A fell knight clad all in black, Odin roams paths long forgotten beneath the canopy of the Black Shroud. There are none now alive who know the truth of when or by whom this elder primal was first summoned into the world. Ever vigilant as he sits astride his mighty steed, Sleipnir, it is said that Odin is driven solely by the desire to do battle with worthy foes.
Odin, the Soul Reaper (CR 15)
LE Huge Outsider (Boss, Primal)
Init +11; Senses Darkvision 60 ft.; Perception +18
AC 35, touch 15; flat-footed 28 (-2 size, +10 armor, +7 dex, +10 natural)
hp 492  (21d12+110)
Fort +19, Ref +19, Will +14
DR 10/-; Immune Bind, Blind, Charm, Confuse, Paralyze, Sleep, Slow, Stun, Death effects; Resist Wind 10, Earth 10, Ice 10, Fire 10, Lightning 10, Shadow 10, Holy 10, Water 10; SR 26
Speed 60 ft.
Melee +1 Zantetsuken +28 (2d6+9/16-20 plus death), 2 Hooves +22 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with Zantetsuken)
Special Attacks Death (Death status effect, DC 25 Fort), Hall of Sorrow, Hall of Lead, Hall of Stone, Einherjar, Valknut, Sanngetall, Gagnrath, Gungnir, Shin-Zantetsuken
Str 26, Dex 24, Con 24, Int 10, Wis 14, Cha 20
Base Atk +21; CMB +31; CMD 48
Feats All-Consuming Swing, Bleeding Critical, Cleave, Cleaving Finish, Critical Focus (Scimitar), Great Cleave, Improved Cleaving Finish, Improved Initiative, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +23, Climb +24, Diplomacy +20, Escape Artist +22, Knowledge (Planes) +16, Perception +18, Ride +23, Sense Motive +18
SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep
Gear +1 Zantetsuken (+1 Long Sword: Keen and Vicious), Odin’s Plate (+1 Full Plate: Bolstering, Mirrored, Fortification [light] )
Languages Common and Undercommon
Once every 1d6 rounds, as a standard action, Odin releases shocking blades of darkness around himself within a 120-ft.-radius. Everyone in the radius takes 8d6 points of lightning damage and inflicting Bleed status effect for 1d12 rounds (2d6 bleeding damage per round). They must make a Fortitude save (DC 25) for half damage and negating the Bleed status effect.
Reacts to Gungnir on every other round as a swift action, the Gungnirs release a 30 ft.-line with a 10 ft.-radius blast wave. Each blast wave does 4d6 points of piercing damage. Anyone within a blast wave must make a Reflex save (DC 22) for half damage. The save DC is Wisdom-based.
3/day, Odin must wait two rounds after all three Gungnirs are destroyed to use again. Odin throws three lances into the air which land upon three of his foes within 120-ft. If they hit (+26) [critical hits included], they do 2d6+22 points of piecing damage each. When they land everyone within a 40-ft.-radius from them takes 8d6 points of non-element damage must make a Reflex save (DC 22) for half damage. The save DC is Wisdom-based. After they land, they summon Gungnirs in their spot with 50 Hp, AC 20 (touch 10, flat-footed 20). As long as one Gungnir is up everyone within a 300-ft.-radius of a Gungnir takes 1d8 non-elemental damage per round.
Hall of Lead (Su)
Once every 1d4 rounds, as a swift action, Odin drops down pillars of light upon three different opponents within 150-ft. from himself. These targets take 6d6 points of holy damage and inflicting Slow status effect for 1d8 rounds. They must make a Fortitude save (DC 25) for half damage and negating the Slow status effect.
Hall of Sorrow (Su)
Once every 1d4+1 rounds, as a standard action, Odin releases a magical beam around himself with his blade hitting all within a 120-ft.-radius. Everyone in the radius takes 8d6 points of non-elemental damage must make a Reflex save (DC 25) for half damage.
Hall of Stone (Su)
Once every 1d4+1 rounds, as a swift action, Odin drops down five random 20-ft.-radius dark circles upon his opponents. The following round, these circles explode doing 10d6 points of shadow damage per circle and inflicting the Petrify status effect for 1d8 rounds. With each circle an opponent is within must make a Fortitude save (DC 25) per circle for half damage and negating the Petrify status effect.
Once every 1d4+4 rounds, as a standard action, Odin strikes with great power towards one opponent within melee range. If he hits (+27) [critical hits included], This attack does 12d8 points of slashing damage.
Once a day under 20% health (71 hp) or after 15 rounds, as a full-round action, Odin charges up during his first round then releases a deadly slash the following round killing all those whom attacked him unless their immune to death status effect then it does 15d8 points of slashing damage unless they make a Fortitude save (DC 25) for half damage.
Once every 1d6+2 rounds, Odin charges up for one full-round, then releases a powerful dark energy with a swift action the following round within 60-ft.-radius from himself. Everyone within the radius takes 15d8 points of (half shadow/non-elemental) damage must make a Reflex save (DC 25) for half damage.