The weapon collecting, dimension hopping, self-proclaimed “legendary swordsman”. Although possessing the body of a fiend, he holds a strong sense of loyalty and compassion.
CN Medium Outsider (Boss, Extraplanar)
Init +13; Senses Darkvision 60 ft., low-light vision; Perception +44
AC 31, touch 12, flat-footed 29 (+11 armor, +2 Dex, +8 natural)
hp 1036  (28d10+364)
Fort +28, Ref +25, Will +20
Immune bleed, confuse, death effects, frog, mini, paralyze petrify, poison, silence, sleep, stop; Resist Wind 25, Water 25, Fire 25
Speed 20 ft.
Melee (Can only use 4 weapons at once at random per round) Bashosen +44 (1d10+13/19-20 plus dispel), Brotherhood +44 (1d8+13 plus 1d6 water damage/19-20 x3), Hardedge +44 (3d6+13/19-20 x2), Excalibur +44 (1d10+13 plus 1d6 holy damage/19-20 x2), Excalipoor +42 (1d1 x2), Masamune +44 (1d10+13/16-20 x2), Orichalcum +44 (1d4+13/16-20 x2 with slow status effect [Fort DC 33]), Revolver +43 (1d8+12/19-20 x2), Zantetsuken +44 (1d8+13/19-20 x2 with death status effect [Fort DC 33])
Ranged Perseus Bow +25 (1d10+16 plus 1d6 ice damage/x3)
Special Attacks Blitz, Cross Slash, Death Claw, Discord, Jump, Launch, Lilliputian Lyric, Pond’s Chorus, Rocket Punch, Time Slip, Vendetta, Wind Slash
Burst Mode Divider, Octo-Break
Spells Known (SC CL 28th; Concentration +37)
1st (DC 20) – Aero, Blast
2nd (DC 21) – Aero II, Blast II
3rd (DC 22) – Aera, Aero III, Battering Blast
4th (DC 23) – Aero IV
5th (DC 24) – Aeroga
6th (DC 25) – Tornado
Str 42, Dex 28, Con 34, Int 10, Wis 28, Cha 16
Base Atk +28; CMB +44; CMD 62
Feats Alertness, Cleave, Combat Patrol, Combat Reflexes, Greater Spell Focus (Wind), Improved Initiative, Iron Will, Multiweapon Fighting, Power Attack, Shrewd Tactician, Spell Focus (Wind), Stand Still, Toughness, Vital Attack
SQ Bring it On!
Combat Gear Bashosen, Brotherhood, Hardedge, Excalibur, Excalipoor, Masamune, Orichalcum, Perseus Bow, Revolver, Zantetsuken, +3 O-yoroi, X-Potion x2, Arrows x20 (All weapons disappear once he is defeated)
Once below 50% health, this Burst Mode makes Gilgamesh produce waves of powerful energy burst forth out of his primary weapon and collide with all enemies up to 60 feet away with a 10 ft.-radius burst that deals 24d6 points of weapon type damage and take the bonus effect for 1d6 rounds unless stated otherwise. A 36 DC save halves this damage and another 36 DC save negates the bonus effect assuming there is one. This is a Constitution-based save.
|Dice Roll||Primary Weapon||Type Dmg & Save||Bonus Effect & Save|
|1 or 2||Bashosen||Slashing (Reflex)||Greater Dispel Effect|
|3||Brotherhood||Water (Reflex)||Disabled (Fort) – 1d4 rounds|
|4||Hardedge||Slashing/Bludgeoning (Reflex)||Dazed (Fort) – 1 round|
|6||Excalipoor||1 Damage (No Save)||Nothing|
|7||Masasune||Shadow (Fort)||Bleed (Fort)|
|8||Orichalcum||Piercing (Reflex)||Slow (Will)|
|9||Revolver||Fire (Reflex)||Burning (Reflex)|
|10||Zantetsuken||Slashing (Reflex)||Death (Fort)|
This Burst Mode makes Gilgamesh attack with all nine weapons at once for a number of rounds equal to 1 + 1 round for every four HD. This limit break requires only a swift action to activate.
