (Knowledge: Arcana DC 31). The save DC is charisma-based.
Greater Impulse (Su)
Once every 1d2+1 rounds as a swift action, Bahamut Zero releases a blast of energy at his foe. He can make a ranged touch attack (+51), hitting a foe up to 90 feet away. The subject takes 12d6 points of non-elemental damage.
Improved Evasion (Ex)
Bahamut Zero still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon, but henceforth he takes only half damage on a failed save. A helpless Bahamut Zero (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
True Seeing (Su)
Bahamut Zero continuously uses this ability, as the spell.
Wind Slash (Su)
As a standard action, Bahamut Zero uses his wings to cause the wind to slice all those in a 60-ft.- cone. Creatures within the area of effect take 15d6 points of wind damage, a successful Reflex save (DC 44) reduces the damage by half. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31). The save DC is charisma-based.
SPECIAL ABILITIES (PHASE II)
Barrier Shift (Ex) [Phase II, III, and IV]
Every other round after as a free action, Bahamut Zero can change it’s effects below by rolling 1d8:
Table: Barrier Shift
Dice | Absorb | Weakness | Strong | Color Glow |
---|---|---|---|---|
1 | Fire | Water | Ice | Red |
2 | Ice | Fire | Wind | Teal |
3 | Lightning | Earth | Water | Yellow |
4 | Wind | Ice | Earth | Green |
5 | Earth | Wind | Lightning | Brown |
6 | Water | Lightning | Fire | Blue |
7 | Holy | Shadow | - | White |
8 | Shadow | Holy | - | Black |
During Phase III, he loses the color glow but the players know he has barrier shifted.
During Phase IV, he loses the weakness.
Counterstrike Stance (Su) [Phase II]
Bahamut Zero smiles and opens both of his claws as ready to pounce upon his opponent for phase II. He gains the ability to counter blows when attacked. During his action, he can designate two opponents and once per round, if those opponents attacks him he can immediately make an attack of opportunity making the elemental damage based on what he is currently absorbing. He can select a new opponent on any action. He can enter this stance as a Free-action at the end of his turn.
Megaflare (Su) [Begins Phase II]
Once below 80% health (2352 hp) as a standard action, Bahamut Zero breathes a quick intense energy from his jaws, blasting all enemies in a 80-ft.-cone. Enemies within the area of effect take 24d12 points of non-elemental damage, with a Reflex save DC 44 for half damage. The save DC is charisma-based.
SPECIAL ABILITIES (PHASE III)
Counter Magic Stance (Ex) [Phase III]
Bahamut Zero smiles and crosses his arms across his chest for phase III. Whenever he is hit by magic in this stance, the attacker takes 1d10 points of damage per spell level (based on what element he currently absorbs) that was cast at Bahamut. He can enter this stance as a Free-action at the end of his turn. This effect increases Greater Impulses damage to 16d6 points of elemental damage.
Gigaflare (Su) [Begins Phase III]
Once below 50% health (1176 hp) as a standard action, Bahamut Zero breathes out a super intense energy blast from his jaws, destroying all enemies in a 120-ft.-cone. Enemies within the area of effect take 24d12 points of non-elemental damage, with a Reflex save DC 44 for half damage. This effect ignores Evasion and by passes any damage reduction. The save DC is charisma-based.
SPECIAL ABILITIES (PHASE IV)
Counter-cross Stance (Su) [Phase IV]
Bahamut Zero smiles and opens one of his claws and crosses the other one on his chest as ready to pounce upon his opponent for phase IV. He gains the ability to counter blows when attacked. During his action, he can designate all opponents, if those opponents attacks him he can immediately make an attack of opportunity making the elemental damage based on what he is currently absorbing also whenever he is hit by magic in this stance, the attacker takes 1d10 points of damage per spell level (based on what element he currently absorbs) that was cast at Bahamut. He can enter this stance as a Free-action at the end of his turn. This effect increases Greater Impulses damage to 20d6 points of elemental damage.
Teraflare (Su) [Begins Phase IV]
Once below 30% health ( 882 hp) as a full-round action, Bahamut Zero breathes out a super massive intense energy blast from his jaws, disintegrating all enemies in a 150-ft.-cone. Enemies within the area of effect take 30d12 points of non-elemental damage, with a Reflex save DC 44 for half damage if this damage reduces the creature or object to 0 or fewer hit points, they’re entirely disintegrated even if they made their save. This effect ignores Evasion and by passes any damage reduction. The save DC is charisma-based.