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Chromantic Durgon <3 wrote:

Out of interest do we think the Oliphuant of Jandlee would give any of these builds more trouble?

The only other CR30 I know is Baba Yaga and she can prep every spell on the wizard and witch spell list and some cleric spells so running an encounter against her would be a bit complicated me thinks.

Yeah, that one looks pretty good. I've got another that would be cool to add as well. Honestly, I think I should fix the rolling rules a bit too. To make characters with crit builds viable, and so that the monsters' high crit range is meaningful as well.

Anyone have any thoughts on potential fixes?

Also, pumping damage without magic is a b*@%%. Aside from pumping dex and a few feats, there really isn't much. I have a character that can two round Ancalagon and Pazuzu without magic, but needs three rounds on Cthulhu. Three rounds is too long they'd hafta start a crazy chase with the Benny Hill theme in the background. He can out run the monster, but Cthulhu regenerates :/
Anyone think its gotta be weird for Cthulhu to see a human? They all die upon seeing him, so he really only gets to meet the super tough ones. Also the DC for his save or die is higher than any spell he can cast, poor guy.


A true deity such as Sarenrae is strongly associated with a particular alignment, rules over a plane, has several domains, and can grant divine magic to their followers.

A demigod is less powerful than a god, can grant divine magic to their followers, may rule over a plane, may be strongly associated with an alignment, and may have several domains.

Aroden gathered an army before he went into the abyss to kill the demon lord Ibdurengian. This seems to suggest that the power difference isn't as great as some seem to think. 100 peasants will not stop and might not slow down a well put together caster in the 10-20 range as the character goes for the other level five-ish character. Aroden isn't a caster, but he is a god and he did grant spells to people. I expect he had some kind of god-related HAX.

So is it a minor difference?

Can a strong enough demigod challenge a god, or will they just get stomped as a rule?


So a wizard has true sight up with permanency and Detect good. He doesn't have detect magic. Does he have any advantages dude to his magic over someone in an AMF?

What about if he has detect magic up?

Does AMF let you safely ignore typical magic traps without triggering them?


The Sideromancer wrote:
Not very relevant to the fight, but CHA 7 has a -2 mod, not -3.

Oh, neato. Thanks, I'll fix it.


I really love several of these builds. The gnome made my day. The archer swarm won't work within this setting, but 200+ archers is pretty cool. I made several mistakes in putting together this challenge, but I don't think I should change the original post. Sucks that the rules negate any crit-fishing build though.

I've got one!

Perfect Victor- The guy made of the discarded original body of a mage of mine by his cheeky friends. He's perfect because he never talks back. He's a mostly non-magical Savage technologist Barbarian.

His tactic is to shoot his enemies as much as possible really fast. He can scrape by taking tens, is non-mythic and has an 880.000 GP limit. Savage technologists, using modern weapons make extremely effective gunslingers as well. Really, they've got Dex to damage, improved dexterity, rage powers, high hit-points and they patch their saves pretty well too.

The Build:
Level 20 Human Savage Technologist Barbarian
HP 157 6.5*19 dice +20 Con +2 Favored Class +12 Dice for first level
Init +25 17 Dex +4 Improved Initiative +1 insight +2 Reactionary trait +1 Luck

STR 10 (0) 10 Base
DEX 44 (17) 20 base 5 Level 5 Inh 8 Morale 6 Enh
CON 12 (2) 12 Base
INT 10 (0) 10 Base
WIS 18 (4) 14 Base +4 Enh
CHA 7 (-2) 7 Base (Surprise)

The morale bonus is as high as it is due to superstitious granting +7 (2+1/4LV) and the human Favored class bonus granting +1/3 to superstitious taken 18 times
FORT + 33 12 (Class) 1 (luck) 13 (morale) 5 (resistance) 1 (Competence) 1 (Con)
REF + 43 6 (Class) 1 (luck) 13 (morale) 5 (resistance) 1 (Competence) 17 (Dex)
WILL + 30 6 (Class) 1 (luck) 13 (morale) 5 (resistance) 1 (Competence) 4 (wis)

