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Uvuudaum

Hit Dice:38d8+646 (817 hp)
Initiative:+14 (Dex)
Speed:80 ft., climb 40 ft.
AC:52 (+14 Dex, –1 size, +29 natural)
Base Attack/Grapple:+38/+56
Attack:Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee
Full Attack:Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee
Space/Reach:10 ft./10 ft.
Special Attacks:Confusion aura, spell-like abilities, Wisdom drain
Special Qualities:Blindsight 500 ft., DR 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, SR 39
Saves:Fort +40, Ref +37, Will +41
Abilities:Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46
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, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59
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)
Climate/Terrain:Any
Organization:Solitary, pair, or madness (3–6)
Challenge Rating:27
Treasure:Standard
Alignment:Usually neutral evil
Advancement:As character class

Uvuudaums can speak telepathically to any creature within 500 feet that has a language.

A uvuudaum’s natural weapons are treated as epic and evil for the purpose of overcoming damage reduction.

COMBAT

Confusion Aura (Su): This ability operates continuously, as the confusionspell 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 the effect. Once it has successfully resisted, a subject remains immune to that uvuudaum’s confusion aura for 24 hours. The save DC is Charisma-based.

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 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. Thesse temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom drain with a Fortitude save (DC 47). The save DC is Charisma-based.

**Spell-Like Abilities:**At will—*confusion, dimension door, greater dispel magic, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true strike, web;*3/day—*chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, scrying, greater teleport, wall of force;*1/day—contingent resurrection, nailed to the sky, time duplicate(epic spells), *time stop.*Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based.

Regeneration (Ex): Uvuudaums take normal damage from holy weapons, cold, and fire.