Greater Phantom Shadow Air Elemental Amphibious Half-Doppleganger Kraken of Legend Warblade 1/Soul Eater 7
Gargantuan Outsider (Aquatic, Air, Shapechanger, Chaotic, Extraplanar, Evil)
Hit Dice: 20d10+8d8+392 (+56) (570HP/626 HP)
Init: +23 (x2)
Speed: Swim 30ft., Fly 150ft. (perfect)
Armor Class: 64 (-4 Size, +9 Armor, +7 Shield, +8 Dex, +24 Natural, +10 Deflection), touch 24, flat-footed 59
Attack: Tentacle +49 melee (2d8+25 plus Energy Drain)
Full Attack: 2 Tentacles +49 melee (2d8+25 plus Energy Drain) and 6 arms +47 melee (2d8+16 plus Energy Drain)
and bite +47 melee (4d6+16 plus Energy Drain)
Space/Reach: 20ft./15ft. (60ft. with tentacle, 30ft. with arms)
Special Attacks: Improved Grab, Constrict, Spells, Phantom Strike, Incorporeal Jaunt,
Special Qualities: Darkvision 60ft., Ink Cloud, Jet, Low-Light Vision, Spell-Like Abilities, Reflective Hide, Regrow Limbs, Ghost Touch Vulnerability, Phantom Defense, Air Mastery, Immune to Stunning, Immune to Paralysis, Immune to Critical Hits, DR 10/Magic, Cold Resistance 20, Shadow Blend, Evasion, Fast Healing 2, Immune to Sleep and Charm, Alternate Forms, Empathy, Immune to Electricity, Immune to Poison, Acid Resistance 10, Fire Resistance 10, Telepathy 100 ft, Energy Drain 2, Soul Strength, Soul Blast, Soul Enhancement, Soul Endurance, Soul Radiance, Battle Clarity
Saves: Fort +43/+45, Ref +38/+40, Will +29/+31
Abilities: Str 44/48 (+17/+19), Dex 20/26 (+5/+8), Con 39/43 (+14/+16), Int 23 (+6), Wis 24 (+6), Cha 24/30 (+7/+10)
Skills: Bluff +12, Concentration +47, Disguise +12, Intimidate +41, Hide +27, Knowledge: Arcana +37, Knowledge: Nature +37, Knowledge: Religion +37, Knowledge: The Planes +37, Move Silently +45, Listen +39, Sense Motive +37, Spellcraft +37, Spot +39, Swim +27, Use Magic Device +41
Feats: Improved Unarmed Strike, Improved Grapple, Multigrab, Improved Multigrab, Weapon Focus (Arm),
Ironheart Aura, Stormguard Warrior, Mindsight, Permanent Emanation(Control Winds), Legendary Wrestler
Multiattack (B), Imp. Init (B), Flyby Attack (B), Alertness (B)
Improved Grab: To use this ability, Garamorosh must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict: Garamorosh deals automatic arm or tentacle damage with a successful grapple check.
Phantom Strike: Garamorosh may attack corporeal creatures when incorporeal, though it may not grapple, constrict, swallow whole, or any other special ability to relies on prolonged contact while incorporeal.
Incorporeal Jaunt: Garamorosh may become incorporeal or corporeal as a swift action.
Ink Cloud:: While underwater, Garamorosh can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment. Creatures within the cloud are considered to be in darkness.
Jet: While underwater, Garamorosh can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Reflective Hide: Garamorosh has a silvery sheen to itsskin and is permanently protected by a spell turning effect.
Fast Healing: Garamorosh regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Garamorosh to regrow or reattach lost body parts (but see Regrow Limbs, below).
Regrow Limbs: If Garamorosh loses a limb, head, or body part, a new one grows in 1 round. A monster of legend with this ability cannot be slain by a vorpal weapon’s head-severing ability.
Ghost Touch Vulnerability: Garamorosh takes 50% additional damage from weapons with the Ghost Touch enhancement.
Phantom Defense: Garamorosh's Armor, Shield, Natural Armor, and Deflection AC bonuses are applied against all corporeal and incorporeal opponents.
Air Mastery: Airborne creatures suffer -1 to attack and damage against Garamorosh.
Shadow Blend: As long as Garamorosh is not in full daylight (or a Daylight spell), it can blend into the shadows, gaining Total Concealment.
Evasion: If Garamorosh makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if Garamorosh is wearing light armor or no armor. If helpless, Garamorosh does not gain the benefit of evasion.
Empathy: At will, Garamorosh can detect the emotions of an intelligent creature within 115 ft (Will DC34 negates). Save is Charisma-based. It gains a +2 Competence bonus on all Charisma-based checks made against a creature whose emotions are being monitored.
Energy Drain: Garamorosh deals 2 negative levels every time it touches or damages a target.
Soul Strength: When Garamorosh drains energy from a target, it gains a +4 Enhancement bonus to Strength for 24 hours.
Soul Blast: Once per day, Garamorosh may project a 100-foot ray of force that deals 7d6 untyped damage against one target (Reflex DC 34 negates). Save is Charisma-based.
Soul Enhancement: When Garamorosh uses its energy drain ability, it gains a +2 enhancement bonus on all saving throws, ability checks, and skill checks for 24 hours. This bonus stacks with any enhancement bonuses gained to ability scores that apply to saves or checks.
Soul Endurance: When Garamorosh uses its energy drain ability, it gains a +4 enhancement bonus to Constitution for 24 hours.
Soul Radiance: If Garamorosh completely drains a creature of energy, it may adopt the creature’s soul radiance, taking the victim’s form, appearance, and abilities (as the shapechange spell) for 24 hours.
Battle Clarity: Garamorosh adds its Intelligence modifier (max +1) to Reflex saves as long as it is not flat-footed.
Alternate Forms: 3 Small or Medium-sized alternate forms. At will, standard action, unlimited duration.
Skills: Garamorosh 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.
1/day: Control Weather, Control Winds, Dominate Animal, Resist Energy, Cause Fear, Mirror Image, CL28th.
1/day: Plane Shift, to/from Plane of Shadow only. CL28th.
Maneuvers: Wall of Blades, Iron Heart Surge, Moment of Perfect Mind. MA level 14th.
Stances: Punishing Stance.
Fiendish Armor = 72,000 (Celestial Mail, add +1 and Death Ward, remove Fly 1/day)
+5 Animated Heavy Steel Shield = 49,000
Heartseeking Retributive Amulet of Mighty Fists +5, Natural Armor +5, and +1 Warning Amulet of Natural Attacks (Bite) = 230,000
Titan's Grip Gauntlets of Dexterity +6 = 53,000
Concealing Hathran Mask of True Seeing = 232,500
Cloak of Charisma +6 = 36,000
Vest of Resistance +5 = 25,000
Blinding Strike Bracers of Aerial Combat and Might = 18,500
Belt of Battle = 12,000
Ring of Earthen Grasp = 10,000
Ring of Anticipation = 6,000
Helm of Righteous War = 5,000
Sandals of the Vagabond = 4,000
Wand of Wraithstrike x2 = 9,000