Feats
1 Rapid Reload
1 Improved Init
3 Point Blank Shot
5 Precise Shot
7 Deadly Aim
9 Improved Precise Shot
11 Far Shot
13 Two Weapon Fighting
15 Improved Two Weapon Fighting
17 Greater Two Weapon Fighting
19 Hammer the Gap

Rage Powers
2 Superstition
4 Witch Hunter
6 Guarded Stance
8 Savage Intuition
10 Reckless Abandon
12 Surprise Accuracy
14 Sharpened Accuracy
16 Deadly Accuracy
18 Raging swimmer
20 Internal Fortitude

Magical and Technical Items

72 K Wirejack Tendons Mark III
137.5 K Tome of Dex +5
552 K one +10 and one +9 Gravity Pistol (Holy crap is that a nasty amount of gold) They are +4 Holy Speed and +5 Holy Speed Gravity Pistol's
5 K Cracked Dusty rose Prism
25 K Cloak of Resistance +5
20 K Stone of Good Luck
16 K Headband of Wisdom +4
33.6 Ring of Return
10 k Slippers, Quick Action (probably glamered or something, jeez)
8.9 K Left over

Damage per Shot Averages 50.5

4.5 Damage Dice
4.5 Magic Weapon (1/2 are 4 and 1/2 are 5)
7 Holy
12 Deadly Aim
17 Dex
6 Witch Hunter

To for the worst shot is 28
5 BAB
4 Magic Weapon
17 Dex
6 Reckless Abandon
-2 Rapid Shot
-2 Two Weapon Fighting

Number of shots is 10
4 Base
3 Two Weapon Fighting
2 For two Speed Weapons
1 For Rapid Shot

Average DPR is 505 assuming all shots hit

Vs Ancalagon:

PV isn't entirely sure why he must slay the dragon and Pazuzu, but orders are orders. He stoically whittles a piece of wood as he rides towards the dragon's desert temple. He sets a return point for his ring to the ship so as to speed up the process.

He's surprised by the convenient lack of traps as he walks through the dragon's home. He is also surprised do the size and majesty of his foe as he turns the corner. "You are truly a paragon of your race, a worth foe!" he shouts at the beast as he approaches. The dragon does not respond, noting his firearms, and uses his breathe weapon. PV did not expect to get within his range increment and is not at a disadvantage. Nontheless, he enters and rage due to the dragon's rudeness.

Initiative is rolled PV's Average init roll is 35 and Ancalagon's top is 32.

Ancalagon is between the first and second range increment. PV takes a -1 penalty to his To Hit rolls due to far shot. Modern Firearms resolve against touch within 5 range increments. The worst to hit for his attacks is 29 vs Ancalagon's touch AC of 5 after haste. Ten shots hit for all ten shots hit for 505 damage and Ancalagon drops. He teleports back to the ship. He helps the crew gather the treasure and socializes a bit.

Vs Pazuzu:
As the ship flies into Pazuzu's realm PV note's he's no method of inter-planar transport without the Victoria. HE resolves to protect the ship.

On entering the Cathedral he notices the abyss below him and marks the hallway with the Ring of Return. Pazuzu flies down to the other end of the hallway and begins to speak. Recognizing the fact that he is battling a demon lord he immediately opens fire. Pazuzu is not surprised and uses a wish to take twenty on his initiative due to knowledge of the rocket-tag nature of high level play (eh, I'd give a demon lord meta knowledge).

Pazuzu's init is 33 and PV's is 35.
Pazuzu's got the highest touch AC at 38, but PV hits on a 9 within 30 feet. Pazuzu takes 505 damage and uses Mythic Time Stop. I don't see any buffs for he can cast which are not constant. Reshaping the environment for a kill is his best bet. Pazuzu could put him in an adamantium box and fill it with lava, but he couldn't then dispel magic on the human (Who would take 20D6 and teleport out with the ring unbeknownst to Pazuzu (I think your items get your saves, so none of his would be damaged by virtue of weird mechanics)). Pazuzu decides to put one tone of lava 200 feet above the human and casts greater dispel magic on him as time returns to normal. I believe this is 40D6 damage (20 for a colossal falling object falling 150+ feet and 20 for being submerged in lava). I wouldn't know if a ref save to jump of the hallway applies, but, since I don't know, he won't get one.This deals 140 damage. Thank god death from massive damage is out in pathfinder. Anyway it would splash everywhere after falling that distance so the second round is just exposure damage or an average of 7 per round. It fell directly on him so I doubt he'd move anywhere but down. He can stand in it for 3 more rounds. Pazuzu is horrified when he stands up (free action with slippers) and shoots him for another 505. Pazuzu dies (he wouldn't if I knew what his regen was). PV picks up the gun and runs off from where the lava was. He had two rounds, so I figure he can get away. Above average damage rolls for the lava would have killed him, but I could buy 20 more hitpoints with a belt of con+2 for 4-ish K.

