Scion set by the gods to wield and manipulate the laws of this world, and with holy power lead mankind to order. Created in opposition to Fandaniel the Protector, scion of light. Desiring to bring order to all things, he joined with Ultima in her battle against the gods. He gave his body to the Thousand-Years War, and when his strength was spent, down into the burning inferno he fell. – KenjiGoombah
LN Large Outsider (Boss, Demon, Extraplanar, Earth, Fire, Primal)
Init +11; Senses Darkvision 60 ft., Tremorsense 240 ft.; Perception +27
AC 33, touch 12; flat-footed 30 (-1 size, +3 dex, +20 natural, +1 shield)
Hp 651  (21d12+189)
Fort +20, Ref +19, Will +15
Immune Earth, Fire;
Resist Dark 15, Ice 15, Holy 10, Lightning 20;
Weakness Wind, Water
Speed 40 ft.; Burrow 50 ft.
Melee +2 Earthen Flaming Scythes +28/+23/+18/+13 (2d6+14 plus 1d6 earth damage, 1d6 fire damage, 19-20/x4), +2 Earthen Flaming Scythes +28/+23 (2d6+14 plus 1d6 earth damage, 1d6 fire damage, 19-20/x4)
Space 10 ft.; Reach 10 ft.
Special Attack Gaia’s Wrath, Magma Geyser
Burst Mode Landwaster
Str 26, Dex 24, Con 26, Int 10, Wis 16, Cha 16
Base Atk +21; CMB +30; CMD 47
Feats Cleave, Combat Reflexes, Great Cleave, Improved Critical (Scythe), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Scythe)
Skills Appraise +24, Intimidate +31, Knowledge (geography) +24, Knowledge (planes) +24, Perception +27, Spellcraft +24
SQ Earthmover, Does not Eat, Does not Sleep, Oversized Two-Weapon Fighting
This Burst Mode lets Hashmal strengthen his scythes with the power of fire and earth. For a number of rounds equal to 1 + 1 for every four HD, he gains an additional 1d6 on his earth and fire damage. Additionally, his threat range is doubled. This limit break requires only a swift action to activate.
Once every 1d4 rounds as a standard action, Hashmal jumps into the air and slams the ground with his two scythes, and those caught within a 60 ft. radius take 14d6 points of earth and fire damage (7d6 each) and are inflicted with the Stun status effect for 1d4 rounds. A successful Reflex save (DC 28) halves damage and negates the status.
While Hashmal burrows beneath the ground, as a standard action, he can shake the very ground around him and beneath the feet of his foes thus making it difficult terrain within 60 ft. of his current location.
Once every 1d4+1 rounds, Hashmal can dig his scythes into the ground and cause an eruption of magma. Those caught within 30 ft of the radius of the geyser must take 8d6 points of fire damage and are inflicted with the Burning status effect. A successful Reflex save (DC 23) halves the damage and negates the status. Blue Mages may learn this ability as a 6th-level spell (Knowledge: Planes DC 27).
Hashmal is proficient with wielding immense weapons in one hand, and may wield a two-handed weapon appropriately sized for him in one hand. It is treated as a two-handed weapon when determining the effect of Power Attack, Strength bonus to damage, and the like, except that it is treated as a light one-handed weapon for purposes of two-weapon fighting.