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Empyreal Lord, Cernunnos

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This tall, graceful person has elven features, the horns of a majestic stag and a piercing, ageless stare.

Cernunnos CR 30

XP 9,830,400
CG Large outsider (azata, chaotic, extraplanar, good)
Init +16; Senses blindsense 60 ft., darkvision 60 ft., detect evil, detect lies, detect poison, low-light vision, true seeing; Perception +43
Aura primal (30 ft.)

DEFENSE

AC 48, touch 22, flat-footed 35 (+12 Dex, +1 dodge, +26 natural, –1 size)
hp 663 (34d10+476); regeneration 10 (evil artifacts, effects, and spells)
Fort +25, Ref +31, Will +25
Defensive Abilities freedom of movement, lightning rod, unbound; DR 15/epic and evil; Immune ability damage, ability drain, charm effects, compulsion effects, death effects, electricity, energy drain, petrification; Resist cold 30, fire 30; SR 41

OFFENSE

Speed 40 ft., fly 60 ft. (average)
Melee +5 holy cold iron club +48/+43/+38/+33 (1d8+18/15–20), gore +43 (2d8+18)
Ranged +5 evil outsider bane composite longbow +51/+46/+41/+36 (2d6+14/19–20/×4)
Space 10 ft.; Reach 10 ft.
Special Attacks greater slaying arrow, horned lord's charge, powerful charge (gore, 4d8+13 and horned lord's charge), wild shape (as 20th level druid)
Spell-Like Abilities (CL 20th; concentration +25)

Constantdetect evil, detect lies, detect poison, freedom of movement, true seeing
At willgreater teleport, haste*, true strike*
3/daybreak enchantment*, breath of life*, dimensional anchor (DC 19)
1/daydiscern location, mage's disjunction* (DC 24), time stop*

* Cernunnos can use the Mythic version of this ability in his realm.

Druid Spells Prepared (CL 20th; concentration +26)

9thelemental swarm, foresight, summon nature's ally IX (2)
8thcontrol plants (DC 24), repel metal or stone, sunburst (DC 24), whirlwind (DC 24)
7thcontrol weather, creeping doom (DC 23), heal, sunbeam (DC 23)
6thantilife shell, greater dispel magic (2), move earth, wall of stone (DC 22)
5thatonement, baleful polymorph (DC 21), deathward, transmute rock to mud, wall of thorns
4thcure serious wounds (2), freedom of movement, rusting grasp, true form (DC 20)
3rdcall lightning (DC 19), cure moderate wounds, neutralize poison (2), remove disease
2ndchill metal (DC 18), fog cloud, heat metal (DC 18), lesser restoration, resist energy (2)
1stcalm animals (DC 17, 2), cure light wounds (2), pass without trace (2)
0create water, mending, purify food and drink, read magic

STATISTICS

Str 29, Dex 35, Con 39, Int 18, Wis 22, Cha 21
Base Atk +34; CMB +44; CMD 67
Feats Combat Reflexes, Deadly Aim, Dodge, Improved Critical (longbow), Improved Critical (scimitar), Improved Initiative, Improved Precise Shot, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Weapon Focus (club), Weapon Focus (gore), Weapon Focus (longbow)
Skills Acrobatics +46 (+50 when jumping), Diplomacy +22, Disguise +22, Fly +10, Handle Animal +22, Intimidate +22, Knowledge (geography) +24, Knowledge (nature) +24, Knowledge (planes) +24, Knowledge (religion) +21, Perception +43, Ride +32, Sense Motive +43, Stealth +45, Survival +43, Swim +26
Languages Celestial, Draconic, Infernal, Sylvan; truespeech
SQ change shape (any humanoid, alter self), empyreal lord traits, perfect archer, seed of life

SPECIAL ABILITIES

Greater Slaying Arrow (Su)

Cernunnos can spend 1 minute crafting any kind of greater slaying arrow (DC 32). He can have only one such arrow at a time, and it only functions for him. The save DC is Charisma-based.

Horned Lord's Charge (Ex)

An opponent hit by Cernunnos's powerful charge must succeed at a DC 39 Fort save or be exhausted, sickened, or stunned (Cernunnos's choice) for 1d4 rounds. The save DC is Constitution-based.

Lightning Rod (Su)

Cernunnos absorbs and negates any electricity effect that targets him or includes him in its area. As an immediate action on his next turn, he can release this energy to grant the shock weapon special ability to all weapons wielded by his allies within 30 feet for 1 round.

Perfect Archer (Ex)

Cernunnos does not provoke attacks of opportunity for firing bow weapons in melee. He threatens squares out to his normal reach when wielding a bow. He automatically creates arrows when firing a bow and treats any bow he wields as if it had a range increment of 500 feet.

Primal Aura (Su)

Any summoned animal or creature summoned by summon nature's ally gains a +4 enhancement bonus to its Strength and Constitution while within Cernunnos's aura. Any such creature summoned within his aura obeys him as if he had summoned it (if given conflicting orders, the creature obeys Cernunnos instead of its summoner).

Spells

Cernunnos casts spells as 20th-level druid.

Unbound (Su)

Cernunnos is immune to any effects that restrict or force extradimensional movement upon him, such as banishment or dimensional anchor. He may allow these effects to affect him.