Vs Cthulhu:
PV is very disappointed with himself over how the ship crashed. It's made worse when is the crew dies due to the Maddening Presence of a monster. He barely passes his save on a 40 and they roll for initiative. Cthulhu has two choices with his wish: make PV reroll his will save or take 20 on his initiative. This'll assume he does the more advantageous thing and take 20 on his initiative. PV's spell eater ability gives him a reroll, so he and Cthulhu's rolls would cancel each other out. They both have 35 init so they reroll and PV will win 35 to 25. Cthulhu's non-euclidian ability is a pain, but either precise shot or surprise accuracy should apply and drop it to 20%. I'll say that knocks of 20% of his damage for convenience. Cthulhu takes 404 damage, since his AC is worse than Pazuzu's. Cthulhu struts over and easily puts PV in a grapple. PV teleports back to the ship using his ring. Cthulhu regains 30 HP and is at 400. Cthulhu looks at the barbarian, identifies him as such and targets his will save with a spell. Feeblemind is his best, but PV'll pass(this is the same with any spell he casts, whatever it targets). PV'll gain Cthulhu's CR (30) in temp hitpoints. PV's turn, and he'll shoot Cthulhu for 404. He'll fail the save vs the cloud and be nauseated for 6 (average rounded up) rounds. PV's back on the ship and thus out of range. He'll reload and watch the cloud for a bit. Cthulhu is scary. When Cthulhu come's back, he'll be staggered for aabout 7 rounds. Because of that Melee and/or grappling will be highly ineffective and PV'll kill him again.

Okay guys, let me know if I goofed. If you spot a way I could improve on the build, that would be cool too.

EDIT Bad word choice
EDIT 2 Sideromancer pointed out a problem with my Cha Mod, it has been fixed


Chromantic Durgon <3 wrote:

I don't have time to post the build but a mythic sorcerer with magical lineage chain lightning built for blasting can achieve a DC 46 chain lightning with spell pen of 48 doing something around 1400 on a failed save with quicken spell.

The relevant stuff is perfect spell, magical lineage, mythic empower spell, mythic maximize spell, channel power, quicken spell, draconic bloodline, blood havoc, mythic chain lightning, energy conversion, mythic spell focus and mythic spell pen.

Cthulhu fails his save even rolling 15 and dies

To kill Pazuz he'd have to use the mythic path ability to change the element of the spell, then if he takes 15 it takes two rounds to kill him. Taking 10 it takes 1

For the dragon you mages disjunction (don't target him target anything within 80ft of him and strip his contingencies off him, can't spell turn an AOE). Then kill him in one round. With a rod of quicken greater this can be done in one round.

All this can be done from 800ft away with mind blank greater invis.

In fact you could bunch em all up said character can kill all three in 2 rounds if he makes his spell do acid damage.

Wizard might be able to do the same, I've never bothered to check.

Jeez, that's scary stuff. Thanks for reading the encounter bit XD


Nord wrote:
lvl 20 Hardcore Bomb Alchemist would win initiative against Ancalagon and drop him in one turn due to cold weakness and pitiful touch AC. Pazuzu and Cthulhu is trickier to calculate due to high touch AC but since we roll higher on initiative they are at least flatfooted on the first round and all force bombs should go in, dealing ~60% of their hitpoints. What happens next it's hard to determine since both creatures have Wish and other nasty abilities but if they don't cure the lingering damage from the bombs they die at the start of next turn from nearly 1000 in total.

