The Second Stage: Outer Abomination CR 10 XP 9,600 CE Large aberration Init +8; Senses darkvision 60 ft.; Perception +18 DEFENSE AC 24, touch 14, flat-footed 19 (+4 Dex, +1 dodge, +10 natural, –1 size) hp 137 (11d8+88); fast healing Fort +12, Ref +9, Will +11 DR 15/magic; Immune confusion, fire, insanity; SR 21 OFFENSE Speed 40 ft Melee bite +15 (1d8+7 plus grab), slams +15 (1d4+7) Space 10 ft.; Reach 10 ft Special Attacks dread curse, feed Spell-Like Abilities (CL 10th; concentration +15) At will—death knell (DC 17), greater dispel magic, greater teleport (self only), hold person (DC 17) 3/day—bestow curse (DC 19), confusion (DC 19), dread curse (DC 20), fear (DC 19), fly, summon monster III 362 1/day—black tentacles, feeblemind (DC 20), greater invisibility, phantasmal killer (DC 19), summon monster V S TAT I S T I C S Str 24, Dex 19, Con 24, Int 19, Wis 18, Cha 21 Base Atk +8; CMB +16; CMD 31 Feats Combat Casting, Dodge, Great FortitudeB, Improved Initiative, Lightning Reflexes, ToughnessB, Weapon Focus (slams), Weapon Focus (bite) Skills Climb +21, Fly +16, Intimidate +19, Knowledge (any one) +18, Perception +18, Sense Motive +15, Stealth +14, Swim +21 Languages Aklo, Common ECO LO GY Environment any Organization solitary, pair, or doom (3–6) Treasure standard SPECIAL ABILITIES Dread Curse (Sp) Three times per day, an outer abomination can call down the dread curse, causing coils of rippling, foaming magic to descend from above to strike foes This spell-like ability functions like unholy blight, except that it affects creatures of any alignment and treats them all as good outsiders for the purpose of the spell effect The dread curse inflicts 10d6 points of damage to all creatures in the area of effect and causes them to be permanently sickened A successful DC 20 Will save halves the damage and reduces the duration of the sickened effect to 1d4 rounds This is a curse effect, and the spell-like ability functions as a 5th-level spell Feed (Ex) An outer abomination drains blood and spiritual essence via its bite At the end of its turn, if the abomination is grappling a foe, it inflicts 1d4 points of Constitution damage (via the draining of blood from the victim) and 1d4 points of Wisdom damage (via siphoning spiritual energy and damaging the victim’s sanity) Whenever an outer abomination kills a creature with its feed attack, it absorbs enough nutrients and soul energy to gain a growth point Once an outer abomination earns a number of growth points equal to its current racial Hit Dice, it loses all growth points and gains a racial Hit Die Once an outer abomination reaches 20 Hit Dice in this manner, it transforms into an outer spawn (see page 364) An outer abomination loses growth point per day, so if it doesn’t constantly feed, it will never grow A creature killed in this way cannot be brought back to life via raise dead, but more powerful effects like resurrection still work normally