Uwee hee hee! What have we here? I’m warning you, I’m armed… Eight-armed, that is! Uwee hee hee!
CN Large Magical Beast (Aquatic, Boss)
Init: +10; Senses Darkvision 90 ft., low-light vision; Perception +24
AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, -1 size)
hp 620  (20d10+200)
Fort +22, Ref +18, Will +14
Absorb Water; Resist Ice 15;
Weakness fire, lightning
Speed 40 ft., Swim 60 ft., jet 250 ft.
Melee Bite +30 (1d8+10), 8 Tentacles +27 (1d8+5 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks Acid Droplet, Big Wave, Constrict (2d6+5), Electrocute, Frog Song, Lvl. 3 Confuse, Magnitude 8, Snowstorm, Octopus Ink
Burst Mode Tentacle Frenzy
Spells Known (SC CL 20h; Concentration +26)
1st (DC 17) – Blizzard, Fire, Protect, Shell, Water
2nd (DC 18) – Blizzard II, Fire II, Water II
3rd (DC 19) – Blizzara, Blizzard III, Fira, Fire III, Protect II, Shell II, Watera, Water III
4th (DC 20) – Blizzard IV, Fire IV, Water IV
5th (DC 21) – Blizzaga, Drain, Firaga, Protect III, Shell III, Waterga
6th (DC 22) – Confusion
Str 30, Dex 22, Con 30, Int 16, Wis 22, Cha 6
Base Atk +20; CMB +31 (+35 grapple); CMD 47 (can’t be tripped)
Feats Aquatic Spell, Combat Casting, Combat Reflexes, Improved Constriction, Improved Initiative, Improved Natural Attack (Tentacle), Iron Will, Multiattack, Power Attack, Weapon Focus (Tentacle)
Skills Acrobatics +29, Climb +33, Knowledge (local) +23, Perception +29, Swim +33
Languages Common, + three more
Tentacle Frenzy (Ex)
This Burst Break allows Ultros to gain an additional tentacle attack plus an additional tentacle attack for every four HD. These additional attacks do not require a full-attack action to use. This limit break lasts for a duration of 1 round + 1 round for every four HD. This limit break requires only a swift action.
Acid Droplet (Su)
Ultros can drench a single enemy with acid water within 30 feet for 4d6 points of water damage and is inflicted with the Poison status effect for 1d4 rounds unless they make a Fortitude save (DC 26) to negate the status effect. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Big Wave (Su)
Once every 1d4+1 rounds as a standard action, Ultros can unleash a burst of water. All creatures in a 50 ft. line that is 25 feet wide take 15d6 points of water damage and are knocked prone. A DC 26 Reflex save halves the damage and prevents those affected from being knocked prone. Those who fail the Reflex save must also make a DC 26 Fortitude save or begin drowning (they are knocked unconscious, are taken to -1 hit points on the following round, and one round after that, die). The drowning may be prevented by making a Heal check (DC 20) as a full-round action, or casting a spell or using an item upon the victim that lets them breathe underwater. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana DC 29).
Ultros charges himself up with electricity with varying effects. To determine the effect, roll a 1d10: 1 for Thunder, 2 to 4 for Thunder II, 5 to 6 for Defensive Shock, 7 to 8 for Elemental Touch (Lightning), 9 for Thundara, and 10 for Thunder III. The caster can decide who they want to target once they know the result and if they don’t like their result they can cancel the affect but must spend the MP cost and time spent on it. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Frog Song (Su)
Once every 1d2 rounds, Ultros will croak multiple times as if it were making a song towards one single target within 30 feet. That target must make a Fortitude save (DC 26) to negate the effect or be inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Ultros can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
Level 3 Confuse (Su)
Once every 1d4 rounds, Ultros whistles a tune of confusion towards all his enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 3 must make a Will save (DC 26) or are inflicted with the confuse status effect for 3d3 rounds. Blue mages may learn this ability as a 6th-level spell (Knowledge: Arcana DC 27).
Magnitude 8 (Su)
Once every 1d4+2 rounds, Ultros can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make a successful Reflex save (DC 26) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana DC 31).
Once every 1d4 rounds, Ultros can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line. Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4 rounds, a successful Reflex save (DC 26) reduces the damage by half and negates the status effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Octopus Ink (Ex)
Once every 1d4 rounds as a standard action, Ultros can shot out a blob of ink towards a target within 60 ft. If he hits (+25), the target takes 10d6 points of water damage and must make a Fort save (DC 30) or has the blind status effect for 1d6+6 rounds.