The capital M after the 12 in the dragon's entry means it can take 20 on its roll. So to beat it your initiative needs to be greater than 32 (+1 from haste contingency) on a 5, 10, or 15. I'm sure it's possible, but it would perhaps detract from your character's offensive potential.

Cthulhu needs to be killed twice, so he likely has 4 rounds plus wish. Honestly, I don't think the spell-mimicking part of wish should include meta-magic or anything else similar to a feat or class feature. I could see a wind-based spell being anyone's first attempt to counter a bomb throwing alchemist, but my Int can probably be divided into theirs. I'm sure Cthulhu, at least, would try and target your bomb stuff somehow.


andreww wrote:
Ice Cream Golem wrote:

Hardcore

non-mythic
880.000 gp cap
Doesn't include module and region-specific character options

Normal
MR 10
1.100.000 gp
Any paizo-published player option is available

How is crafting accounted for?

Quote:
Per fight you may elect to take 5, 10, 15 for your die rolls for that fight. The enemy takes 15 if you take 5, 10 if you take 10, and so on. Abilities that allow you to re-roll improves any roll it would apply to by 5 in your favor.

Isn't this the wrong way around? If I make my life much harder (by taking 5) the opponents becomes much easier (by takin 15)?

On the first point you can sell items for half their value, and craft them for the same. I think it would just give you half off the items you made yourself.

On the second point it is very intentional. I should think it would stress test some of the builds. If you don't want to, you don't need to put yourself at a disadvantage.


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Vidmaster7 wrote:
At this point I don't think AM BARBARIAN is restricted to numbers.

You've got a point there.


Lady-J wrote:

Per fight you may elect to take 5, 10, 15 for your die rolls for that fight. The enemy takes 15 if you take 5, 10 if you take 10, and so on.

what does this mean

Rather than make it always ten or come up with something that can still represent how well certain abilities can proc I decided to set the rolls to a specific numbers. You can choose to take five, ten or fifteen for all of your rolls in that fight. If you choose to take five, then they take fifteen. If you choose to take ten, then you both will.

Honestly, it isn't a great idea. It does take a out a bit of meta, but I don't think it's worth it.

If we cycled numbers you could time using certain abilities so that they work to their fullest. Like, instead of opening with your trump card you wait until you know you would get a fifteen.


AM BARBARIAN wrote:

DRAGON AM INSIDE PALACE. USE PROFESSION (ENGINEERING) TO DETERMINE STRUCTURAL WEAKPOINTS, SUNDER PALACE. DRAGON AM HAVING TO FIND NEW HOUSE. WHEN DRAGON EMERGE FROM RUBBLE, BARBARIAN FIRE BARBARIAN TO CASTY MISSILE. DEAL NONLETHAL DAMAGE WITH MERCIFUL WEAPON, DRAGON AM OUT COLD. NEGOTIATE WITH DRAGON FROM POSITION OF BARBARIAN STRENGTH, NOW BATTY BAT AM MYTHIC. REST AM CLOCKWORK.

PAZUZU AM TRYING TO GET ENGAGED IN FLYBY ATTACK VERSUS BARBARIAN, WHO AM HAVING RAGELANCEPOUNCE. THIS AM NOT CHALLENGE.

CTHULHU AM TRYING GRAPPLE BARBARIAN, BUT BARBARIAN AM HAVING ABSURD CMD DUE TO BARBARIAN/NOT BARBARIAN DESTRUCITY. BARBARIAN AM FINALLY HAVING TO USE TWO ROUNDS ON ENEMY, THOUGH. THAT AM WORTH SOMETHING.

SILLY CHALLENGE, BARBARIAN AM ALWAYS WINNER.

God, I love this comment. Does AM BARBARIAN's CMB for grapple hit the 97 ballpark for Cthulhu? And is his CMB in the 67-77 range?


Starbuck_II wrote:

Really, the hard one is Cthulhu only because he has immunity to mind affecting.

Dazing, magical lineage Snap dragon, quickened with lesser rod.
Plus this is a spell that persists and can be redirected every round with a move action.
The snap dragons fireworks will daze for 1 round - but it recycles with a move action.

