AIZSKARTZ ASTEROID CR 11
NE Colossal construct (psionic)
Init -2; Senses blindsight 400 ft., darkvision 240 ft.; Perception +20
Aura gravitic field (15 ft., DC 30, 3d6 bludgeoning and grab)
AC 26, touch 4, flat-footed 26 (-2 Dex, +4 deflection, +22 natural, -8 size)
hp 184 (16d10+96) fast healing 4
Fort +7, Ref +5, Will +11
Defensive Abilities all-around vision; Immune cold, construct traits, electricity; PR 21; Resist acid 10, fire 10
Speed fly 100 ft. (perfect)
Melee slam +24 (4d6+24 plus bull rush)
Ranged four boulders +8 (2d8+16, Range 240 ft.)
Space 60 ft.; Reach 5 ft.
Special Attacks gravitic field (DC 30, 3d6 bludgeoning and grab), trample (DC 34, 4d6+24)
Before Combat An aizskartz asteroid uses its control of psionic energy to masquerade as an asteroid with a dense gaseous exterior, sneaking up on unsuspecting foes until they are within range for a charge attack.
During Combat First the aizskartz asteroid flings itself at enemies with a charging bull rush, using Power Attack and Improved Vital Strike to deal the optimum amount of damage immediately (slam +22, 12d6+24). Afterward its gravitic field grabs up foes, and the aizskartz asteroid slams again with bull rush to increase the damage opponents take when they are drawn to its surface once more. Any opponents that attempt to teleport away are placed 15 ft. away from its surface if it successfully uses divert teleport against them.
Morale Few foes can stand against an aizskartz asteroid and retreat is an unlikely option at best.
Str 42, Dex 6, Con —, Int 16, Wis 18, Cha 15
Base Atk +16; CMB +40 (+44 bull rush/grapple); CMD 38 (42 vs. bull rush)
Feats Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Natural Attack (slam), Improved Vital Strike, Power Attack, Toughness, Vital Strike
Skills Disguise +16 (+36 as asteroid), Knowledges (all) +8, Perception +20; Racial Modifiers +20 Disguise (as an asteroid); Size Modifiers -8 Fly, -16 Stealth
Languages telepathy 1,000 ft.
Environment demiplane of Uklonjen, space
Organization always solitary
Gravitic Field (Ps) Any creature within 15 feet of an aizskartz asteroid must make a DC 30 Fortitude save or be pulled by the pulsing microgravity field and against the aizskartz asteroid. For each 5 feet a creature travels within the gravitic field, they take 3d6 points of bludgeoning damage and are subject to a grapple combat maneuver by the aizskartz asteroid at the end of their turn. Using this ability, an aizskartz asteroid can grapple up to ten creatures simultaneously with no penalty.
This ability also grants the aizskartz asteroid a +4 deflection bonus to AC.
The Uralicans justly fear aizskartz asteroids, great masses of psionically empowered stone that wander the cosmos destroying entire fleets of ships—and if what some legends claim are true, entire civilizations. Little is known about these oddities, save that they are to be avoided at all costs.
One of these terrifying, monstrous rocks has wandered Uklonjen for some time and at the last moment, discovers the PCs escaping to Aventyr! The portal is too small to fit the massive aizskartz asteroid, and rather than allow the party to use the Ancestral Gateway, if they dally too long, it has time enough to catch up to the adventurers and try to stop them out of spite.