Type: 15th Level Outsider (Aquatic, Native)
Size: Gargantuan
Speed: 20 ft., swim 60 ft.
Abilities: Str +13, Dex +0, Con +10, Int +7, Wis +4, Cha +5
Skills: Climb 18 (+31), Concentration 18 (+22), Escape Artist 18 (+18), Intimidate 18 (+23), Knowledge (supernatural) 18 (+25), Knowledge (history) 18 (+25), Knowledge (theology and philosophy) 18 (+25), Knowledge (earth sciences) 18 (+25), Notice 18 (+22), Search 18 (+25), Sense Motive 18 (+22), Stealth 18 (+6), Swim 18 (+31)
Feats: All-Out Attack, Awesome Blow, Cleave, Double Strike, Improved Grab, Iron Will, Powers(7)B
Traits: All-Around Vision, Breath of Madness, Constrict, Damage Reduction 6/cold iron and supernatural, Darkvision 120 ft., Energy Drain, Immunity to Death Effects, Immunity to Mind-Influencing Effects, Immunity to Other-Shaping, Immunity to Petrification, Powers (rank 21, Cha, save Difficulty 24, Corrupting Shadow, Dominate, Drain Vitality +26, Dreaming +26, Mind Touch +26, Suggestion, True Vision +26), Resistance to Acid 8 and Cold 8, Supernatural Resistance 26, Transdimensional Tentacles, Warp Dimensions
Combat: Attack +11 (+15 base, +0 Dex, -4 size), Damage +21 (bite) or +17 (grapple or tentacles), Defense Dodge/Parry +11/- (+15 base, -4 size, +0 Dex), Initiative +0
Saving Throws: Toughness +26 (+10 Con, +10 natural, +6 size), Fortitude +19 (+9 base, +10 Con), Reflex +9 (+9 base, +0 Dex), Will +15 (+9 base, +4 Wis, +2 feat)
All-Around Vision: The eyes at the tips of several of a Mother of Oblivion’s tentacles grant her a +8 racial bonus on Notice and Search checks.
Breath of Madness: A Mother of Oblivion can exhale a cloud of foul-smelling, narcotic breath: 60-foot cone, once per minute, 2 Wisdom damage and confusion for 3 rounds, Reflex DC 27 half Wisdom damage and no confusion. This breath is a mind-influencing poison effect. The save DC is Constitution-based.
Energy Drain: A Mother of Oblivion feeds on soul energy, draining life from her victims. Living creatures hit by a Mother of Oblivion’s bite attack are drained 2 points of Constitution and Wisdom unless they make a DC 22 Fortitude save. The save DC is Charisma-based. For each successful energy drain, the Mother of Oblivion gains an extra recovery check with a +5 bonus.
Transdimensional Tentacles: A Mother of Oblivion’s tentacles allow her to see into and infiltrate multiple planes at once. At all times, a Mother of Oblivion is cognizant of the plane she inhabits bodily and all coterminous planes—such as the Ethereal Plane and Plane of Shadow from the Material Plane. Not only is she aware of these planes and the creatures there, she can reach her tentacles through to attack. By worming her tentacles through the dimensions, a Mother of Oblivion can effectively reach through solid barriers into any area not protected by a dimensional lock or similar effect. While a Mother of Oblivion can attack and even grapple creatures on other planes, she cannot move creatures from one plane to another.
A tentacle can be severed by a successful sunder attack with a slashing weapon (see Sundering in Chapter Six of the True20 Adventure Roleplaying book). An opponent can strike at a tentacle from any position in which he could strike at the creature itself, because the tentacles writhe and whip about in combat. An opponent can ready an action to attempt to sunder a tentacle when the creature attacks him. A tentacle counts as a held object with a size of Huge. A tentacle has a Toughness bonus of +17. Reducing a tentacle to “disabled” or worse condition on the damage track effectively severs it. Losing a tentacle forces the creature to make a Toughness save DC 32.
Warp Dimensions: A Mother of Oblivion’s presence distorts the dimensions. Any creature that attempts to utilize a teleport effect within 300 feet of a Mother of Oblivion must make a DC 21 adept level check or the teleport effect fails to activate and the creature must make a DC 27 Fortitude save or be nauseated for 3 rounds. The save DC is Constitution-based.