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Bismarck, Ruler of the Sky

Ruler of the clouds, worshiped by the Vanu Vanu. Folklore tells of a legendary white whale said to swim in the Sea of Clouds as if they were the waters of the Rhotano. According to Vanu legend, however, Bismarck led their ancestors to the floating islands. With waves of fury he purges his domain of those who would do his followers harm.

Bismarck, Ruler of the Sky (CR 15)

XP 51,200
TN Gargantuan Magical Beast (Boss, Extraplanar, Primal, Water, Wind)
Init +5; Senses Darkvision 60 ft.; Perception +35

DEFENSE

AC 27, touch 7; flat-footed 26 (-4 size, +1 dex, +20 natural)
hp 861 [1092] (21d12+294)
Fort +25, Ref +13, Will +17
DR 10/-; Immune Water, Sunder, Petrify, Stop, Sleep, Immobilize, Death, Doom; Resist Dark 15, Holy 15, Wind 20, Earth 5, Fire 5; SR 30; Strong Earth, Fire
Weakness Lightning

OFFENSE

Speed 50 ft., Fly 120 ft. (poor), Swim 100 ft.
Melee Bite +24 (4d6+10 plus grab and 1d6 water damage) or Slam +24 (3d6+7 plus 1d6 water damage), Tail Slap +19 (2d8+3 plus grab and 1d4 wind damage)
Space 20 ft.; Reach 20 ft. (30 ft. with bite and tail slap)
Special Attacks Aerial Rush, Battering Ram, Breach Blast, Exploding Bubbles, Foam Breath, Sea Song, Sky Dive, Tail Dive

STATISTICS

Str 25, Dex 12, Con 36, Int 20, Wis 20, Cha 20
Base Atk +21; CMB +32; CMD 43 (47 vs. trip)
Feats Awesome Blow, Awesome Charge, Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Attack (Bite), Power Attack, Quick Bull Rush, Rebuffing Reduction, Toughness, Vital Strike
Skills Acrobatics +20, Climb +26, Diplomacy +21, Fly +11, Intimidate +21, Knowledge (Nature) +21, Perception +25, Sense Motive +21, Stealth +8, Swim +27
SQ Does not Eat, Does not Sleep
Languages Aquan, Auran, Common, Vanu Vanu and 7 others

SPECIAL ABILITIES (Phase I}

Aerial Rush (Su)

Once every 1d6 rounds as a full-round action, Bismarck releases an assault of slams. Bismarck attacks five times with his slam attack plus 1d4 points of wind damage per slam with a -5 penalty each.

Phase 2 reduces the cooldown to 1d4 rounds

Phase 3 removes the cooldown and makes it a standard action.

Battering Ram (Ex)

Once 1d4-1 rounds as a standard action, Bismarck charges his opponent with his slam attack, if he hits, the target is subjected to a bull rush attempt and make a Reflex save (DC 27) or become staggered for 1d4+1 rounds. The save DC is Strength-based.

Phase 2 makes this a swift action and removes the cooldown.

Breach Blast (Su)

Once under 60% health, as a standard action, Bismarck summons a massive wave of bubbles, washing away nearby foes. Enemies within 60 ft. from Bismarck take 15d6 points of damage (half wind/water) and must make a Reflex Save (DC 25) for half damage. Sky Dive will follow right after this on the following round.

Sea Song (Su)

3/day, Bismarck lets loose an aquatic hymn that affects allies within 30 feet. Affected creatures gain a morale bonus to Armor Class equal to 5 for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).

Phase 2 regains Bismarck’s uses.

Sky Dive (Ex)

This begins phase 2: After using Breach Blast and as a full-round action, Bismarck will fly into sky and dive bomb the ground below. Anyone within the 100 ft.-radius takes 10d8 points of wind damage and anyone within the 80 ft.-radius must make a bull rush attempt or be knocked back 20 feet. Anyone within the 50 ft.-radius must do the same but are knocked back 60 feet if they fail. Anyone within the 20 ft.-radius must do the same but are knock back 100 feet if they fail.

Tail Dive (Ex)

As a standard action, Bismarck adds a dive to his tail slap attack. He makes a tail slap attack at a -5 penalty that deals double damage.

Phase 2 makes this a swift action at -3 penalty.

Tidal Charge (Ex)

As a full-round action, Bismarck charges in a 50-ft.-line, causing damage to foes in the line of effect. All creatures in the area of effect take damage equal to triple Bismarck’s slam damage and are knocked prone unless they make a successful Reflex save (DC 33).

Phase 3 makes this a standard action.

SPECIAL ABILITIES (Phase II}

Exploding Bubbles (Su) [Phase II]

During phase 2, as a standard action once every 1d3+1 rounds, Bismarck breathes out exploding bubbles within a 15-ft. cone that does 15d6 points of damage (half water/half wind) and are knocked prone. A successful Reflex save (DC 33) reduces the damage by half and are not knocked prone. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27). This save DC is Constitution-based.

Phase 3 reduces the cooldown to 1d2+1.

SPECIAL ABILITIES (Phase II}

Foam Breath (Su) [Phase III only]

This begins phase 3: Once below 30% health and as a full-round action, Bismarck channels a beam of super fast bubbles. The breath weapon deals 15d8 points of damage (half water/half wind) in a 60-ft.-line, 10 feet wide. Creatures in the area of effect must make a Reflex save (DC 25) for half damage.