This is it, the epitome of the Bomb families, this colossal monstrosity has a malicious smile and cascading color to its skin. Like the King Bomb, it does not self-destruct until death, releasing multiple King Bombs then. Having intelligence as well as speech, this bomb is actually able to be reasoned with, even if that reason is to not blow up. Due to the maelstrom of energies as well as powerful abilities, this MOAB possesses summoning abilities, if not in the normal sense. It is also capable of eating other bombs to increase longevity. Proceed with caution…lots and lots of caution..did I mention use caution? – Thorne
MOAB – Overlord Bomb (CR 20)
XP 307,200
N Colossal Outsider (Bomb, Elemental, Extraplanar) (Can be any neutral alignment)
Init +14; Senses Darkvision 60 ft., low-light vision; Perception +35
DEFENSE
AC 32, touch 12; flat-footed 22 (+10 Dex, +20 natural, -8 size)
hp 345 [480] (30d10+180)
mp 266
Fort +15, Ref +27, Will +22
Immune Outsider traits, Special
Resist Forward element of its type by 50%
Weakness Special
Special: Random Elemental Properties, roll 1d10 to decide the current element.
(1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow, 9 = non-elemental, 10 = DM Choice or reroll for multiple) Template Chart
OFFENSE
Speed Fly 50 ft. (perfect)
Melee Bite +37 (12d6+22 plus grab)
Spells Known (FC CL 20th; Concentration +30)
Spell List
STATISTICS
Str 40, Dex 30, Con 20, Int 30, Wis 20, Cha 20
Base Atk +30; CMB +53; CMD 73
Feats Awesome Blow, Awesome Charge, Cleave, Consume Essence, Demonic Momentum, Demonic Slaughter, Demonic Style, Great Cleave, Improved Awesome Blow, Improved Initiative, Improved Natural Attack (Bite), Painful Collision, Powerful Maneuvers, Snatch, Toughness
Skills Appraise +40, Bluff +35, Diplomacy +35, Fly +40, Intimidate +35, Knowledge: Arcana +40, Knowledge: Dungeoneering +40, Knowledge: History +40, Knowledge: Nature +40, Knowledge: Planes +40, Knowledge: Religion +40, Linguistics +40, Perception +35, Sense Motive +35, Spellcraft +40, Survival +35
Language Telepathy, Polyglot (As though had permanent Tongues in effect)
SQ Cannibalism, Fast Swallow, Float, Grab, Merge, Jack of all Trades, Leftover Summons, Oversized Maw, Powerful Charge, Prismatics, Self-Destruct, Swallow Whole
SPECIAL ABILITIES
Annihilate (Su)
The MOAB releases a powerful nuke ability within a 100 feet away. Creatures within the 30 foot area of effect take 15d8 points of fire damage (damage may vary on the type of elemental bomb) and are inflicted with the Burning status for 30 rounds. A successful Reflex save (DC 35) halves the damage and negates the status effect.
Cannibalism (Ex)
If a bomb is adjacent to the MOAB, the MOAB can cannibalize said bomb. Gaining MP equal to the HD of the bomb. Otherwise the MOAB can choose to gain HP equal to ½ HD. This can only occur every 1d6 rounds, unless Bomb matches MOAB’s current elemental state. Bombs will not willingly advance to the MOAB to be cannibalized, but will not fight if chosen to be eaten. Alternatively, instead of eating an adjacent bomb, the MOAB can force the bomb to activate self-destruct. This can only be activated every 1d6 rounds and only if the bomb in question is strong against the current MOAB’s state.
Fast Swallow (Ex)
The creature can swallow whole as a free action at any time during its turn, not just at the start of its turn.
Float (Su)
A MOAB has the Float (always floating 5 feet into the air) status effect continuously unless unconscious or dead. This effect cannot be dispelled.
Merge (Su)
When a king bomb of each element converges on the same area (i.e. adjacent to at least one other King Bomb), there is a chance (25% + 5% for each bomb concentrating [No other action taken]) to have them merge into a new MOAB. This can even happen with the kings created after a MOAB has self-destructed. Upon merging, deal 30d6 points of Prismatic and physical (half & half) damage to everything within a 60 ft.-radius (Reflex save DC 35 for half dmg). Failure to merge results in a 15ft-radius blast dealing 5d6 points of Prismatic and physical (half & half) damage. After failure, there is a 1d6 round cooldown before the chance can recur. There can be more than one MOAB in a general vicinity.
Jack-of-All-Trades (Ex)
The MOAB can use any skill, even if the skill normally requires him to be trained, considers all skills to be class skills and can take 10 on any skill check, even if it is not normally allowed. This is intrinsically due to the reasoning and knowledge gained through its lifetime.
Leftover Summons (Sp)
Everytime a MOAB uses an elemental,dark, or light spell, there is a chance to summon a bomb from the leftover energy. Depending on the level of spell, determines the tier of bomb summoned.
Oversized Maw (Ex)
The collection of membranous skin surrounding the jaw of this creature has led many to underestimate the powerful bite that certain creatures can deliver. If forced into melee combat battle or cornered, the creature will make use of its bite attack. The creature’s maw is immensely large, and this ability increases the damage dice of its bite attack as if it is two size categories larger.
Powerful Charge (Ex) (Variant)
When the MOAB uses the Awesome Charge attack, it can affect all creatures adjacent to it. This also allows the MOAB to apply any bonuses and penalties associated with bullrush to the Awesome Blow, including feats.
Prismatics (Sp)
The MOAB is able to channel the cascading cacophony of energy trapped within its body. These abilities cannot summon and will shut down Summons as well as the damage from Self-Destruct for 1d6 rounds. Each usable 3/day: Prismatic Spikes (Rank I version), Choco Omnishot. The MOAB can also grant blanket elemental, dark and light absorption in a 60ft radius to itself and all allies for 1d6 rounds.
Self-Destruct (Su)
After the boss bomb reaches 0 hit points or lower, it explodes as an immediate action, destroying itself and dealing 30d6 points of Prismatic and physical (half & half) damage to everything within a 60 ft.-radius (Reflex save DC 35 for half dmg). After its own destruction it creates 8 King Bombs (one of each element) in its place.
Swallow Whole (Ex)
If a creature with this special attack begins its turn with an opponent grappled in its mouth it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent must be at least one size category smaller than the swallowing creature. Being swallowed causes a creature to take 4d8 (4d6 non) element damage each round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 40 damage, or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is 20. If a swallowed creature cuts its way out, the MOAB heals the damage within 1d4 rounds. If the swallowed creature escapes the grapple, it ends up back in the attacker’s mouth, where it may be bitten or swallowed again.
Ecology
Environment: Any
Organization: Unique
Treasure: Special
The MOAB, a destructive engine and while some would think it is the genesis of the Bombs, it is actually the Omega of the line. No one quite knows what created the first MOAB, but the cosmos is happy only one exists.