Uvuudaum (CR 27)
Large Outsider (Evil and Extraplanar)
Alignment: Usually neutral evil
Initiative: +14 (Dex); Senses: Blindsight 500 ft., Listen +55, and Spot +55
Languages: Telepathy 500 ft.
AC: 52 (+14 Dex, -1 size, +29 natural) touch 23, flat-footed 38
Hit Dice: 38d8+646 (817 hp); DR: 10/epic and good
Fort +40, Ref +41, Will +41
Speed: 80 ft., climb 40 ft.
Space: 10 ft./10 ft.
Base Attack +38; Grapple +56
Attack: Head spike +51 melee
Full Attack: Head spike +51 melee
Damage: Head spike 10d6+21/19-20 plus Wisdom drain
Special Attacks/Actions: Confusion aura, spell-like abilities, Wisdom drain
Abilities: Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46
Special Qualities: electricity resistance 30, fast healing 20, regeneration 5, SR 39
Feats: Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack; Epic Feats: Epic Reflexes, Improved Combat Reflexes, Spell Stowaway (time stop), Tenacious Magic (haste), Tenacious Magic (displacement), Tenacious Magic (stoneskin)
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, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59, history, local, religion, and the planes) +52
Advancement: As character class
Climate/Terrain: Any
Organization: Solitary, pair, or madness (3-6)
Treasure/Possessions: Standard
Source:
Epic Level Handbook
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 effect. Once it has successfully resisted, a subject remains immune to that uvuudaum's confusion aura for 24 hours.
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 blow flashes incomprehensible, obscene vistas into the subject's head, causing the Wisdom drain). 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. An opponent can avoid the Wisdom drain with a Fortitude save (DC 47).
Spell-Like Abilities: At will - confusion, dimension door, greater dispelling, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph self, shield, stoneskin, true strike, web; 3/day - chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, scrying, teleport without error, wall of force; 1/day - contingent resurrection, nailed to the sky, time duplicate, time stop. Caster level 27th; save DC 28 + spell level.
Regeneration (Ex): Uvuudaums take normal damage from holy weapons, cold, and fire.
Evil Subtype
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.