So, the others are 9/10 times helpless, while you find a way to kill them.

But Cthulhu's immunities, make this tactic not help much. Sure, you'll hurt him, but no dazing.

I think it would take slightly more effort for that to work on Ancalagon. He's got a contingency to dispel the first spell he fails a save against. He's also immune to fire, so you would have to change the energy type of the spell to cold or acid. Electric's out due to the iron body contingency.

So you would know about the fire immunity and could see the iron body spell's effect.

Yeah, you've got him. However, if he passes even one save against your fireworks he can target you with those fireworks due to the Manipulate Flames ability he has. I also think spell turning would buy him a bit of time while you pelt him with fireworks.

EDIT: Never mind, you've got him good. Anyways the rules I've already established make it so saving more than once without a re-roll is a moot point. Anyway, the challenge is in one character that can handle all three. The dazing meta-magic does end 2/3's of them, however.

EDIT: Removed gratuitous ''s.

Pazuzu's resistances also keep him safe from those fireworks unless you can convert them to Force or Sonic damage.


Snowlilly wrote:

I'll see if any ideas inspire me.

The Hardcore is non-mythic and the normal is mythic tier 10?

Yup, everything else is pretty loose. I'm thinking about a Samurai/druid combo hardest at the moment. I think I saw a jump oriented joke build that would ruin these guys a couple times over, but it's mythic.


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So the beast-mass post was a bunch of fun to read. Now that potential PC power has risen, and we've got some nastier dudes fleshed out. I think a new challenge may be in order.

Link to ye olde beastmass!

A fight against several of the baddest bads we now have at character level twenty with or without mythic levels. Ancalagon- the now named mythic red wyrm, Pazuzu and Cthulhu.

Rules are easy there's a hardcore, and normal challenge.

Hardcore
non-mythic
880.000 gp cap
Doesn't include module and region-specific character options

Normal
MR 10
1.100.000 gp
Any paizo-published player option is available

Per fight you may elect to take 5, 10, 15 for your die rolls for that fight. The enemy takes 15 if you take 5, 10 if you take 10, and so on. Abilities that allow you to re-roll improves any roll it would apply to by 5 in your favor. Reducing Ancalagon's HP to 0 is enough to beat him. You must reduce Pazuzu's HP to 0 and destroy his plane with your Plane-away McGuffin to defeat him. You must defeat Cthulhu twice and survive on his iconic cyclopean island for two weeks, or rescue yourself to defeat him. Bonus points for vivid descriptions and self-imposed limits.

A levitating Spanish galleon named The Victoria and manned by Red Shirts is your vessel. The Red Shirts keep minions off of you and treat your wounds in between fights.

Ancalagon's Stats:

Mythic Wyrm Red Dragon CR 25/MR 10
XP 1,638,400
CE Gargantuan dragon (fire, mythic)
Init +12M; Senses blindsight 60 ft., darkvision 120 ft., low-light vision, smoke vision, x-ray vision; Perception +35
Aura fire (10 ft., 2d6 fire), frightful presence (330 ft., DC 30)

DEFENSE
AC 50, touch 4, flat-footed 50 (–2 Dex, +46 natural, –4 size)
hp 518 (27d12+343); fast healing 5
Fort +24, Ref +13, Will +22
Defensive Abilities dragon blood (2d6 fire), fortification (50%); DR 20/epic and magic; Immune dragon traits, fire, paralysis, sleep; SR 36; Weaknesses vulnerable to cold

OFFENSE
Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +40 (4d6+25/18–20 plus bleed and grab), 2 claws +40 (2d8+17/19–20 plus bleed and grab), 2 wings +38 (2d6+8), tail slap +38 (2d8+25)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks bleed (2d6), breath weapon (60-ft. cone, 22d10 fire damage, Reflex DC 32 half, usable every 1d4 rounds), crush, dragon fury (2d6 fire), lingering breath (4d6 fire, 10 rounds), manipulate flames, melt stone, mythic power (10/day, surge +1d12), sooty flame, swallow whole (2d6 bludgeoning and 2d6 fire damage, AC 28, 51 hp), tail sweep (DC 32, 2d6+25), wild arcana
Spell-Like Abilities (CL 27th; concentration +34)

