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King BombThis bomb is a larger version of itself and makes itself known to be king of the bombs. The king bomb will not self-destruct until it dies making many other bombs from its remains.

King Bomb (CR 12)

XP 19,200
CE Large Outsider (Bomb, Elemental, Extraplanar)
Init +10; Senses Darkvision 60 ft., low-light vision; Perception +16


AC 24, touch 16; flat-footed 17 (+6 Dex, +8 natural, +1 dodge, -1 size)
hp 184 [256] (16d10+96)
mp 48
Fort +10, Ref +16, Will +11
Defensive Light Fortification
Immune Element of its type, outsider traits except light fortification
Strong Forward element of its type
Weakness Opposite element of its type


Speed Fly 40 ft. (average)
Melee Bite +20 (2d8+7)
Special Attacks Annihilate
Spells Known (SC CL 16th; Concentration +20)

Earth Version
1st (DC 15) – stone
2nd (DC 16)  stone II
3rd (DC 17) – stonerastone III
4th (DC 18) – rock spikes

Fire Version
1st (DC 15) – fire
2nd (DC 16)  fire II
3rd (DC 17) – firafire III
4th (DC 18) – blaze spikes

Holy Version
1st (DC 15) – light
2nd (DC 16)  light II
3rd (DC 17) – lightralight III
4th (DC 18) – radiant spikes

Ice Version
1st (DC 15) – blizzard
2nd (DC 16)  blizzard II
3rd (DC 17) – blizzarablizzard III
4th (DC 18) – ice spikes

Lightning Version
1st (DC 15) – thunder
2nd (DC 16)  thunder II
3rd (DC 17) – thundarathunder III
4th (DC 18) – shock spikes

Non-elemental Version
1st (DC 15) – ruin
2nd (DC 16)  poison
3rd (DC 17) – bio
4th (DC 18) – poisongaruinra

Shadow Version
1st (DC 15) – dark
2nd (DC 16)  dark II
3rd (DC 17) – darkradark III
4th (DC 18) – umbral spikes

Water Version
1st (DC 15) – water
2nd (DC 16)  water II
3rd (DC 17) – watera,water III
4th (DC 18) – torrent spikes

Wind Version
1st (DC 15) – aero
2nd (DC 16)  aero II
3rd (DC 17) – aera,aero III
4th (DC 18) – gale spikes


Str 20, Dex 22, Con 20, Int 3, Wis 12, Cha 18
Base Atk +16; CMB +22; CMD 39
Feats Dodge, Improved Initiative, Improved Natural Attack (Bite), JukeMobility, SidestepSpring Attack, Toughness
Skills Fly +16, Perception +16, Survival +15
Language Infernal, Abyssal
SQ Float, Self-Destruct


Annihilate (Su)

Once every 1d3+1 rounds, the king bomb releases a powerful nuke ability within a 100 feet away. Creatures within the 30 foot area of effect take 15d8 points of fire damage (damage may vary on the type of elemental bomb) and are inflicted with the Burning status for 16 rounds. A successful Reflex save (DC 22) halves the damage and negates the status effect.

Float (Su)

A king bomb has the Float (always floating 5 feet into the air) status effect continuously unless unconscious or dead. This effect cannot be dispelled.

Self-Destruct (Su)

After the king bomb reaches 0 hit points or lower, it explodes as an immediate action, destroying itself and dealing 16d6 points of elemental type and physical (half & half) damage to everything within a 30-ft.-radius (Reflex save DC 22 for half dmg). After its own destruction it creates 1d6+1 T1 bombs in its place. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).