Once every 1d4+1 rounds as a full-round action, Gilgamesh can do a quick whirlwind hitting all enemies within his weapon range, he must roll per weapon used.
Bring it On! (Su)
1/day, as an immediate action once below 700 Hp, Gilgamesh will cast Bravery, Faith, Protect III, Shell III, and Haste on himself that lasts for 3d4+3 rounds. He requires 27 MP to use. Even if he doesn’t have the MP use, he will begin using 6 weapons at random per round at once instead of 4. This will begin Phase II.
Cross Slash (Ex) [Phase II only]
Once every 1d4+1 rounds as a standard action, Gilgamesh releases a 60-ft.-cone using his two primary weapons which he must successfully hit with each one. The table below shows what weapon does what.
Damage and Type
Death Claw (Su)
Gilgamesh can wrap his claws around its target squeezing the life from them. He must make a melee touch attack (+44), if he hits, he deals 14d6 points of non-elemental damage and they must make a Fortitude save (DC 33) or be inflicted with the Paralysis status for 1d4+1 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27). This is a wisdom-based save.
Gilgamesh unleashes sound waves of a special frequency that weaken his target. He must make a range touch attack (+33), if he hits, the subject gains 1d4 temporary negative levels. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from discord don’t last long enough to do so. Anyone who is immune to death is immune to this effect. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
Gilgamesh emits a bright flash around himself blinding all those within a 15-ft.-radius who did not succeed on a Will save (DC 33) for 1d6 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19). This is a wisdom-based save.
Once every 1d4+1 rounds as a standard action, Gilgamesh can send an opponent up in the air. He can throw a grabbed opponent with his weapon with a successful grapple check; once thrown, the opponent takes 3d6 points of falling damage and is prone.
Lilliputian Lyric (Su)
Gilgamesh whistles a mysterious tune towards his target within 30 ft. That target must make a Fortitude save (DC 33) or receives the Mini status effect. The target is shrunk to 10% of its total size, effectively becoming Fine size, gaining all the size bonuses and penalties but a miniaturize creature’s physical damage only does 10% of its total damage it can dish out. Spells are unaffected. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23). This is a wisdom-based save.
Pond’s Chorus (Su)
Gilgamesh will croak multiple times as if it were making a song towards affecting all those within 30 feet. That target must make a Fortitude save (DC 33) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27). This is a wisdom-based save.
Rocket Punch (Su) [Phase II only]
Once every 1d2+1 rounds, Gilgamesh shoots out a robotic fist towards a single target within 200 ft. The target must first make a Fortitude save (DC 33) or takes the effects of Gravity the spell then the target needs to be a Will save (DC 33) or is inflicted with the Confused status effect. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29). This is a wisdom-based save.
Time Slip (Su) [Phase II only]
Once every 1d2 rounds, Gilgamesh summons a clock rotating and engulfing his target into a deep slumber. The victim must make a Fortitude save (DC 33) or takes 5d4 years in a blink of an eye. They must also make a Will save (DC 33) or is inflicted with the Sleep status effect. This is a mind-affecting spell. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29). This is a wisdom-based save.
Vendetta (Ex) [Phase II only]
Once every 1d4+1 rounds as a swift action, Gilgamesh is set into guard mode which increases his shield AC by 2. He also can make a melee attack as an immediate action against an opponent who hits him with a melee attack, so long as the attacking creature is within his reach during that turn. Combat Patrol can be used with this.
Wind Slash (Su) [Phase II only]
Once every 1d2+1 rounds, Gilgamesh uses his swords to cause the wind to slice all those in a 60-ft.- cone. Creatures within the area of effect take 15d6 points of wind damage, a successful Reflex save (DC 33) reduces the damage by half. Blue mages may learn this ability as an 8th level spell (Knowledge: Planes DC 31).