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The Light EmperorA golden robed figured surrounded by yellow clouds and bright lights extends his feathery wings outward. His golden crest above his wings shines brightly as he gazes down upon you with heavenly intent?

The Light Emperor (CR 21)

XP 409,600
LE Large outsider (Archfiend, BossExtraplanar)
Init +17; Senses blindsense 120 ft.; Perception +40

Defense

AC 43, touch 34, flat-footed 31 (+10 natural, +11 deflection, +13 Dex, -1 size)
hp 897 [1150] (23d12+299)
mp 263
Fort +26, Ref +26, Will +26
DR 15/epic and good and chaotic;
Immune Ability Damage, Ability Drain, Bleed, Blind, Burning, Curse, Daze, Death Effects, Disease, Drenched, Energy Drain, Frog, Frozen, Mind-affecting, Mini, Paralyze, Petrification/Statue, Poison, Sap, Silence, Shadow, Sleep, Slow, Squalled, Static, Stop, Stun, Weighted;
Resist All 60; SR 32

Offense

Speed 50 ft., climb 40 ft., fly (good) 100 ft.
Melee 2 Slams +39 (2d8+25 plus Drain), 4 Wings +34 (2d4+25 plus Drain)

Special Attacks Drain (half of the damage done returns to the caster), Dreary Cell, Starfall
Space 10 ft., Reach 10 ft.
Burst Mode Absolute Dominion
Spells Known (FC CL 23rd, concentration +36)

  • 0th (DC 23) – Alter Food, Alter Object, Daze, Elemental Orb, Grab, Ignite, Mending, Message
  • 1st (DC 24) – Aero, Blast, Engulf, Fire, Light, Ruin, Shield, Shocking Grasp, Spark, Thunder, Water
  • 2nd (DC 25) – Aero II, Blast II, Engulf II, Fire II, Light II, Spark II, Thunder II, Water II
  • 3rd (DC 26) – Aera, Aero III, Blast III, Dispel, Engulf III, Fira, Fire III, Light III, Lightra, Slow, Spark III, Thundara, Thunder III, Water III, Watera
  • 4th (DC 27) – Aero IV, Ball Lightning, Bestow Curse, Fire IV, Holy, Light IV, Ruinra, Thunder IV, Water IV
  • 5th (DC 28) – Aeroga, Avoid, Bright, Burn, Drown, Firaga, Fire Snake, Geyser, Lightga, Lightning Arc, Shock, Slice, Thundaga, Waterga
  • 6th (DC 29) – Burst, Chain Lightning, Contagious Flame, Flare, Flood, Greater Dispel, Holy II, Radiance, Rasp, Ruinga, Slowga, Tornado
  • 7th (DC 30) – Bright II, Burn II, Drown II, Shock II, Slice II
  • 8th (DC 31) – Burst II, Flood II, Glacier II, Greater Bestow Curse, Radiance II, Stormbolts, Tornado II
  • 9th (DC 32) – Ardor, Magi, Meteor, Saintly Beam, Slowja, Tsunami, Ultima
Statistics

Str 44, Dex 36, Con 36, Int 30, Wis 36, Cha 32
Base Atk +23; CMB +41; CMD 75
Feats Cleave, Empower Spell, Extend Spell, Extra MP, Flyby Attack, Hover, Improved Initiative, Intensify Spell, Maximize Spell, Power Attack, Quicken Spell, Vital Strike
Skills Appraise +37, Climb +41, Escape Artist +40, Fly +38, Knowledge (Arcana, Engineering, Geography, History, Local, Nobility, Religion) +34, Knowledge (Planes) +37, Perception +40, Sense Motive +40, Spellcraft +37, Stealth +36
Languages All
SQ Angelic Power, Elemental Attunement

Special Abilities

Angelic Power (Ex)

The Emperor’s natural attacks deal 1.5 times his Strength bonus (even though he has more than one attack) and gains a deflection base on his Charisma modifier. He also understands all languages.

Absolute Dominion [Starts Phase II]

Once below 50% hp (575), This Burst Mode lets the Emperor show complete dominion to all those within his presence. For a number of rounds equal to 1 + 1 round for every four HD, the Emperor has an angelic presence inflicting anyone within 120 ft-radius from him with the Charm status effect (DC 34) for 1 round however they must succeed the save every single round. He also gains 2d6 points of holy damage to his natural attacks and +2 save DC to his enfeebling spells. This limit break requires only a swift action to activate.

Dreary Cell (Su)

Once every 1d2+1 rounds as a standard action, the Emperor creates a spark of light in the ground that expands into a crest of energy and surrounds the opponent with exploding mines within 330 feet. The opponent must make a Will save (DC 32) or take 8d6 points of holy damage and be paralyzed for 23 rounds. Each round on its turn, the target may attempt a new Will saving throw (DC 32) to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cannot swim and may drown.

During Phase II, increase the damage to 10d6.

Blue mage may learn this ability as a 5th level spell (Knowledge: Planes DC 25).

Elemental Attunement (Su)

Whenever the Emperor is struck by a spell, he gains MP based off how much spell cost and gains a 10 resistance to that elemental type including non-elemental for the rest of the fight.

Starfall (Su)

Once every 1d4+1 rounds as a standard action, the Emperor summon four molten meteors into the sky to rain upon your enemies. He can direct each of the spheres within 30 feet of each other. Those within the area of effect take 10d6 points of damage (half in fire damage, the other half in holy damage), a Reflex save (DC 32) for half damage. Creatures hit with multiple meteors must make multiple Reflex saves.

During Phase II, reduce cooldown to 1d2+1 rounds.

ECOLOGY

Environment Heaven

Organization unique

Treasure none