At will—detect magic, find the path, pyrotechnics (DC 19), suggestion (DC 20), wall of fire

Sorcerer Spells Known (caster level 17th; concentration +24)

8th (4)—discern location, iron body
7th (7)—insanity (DC 24), limited wish M, spell turning
6th (7)—antimagic field M, contingency M, greater dispel magic
5th (7)—polymorph, telekinesis, teleport, wall of forceM
4th (7)—fear (DC 21), fire shield, greater invisibility, stoneskin M
3rd (8)—dispel magic M, displacement, haste M, tongues
2nd (8)—alter self, detect thoughts (DC 19), misdirection, resist energy M, see invisibility
1st (8)—alarm, grease, magic missile M, shield, true strike M

M Mythic spell

STATISTICS
Str 45, Dex 6, Con 29, Int 20, Wis 21, Cha 24
Base Atk +27; CMB +48 (+52 grapple); CMD 56 (60 vs. trip)
Feats Cleave, Critical Focus M, Greater Vital Strike, Improved Critical (bite) M, Improved Critical (claws), Improved Initiative M, Improved Iron Will, Improved Vital Strike, Iron Will M, Multiattack, Power Attack M, Quicken Spell, Staggering Critical, Vital Strike
Skills Appraise +35, Bluff +37, Diplomacy +37, Fly +14, Intimidate +37, Knowledge (arcana) +35, Knowledge (history) +35, Perception +35, Sense Motive +35, Spellcraft +35, Stealth +16 190
Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc
SQ dragon cantrips, mythic spellcasting

SPECIAL ABILITIES
Fire Aura (Su)

A wyrm red dragon is surrounded by an aura of intense heat. All creatures within 10 feet take 2d6 points of fire damage at the beginning of the dragon's turn.

Manipulate Flames (Su)

A wyrm red dragon can control any fire spell within 110 feet of the dragon as a standard action.

This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster.

It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Melt Stone (Su)

The dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 55-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Encounter Notes:

You'll find Ancalagon in his palace atop a mound of gold. His warning system sets him on fire and wakes him up as you enter the room he's in. Treat the gold as difficult terrain. Mythic contingency allows for 6 spells at his tier. 1 Greater Dispel Magic on the target of his first breath weapon attack when he next uses his breath weapon. 2 Spell Turning on being targeted with a spell. 3 Spell Turning on Spell Turning timing out or being used up. 4 Greater Dispel Magic on failing a saving throw. 5 Haste on entering combat. 6 Iron Body on entering combat.
He'll open with fire breath.
If you engage him in melee and you drop him to or below 400 hit points he melts the ceiling with his fire breath and flies out of the palace to engage you at a range.
If you attempted to keep him at a range he closes with you and does the dragon dance.
If he detects you casting a spell he will drop an Antimagic Field.
If in doubt, treat him as an intelligent red dragon. He will fight to the death.

The Red Shirts will congratulate you if you survived and treat your wounds. The crew will recover the dragon's treasure for you. The Victoria flies through a portal that leads just outside Shibaxet.

Pazuzu's Entry:

CE Large outsider (air, chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +58
Aura frightful presence (180 ft., DC 40, 10 rounds), locusts (10 ft., distraction, DC 43), unholy aura (DC 31)

DEFENSE
AC 48, touch 38, flat-footed 39 (+4 deflection, +9 Dex, +10 natural, +16 profane, –1 size)
hp 752 (35d10+560); regeneration (deific or Mythic)
Fort +31, Ref +32, Will +35
Defensive Abilities Abyssal resurrection, avian mastery, freedom of movement; DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm effects, compulsion effects, cold, death effects, electricity, energy drain, petrification, and poison; Resist acid 30, cold 30, fire 30; SR 41
Speed 60 ft., fly 150 ft. (perfect)
Melee +5 anarchic keen unholy longsword +54/+49/+44/+39 (2d6+20/17–20), bite +49 (2d6+15), claw +49 (1d6+15), sting +49 (2d8+15 plus poison), 2 talons +49 1d6+15
Space 10 ft.; Reach 10 ft.
Special Attacks hear name, poison, possession, profane wishcraft, swarm master
Spell-Like Abilities (CL 30th; concentration +43)

