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Neo Bahamut, the Hallowed Father

This Eidolon surpasses Bahamut in strength, sturdiness, and speed. In addition, Neo Bahamut’s Giga Flare is exponentially more powerful than the Mega Flare of its predecessor. Even its relatively short summoning period can be overlooked in light of its outstanding performance in the field. Neo Bahamut’s only true flaw is the extremely limited number of covenants. With fewer than ten of these Eidolons at their behest, Sorcery keeps their Neo Bahamut fleet under lock and key, temporarily lending them out to the dominion legions only on very rare occasions.

Neo Bahamut, the Hallowed Father (CR 30)

XP 9,830,400
LG Colossal Dragon (Boss, Extraplanar, Primal)
Init +15; Senses Dragon senses, true seeing; Perception +53

DEFENSE

AC 52, touch 22; flat-footed 42 (-8 size, +10 dex, +30 natural, +10 deflect)
hp 1890 [2352] (42d12+672); fast healing 25
mp 213
Fort +38, Ref +33, Will +36
Defensive Abilities freedom of movement, improved evasion; DR 20/-; Immune Ability Damage, Ability Drain, Blind, Death, Doom, Nauseated, Paralysis, Poison, Petrify, Sickening, Sleep, Slow, Stop, Stun; Resist Wind 40, Earth 40, Ice 40, Fire 40, Lightning 40, Water 40, Holy 25, Dark 25, Non-elemental 25; SR 45

OFFENSE

Speed 70 ft., Fly 280 ft. (Clumsy)
Melee Bite +53 (6d6+28/19-20), 2 Claws +53 (4d6+19/19-20), 2 Wings +51 (3d6+9/19-20), Tail Slap +51 (4d8+19)
Space 30 ft.; Reach 20 ft. (30 ft. with Bite)
Special Attacks Breath Weapon (70-ft. Cone, 24d10 non-elemental damage, Reflex DC 46 half, usuable every 1d4 rounds), Crush (large creatures, DC 46, 4d8+28), Dragon Fang, Greater Impulse, Megaflare, Tail Sweep (medium creatures, DC 46, 4d6+28), Wind Slash

STATISTICS

Str 48, Dex 30, Con 40, Int 24, Wis 36, Cha 26
Base Atk +42; CMB +69; CMD 89 (93 vs Trip)
Feats All-Consuming Swing, Cleave, Cleaving Finish, Critical Focus, Combat Reflexes, Devastating Strike, Great Cleave, Flyby Attack, Hover, Improved Cleaving Finish, Improved Critical (Bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Staggering Critical, Stand Still, Stunning Critical, Toughness, Vital Strike, Wingover
Skills Appraise +52, Bluff +52, Climb +64, Diplomacy +52, Fly +39, Heal +53, Intimidate +52, Knowledge (Arcana) +52, Knowledge (Planes) +52, Perception +53, Sense Motive +53, Survival +53, Use Magic Device +52
SQ Does not Breathe, Does not Sleep
Languages Common, Draconic, and 6 others

SPECIAL ABILITIES

Dragon Fang (Ex)

Once every 1d4+1 rounds, as a standard action, Neo Bahamut does a vicious bite at (+48), if he hits his opponent, he does 14d8 points of slashing/piercing damage.

Flare II (Sp)

As a standard action, Neo Bahamut casts Flare II (20d8 fire damage) as the 8th level black mage spell (DC 39). This is a spell-like ability and consumes 8 MP. The save DC is charisma-based.

Freedom of Movement (Su)

Neo Bahamut is constantly protected by freedom of movement, as per the spell.

Greater Impulse (Su)

Once every 1d2+1 rounds as a swift action, Neo Bahamut releases a blast of energy at his foe. He can make a ranged touch attack (+39), hitting a foe up to 90 feet away. The subject takes 12d6 points of non-elemental damage.

Improved Evasion (Ex)

Neo Bahamut still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon, but henceforth he takes only half damage on a failed save. A helpless Neo Bahamut (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Megaflare (Su)

Once every 1d4+2 rounds as a standard action, Neo Bahamut breathes a quick intense energy from his jaws, blasting all enemies in a 80-ft.-cone. Enemies within the area of effect take 22d12 points of non-elemental damage, with a Reflex save DC 39 for half damage. The save DC is charisma-based.

True Seeing (Su)

Neo Bahamut continuously uses this ability, as the spell.

Wind Slash (Su)

Once every other round as a standard action, Neo Bahamut uses his wings 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 39) reduces the damage by half. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31). The save DC is charisma-based.

SPECIAL ABILITIES (PHASE II)

Barrier Shift (Ex) [Begins Phase II]

Once below 80% health (1881 hp) and every other round after as a free action, Neo Bahamut can change it’s effects below by rolling 1d8:

Table: Barrier Shift

DiceAbsorbWeaknessStrongColor Glow
1FireWaterIceRed
2IceFireWindTeal
3LightningEarthWaterYellow
4WindIceEarthGreen
5EarthWindLightningBrown
6WaterLightningFireBlue
7HolyShadow-White
8ShadowHoly-Black

Energy Orb [Phase II]

Whenever Neo Bahamut is struck with an attack that he can absorb from Barrier Shift, he summons an energy Orb up to 3 max. Each orb is immune to any damage and shoots out a shot of light per round assuming it hits (+46 range attack bonus), increasing their damage per round til maxed out.

Orb Damage (Light Shoot)

Orb round

Orb Power Level

1d6 non-element damage

1st

10

3d6 non-element damage

2nd

25

5d6 non-element damage

3rd

40

8d6 non-element damage

4th

60

 

During Phase III, the Energy Orbs become vulnerable each with 250 hp, AC 30, touch 20; flat-footed 20 (+10 dex, +10 natural), resist 25 all, and immune to all bad status effects. All orbs must be destroyed at once or Neo Bahamut will absorb the remaining orbs as an immediate action. Depending on their Power Level, for each orb destroyed before being absorbed that orb deals that much damage back to Neo Bahamut.

SPECIAL ABILITIES (PHASE III)

Gigaflare (Su) [Begins Phase III]

Once below 50% health (1176 hp) as a full-round action, Neo Bahamut breathes out a super intense energy blast from his jaws, destroying all enemies in a 120-ft.-cone. Enemies within the area of effect take 25d12 points of non-elemental damage, with a Reflex save DC 39 for half damage. This effect ignores Evasion and by passes any damage reduction. The save DC is charisma-based.

Nightmare Gigaflare (Su) [Phase III]

Once read the table below and as a full-round action, Neo Bahamut breathes out a super dark intense energy blast from his jaws, destroying all enemies in a 120-ft.-cone. Enemies within the area of effect take 12d12 plus additional damage from absorb orbs (which stack) points of non-elemental damage, with a Reflex save DC 39 for half damage. This effect ignores Evasion and by passes any damage reduction. The save DC is wisdom-based.

Orbs Available

Cooldown

Additional Damage from Absorb Orbs

0

The following round and every other round after

0

1

Every 3 rounds

+1d12

2

Every 3 rounds

+2d12

3

Cannot be used

One orb must be destroyed first