The rotten, hulking frame of his true form having been exposed, the Elemental Archfiend of Earth howls out his lust for death.– Manly Man
AC 25, touch 18; flat-footed 20 (+7 natural, +4 deflection, +5 dex, -1 size)
hp 348  (12d12+96)
Fort +16, Ref +13, Will +15
DR 10/bludgeoning and magic; Immune channel, earth, undead traits; SR 22; Strong Lightning
Weakness Holy and Fire
Speed 40 ft.; Climb 30 ft.
Melee Bite +16 (2d6+17 plus 1d6 earth damage and Sap), 2 Claws +16 (2d8+17 plus 1d6 earth damage and Disease), 2 tentacles +14 (1d10+12 plus 1d6 earth damage and Curse)
Ranged necrotic feedback +16 (2d6 shadow damage, range 120 ft.)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks Bloodreaver, Curse, Shriek, Zombie Breath
Burst Mode Blighted Despot
Spells Known (FC CL 12th, Concentration +20)
0th (DC 18) – dark orb, detect magic, disrupt undead, message, penumbra, touch of fatigue, touch of lethargy, touch of torment
1st (DC 19) – bone armor, dark, detect undead, dread, enfeeblement, fear, summon undead I, undead touch, virulence
2nd (DC 20) – bone shield, dark II, death armor, death knell, false life, ghoul touch, lesser animate dead, spectral hand, summon undead II, wound
3rd (DC 21) – animate dead, dark III, darkra, dispel, halt undead, mass enfeeblement, pain, ray of exhaustion, summon undead III, vampiric touch, void aura
4th (DC 22) – bestow curse, boneshatter, burning blood, dark IV, dread spikes, enervation, greater false life, greater fear, raise, shadow projection, shadow step, slay living, summon undead IV, undead torch, woundra
5th (DC 23) – black spot, blight, blood boil, breath of life, darkga, drain, gloom, magic jar, painga, summon undead V, waves of fatigue, zombify
6th (DC 24) – abyss, anti-life shell, arise, aura of terror, circle of death, dread spikes II, eyebite, feeblemind, fleshshiver, greater dispel, rasp, ray of entropy, revive undead, spectral touch, summon undead VI, syphon, woundga
Str 28, Dex 21, Con -, Int 22, Wis 24, Cha 26
Base Atk +12; CMB +22; CMD 41
Feats Blind-Fight, Cleave, Critical Focus, Great Cleave, Multiattack, Improved Initiative, Power Attack (included in the statistics above), Toughness
Skills Acrobatics +20, Climb +32, Intimidate +20, Knowledge (arcana) +33, Knowledge (dungeoneering) +28, Knowledge (engineering) +22, Knowledge (geography) +28, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +28, Knowledge (nobility) +22, Knowledge (planes) +33, Knowledge (religion) +33, Perception +22, Stealth +19, Use Magic Device +23
SQ Grave Consequences, Necrotic feedback, Vindication
Blighted Despot (Su)
This Burst Mode empowers Scarmiglione Z to drag his enemies kicking and screaming to their graves. Upon activating this ability, he may select any number of enemies within 60 feet and inflict them with the Weighted status (no save). He may also relocate them to any point within the affected area he chooses and inflict them with the Immobilize status, so long as they are touching the ground upon reaching their destination; airborne creatures are brought to the ground, but do not take falling damage. A Will save (DC 10 + 1/2 HD + Charisma modifier) negates the relocation and the Immobilize status. In addition, for a number of rounds equal to 1 + 1 round for every four HD, Scarmiglione Z’s black aura ability triples in range, deals 8 points of shadow damage, deals 2d6 shadow damage whenever struck in melee, and any and all attacks Scarmiglione Z makes deal an additional 1d6 points of shadow damage.
Black Aura (Su)
All creatures within a 10 ft. radius of Scarmiglione Z take 2 points of shadow damage per round. When struck in melee, all adjacent creatures, as well as the one who struck him, take 1d6 shadow damage.
Scarmiglione Z can feast upon the essence of his enemies with but a touch. As a standard action, he makes a melee touch attack; if successful, the enemy takes 8d6 points of shadow damage, and he is healed as much. The target must also make a Fort save (DC 24), or be staggered for 1 round. If used on undead or creatures immune to shadow damage, it still functions, dealing non-elemental damage instead, and they must still roll a Fort save to negate the stagger effect. Blue Mages can learn this ability as a 6th-level spell (Knowledge: Religion DC 27).
Tentacles — injury; save Will DC 24; frequency 1/round for 1d6 rounds; effect unable to perform Limit Breaks; cure 1 save.
Scarmiglione Z can curse those around him in a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 22) or be inflicted with Curse status for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).
Claw — injury; save Fort DC 24; frequency 1/round for 1d4 rounds; effect prevents from receiving healing; cure 1 save.
Grave Consequences (Su)
When either creating or summoning undead creatures through a spell, Scarmiglione only spends a standard action to do so, if the spell normally takes longer to cast.
Necrotic Feedback (Su)
When Scarmiglione Z is struck by a ranged attack, he may, as a free action, respond with a ranged touch attack upon the one who attacked him. If it hits, the target takes 2d6 shadow damage.
Bite — injury; save Fort DC 24; frequency 1/round for 1d6 rounds; effect 2d4 non-elemental damage; cure 1 save.
Scarmiglione Z can give voice to an unsettling shriek. All creatures within a 30-foot spread of him must make a DC 20 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. Blue mages may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).
When Scarmiglione Z takes fire or holy damage, he may use his curse ability as a free action.
Zombie Breath (Su)
Scarmiglione Z can breathe out a nasty, foul breath in a 30-ft.-cone. Creatures within the area of effect must make a Fortitude save (DC 25) or be inflicted with Zombie. Blue mages may learn this ability as a 7th level spell (Knowledge: Religion DC 29).