Well, PaleEnchantress's physically-powerful studmuffin is done. Now all he needs is a name...
(Insert Name Here), Water Monolith of Legend War Hulk 8
Size/Type: Gargantuan Outsider (Augmented Elemental, Water)
Hit Dice: 36d8+8d12+ (855)
Speed: 30 ft. (6 squares), swim 120 ft.
Armor Class: 45 (-4 size, +6 Dex, +25 natural, +8 armor), touch 12, flat-footed 39
Base Attack/Grapple: +27/+67
Attack: Slam +60 (6d8+36)
Full Attack: 7 slams +60/+60/+60/+56/+51/+51/+51 (6d8+36)
Space/Reach: 20 ft./20 ft.
Special Attacks: Drench, raging blood (acid), vortex, water mastery
Special Qualities: Darkvision 60 ft., damage reduction 15/--, elemental traits, fast healing 5, haste
Saves: Fort +46, Ref +32, Will +25
Abilities: Str 66(72), Dex 30(36), Con 35(41), Int 14(20), Wis 17(23), Cha 21(27)
Skills: Intimidate +55 (+4 for each size category larger than target), Jump +78, Swim +86, Use Rope +31
Feats: Improved Initiative (B), Multiattack (B), Toughness (B), Power Attack, Combat Expertise, Cleave, Improved Bull Rush, Improved Trip, Knock-Down, Knockback, Shock Trooper, Rapidstrike, Improved Rapidstrike, Improved Natural Attack (Slam)
Challenge Rating: 27
Equipment: 760,000 - 760,000 = 0 gp
Amulet of Natural Armor +5 -50,000
Belt of Battle and Magnificence +6 -218,000
Bracers of Armor +8 -64,000
Cloak of Resistance +5 -25,000
+5 Eager Ethereal Reaver Warning Necklace of Natural Attacks (both slams) -400,000
Third Eye Clarity -3,000
Drench (Ex): A water monolith's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if they are Huge or smaller. The creature can dispel magical fire it touches, as if using greater dispel magic (caster level 20th).
Fast Healing (Ex): The water monolith regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the water monolith to regrow or reattach lost body parts.
Haste (Su): The creature is supernaturally quick. Each round, when making a full attack, it can make one extra attack using its full base attack bonus, plus any modifiers appropriate to the situation.
Massive Sweeping Boulder (Ex): The water monolith is able to throw his rocks with such force that they affect two adjacent squares. (The second square must be farther away from the water monolith than the first--they cannot be equidistant from him.) Make one attack roll and apply the result to each target. Only the first creature can be subject to damage from a critical hit or a sneak attack.
As with mighty swing, the water monolith must have line of effect from one square to the next.
Mighty Rock Throwing (Ex): The water monolith has a powerful rock throwing ability. The character can throw rocks that deal 2d8 points of damage with a range increment of 50 feet. (Like all thrown weapons, they have a maximum range of five range increments.) The water monolith uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds.
Mighty Swing (Ex): The water monolith is able to make great, sweeping swings with its slam attack. As part of its attack, the water monolith can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the war hulk uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally.
A mighty swing is a standard action. Thus, the character can move and make a mighty swing or (if he can make multiple attacks) make multiple mighty swings in a single round.
Walls and similar obstacles can block a mighty swing. Start with one square that the water monolith threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can't be chosen as adjacent squares for a great swing.
The water monolith may skip creatures, attacking only those he wants to. For example, if there are three creatures in a row--an enemy, an ally, and another enemy--the water monolith can choose those three squares for the mighty swing but strike only the two enemies.
If the water monolith drops one of his foes with a mighty swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.
No Time to Think (Ex): The water monolith is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma-based skills (whether or not he has bought ranks in them previously). The only exception is the Intimidate skill, which works normally.
Raging Blood (Su): Each time damage is dealt to the water monolith with a piercing or slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of acid damage to al within range (no saving throw). The water monolith is not harmed by its own blood.
Vortex (Su): A water monolith can transform itself into a whirlpool at will as a standard action, provided it is underwater. It can remain in that form as long as it likes. In vortex form, a monolith can move through the water or along the bottom at its swim speed.
The vortex is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The monolith controls the exact height, but it must be at least 20 feet.
A water monolith's movement while in vortex form does not provoke attacks of opportunity, even if the monolith enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the monolith moves into or through the creature's space.
Huge or smaller creatures take damage when caught in a vortex and may be swept up by it. An affected creature must succeed on a DC 59 Reflex save when it comes into contact with a vortex or take 4d6 points of damage. It must also succeed on a second DC 59 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the indicated damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
A creature trapped in a vortex cannot move except to go where the water monolith carries it or to escape the vortex. It can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. A monolith can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.
A water monolith can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned monolith always ejects trapped creatures before returning to its home plane.
If the vortex's base touches the surface beneath a body of water, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
A water monolith in vortex form cannot make slam attacks and does not threated the area around it.
Water Mastery (Ex): A water monolith gains a +2 bonus on attack rolls and damage rolls if both it and its opponent are touching water. If the opponent or the elemental are touching the ground, the monolith takes a -4 penalty on attack rolls and damage rolls.
A water monolith can easily affect the movement of ships in any squares it threatens as a full-round action, overturning any craft up to 180 feet long, or halting and holding motionless a ship as long as 360 feet. Larger ships can be reduced to half speed for as long as they remain threatened by the monolith.
Skills: A water monolith has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.