Constant—detect good, detect law, freedom of movement, speak with animals (winged animals only), true seeing, unholy aura (DC 31)
At will—astral projection, blasphemy* (DC 30), control winds, desecrate*, dominate person* (DC 28), greater dispel magic, greater teleport, shapechange, telekinesis* (DC 28), unhallow, unholy blight* (DC 27)
3/day—quickened dominate person* (DC 28), summon demons, symbol of persuasion (DC 29), sympathy (DC 31), whirlwind*
1/day—dominate monster (DC 32), time stop*, wish*
* Pazuzu can use the Mythic version of this ability in his realm.

STATISTICS
Str 40, Dex 28, Con 42, Int 33, Wis 34, Cha 36
Base Atk +35; CMB +51 (+55 sunder); CMD 92 (94 vs. sunder)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Improved Initiative, Improved Sunder, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell-Like Ability (dominate person), Vital Strike
Skills Acrobatics +47 (+59 when jumping), Bluff +51, Diplomacy +51, Fly +53, Intimidate +48, Knowledge (arcana) +49, Knowledge (local) +46, Knowledge (nature) +46, Knowledge (nobility) +46, Knowledge (planes) +49, Knowledge (religion) +46, Perception +58, Sense Motive +50, Spellcraft +49, Stealth +43, Survival +47, Use Magic Device +48; Racial Modifiers +8 Perception
Languages Abyssal, Auran, Celestial, Common, Draconic; telepathy 300 ft.
SQ demon lord traits

SPECIAL ABILITIES
Aura of Locusts (Su)

Pazuzu exhales clouds of locusts. In any round in which he does not move more than 5 feet, he is surrounded by a 10-foot-radius spread of these creatures. Any creature that enters this area must succeed at a DC 43 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Avian Mastery (Su)

Any creature flying under its own power (flight from a source other than a spell, spell-like ability, or magic item) that attempts to attack Pazuzu with a melee attack must attempt a DC 40 Will save. If it fails, the creature can't follow through with the attack, that part of its action is lost, and it can't directly attack Pazuzu for 1d4 rounds. Once a creature succeeds at this save, it is immune to this ability for 24 hours. The save DC is Charisma-based.

Hear Name (Su)

Pazuzu hears his name whenever it is spoken, regardless of distance—this ability functions even across planar boundaries. If a creature speaks Pazuzu's name aloud three times in the same breath, Pazuzu automatically knows that creature's precise location and name. If Pazuzu is on the same plane as someone who speaks his name three times in a single breath, he can immediately attempt to possess that creature.

Poison (Ex)

Sting—injury; save Fort DC 43; frequency 1/round for 6 rounds; effect 1d6 Wisdom drain and nauseated; cure 3 consecutive saves.

Possession (Su)

Once per day as a swift action, Pazuzu can attempt to possess a single living creature within 1 mile, provided he knows the target's name. The target can resist this possession attempt by succeeding at a DC 43 Will save. A lawful creature gains a +10 bonus on this saving throw, and a good creature gains a +20 bonus on the saving throw (these bonuses stack). If the creature successfully saves, it is immune to possession attempts by Pazuzu for the rest of its life. If the saving throw fails, Pazuzu can control the possessed creature from afar. While possessing a creature, Pazuzu automatically knows every thought that creature has. By concentrating, he can sense the creature's surroundings using that creature's senses.

As a swift action, he can cause the creature to perform any ability it can perform on its own. Pazuzu can use any of his spell-like abilities through a possessed target, with the effects resolving as if the possessed creature had created the effect. Possession is permanent, but Pazuzu can only possess one creature at a time. When Pazuzu isn't actively controlling the target, it can take its own actions. Dispel chaos or dispel evil ends this possession effect as if it were an enchantment spell, but unless the caster of the spell succeeds at a DC 30 caster level check, as a swift action Pazuzu can attempt to possess the caster as he is driven out of the target. A creature possessed by Pazuzu is immune to protection from evil, magic circle against evil, and any similar effects. The save DC is Charisma-based.

Profane Wishcraft (Su)

A creature that accepts a wish from Pazuzu immediately becomes chaotic evil unless it succeeds at a DC 43 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 1 week, followed by the effects of crushing despair for 1d6 months (CL 30th). The save DC is Charisma-based.

Swarm Master (Su)

Pazuzu is immune to swarm damage and other swarm effects (such as distraction). As a swift action, he can direct the movement of any swarm within 30 feet.

Pazuzu Encounter:

Pazuzu is perched on a spire within his great mostly-floor-less cathedral. Two ten foot wide and fifty foot long bridges intersect to form an X below the center dome. Harpies mock you from various perches. There is no ground below the cathedral. Only oblivion waits below you.
Since the Red Shirts'll snipe any minions he calls and he can't target them by virtue of DM magic, his options are more limited Than I thought. He may attempt to possess you, fight you in melee, or use flyby attacks to drop you into the abyss. He'll fight you to the death, but will exploit every possible advantage.

If you defeat him the Red Shirts will recover you and fire their death laser to destroy the plain. The Victoria will crash into an island on a foggy plain with rules similar to earth. They will attempt to restore you as others explore the island.

Cthulhu's Spread:

CE Colossal aberration (chaotic, evil, Great Old One)
Init +15; Senses darkvision 60 ft., true seeing; Perception +52
Aura unspeakable presence (300 ft., DC 40)

DEFENSE
AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size)
hp 774 (36d8+612); fast healing 30
Fort +29, Ref +29, Will +33
Defensive Abilities freedom of movement, immortality, insanity (DC 40), non-euclidean; DR 20/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification; Resist acid 30, electricity 30, fire 30, sonic 30; SR 41

DEFENSE
Speed 60 ft., fly 200 ft. (average), swim 60 ft.
Melee 2 claws +42 (4d6+23/19–20 plus grab), 4 tentacles +42 (2d10+34/19–20 plus grab)
Space 40 ft.; Reach 40 ft.
Special Attacks cleaving claws, constrict (3d6+23), dreams of madness, Mythic Power (10/day, Surge +1d12), powerful blows (tentacle), tentacles, trample (2d8+30, DC 51)
Spell-Like Abilities (CL 30th; concentration +42)

Constant—freedom of movement, true seeing
At will—astral projection, control weatherM, dreamM, greater dispel magic, greater teleport, insanity (DC 29), nightmareM (DC 29), sendingM
3/day—antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31)
1/day—implosion (DC 31), summon (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 30), wish M

STATISTICS
Str 56, Dex 21, Con 45, Int 31, Wis 36, Cha 34
Base Atk +27; CMB +58 (+60 bull rush, +62 grapple or sunder); CMD 97 (99 vs. bull rush or sunder)
Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike
Skills Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48
Languages Aklo; telepathy 300 ft.
SQ compression, greater starflight, otherworldly insight

SPECIAL ABILITIES
Cleaving Claws (Ex)

A single attack from one of Cthulhu's claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.

Dreams of Madness (Su)

When Cthulhu uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity. This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.

Greater Starflight (Su)

Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM's discretion).

Immortality (Ex)

If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as obscuring mist, but can't be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R'lyeh until he is released again. The save DC is Constitution-based.

Non-Euclidean (Ex)

Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. This grants Cthulhu a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. True seeing can defeat this miss chance, but any creature that looks upon Cthulhu while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Tentacles (Ex)

Cthulhu's tentacles are a primary attack.

Unspeakable Presence (Su)

Failing a DC 40 Will save against Cthulhu's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.

VS Cthulhu:

The island seems to be carved from black stone, covered in places by silt. The Red Shirts all scream and die as the mountain opens. Cthulhu steps out as anyone who is woken up so abruptly does and spots you. I should think he would engage you in melee by trying to squish ya and only attack in earnest after you damage him. So you start with one round up on him. Remember to kill him twice.

Welp I dunno if it can be done, but I'll try and make a build that can do it under normal rules, rolling tens. Will post it.