Hit Dice: 9d10+30 (79 hp)
Speed: 30 ft. (can’t run)
AC: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Attacks: 2 slams +10 melee
Damage: Slam 2d6+5
Face/Reach: 5 ft. by 5 ft. /10 ft.
Special Attacks: Blood spray, confusion
Special Qualities: Construct traits, DR 10/adamantine, SR 19
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 21, Dex 11, Con —, Int 2, Wis 6, Cha 13
Skills: Jump +17
Feats: Cleave, Improved Bull Rush, Improved Sunder, Power Attack
Challenge Rating: 9
Alignment: Always chaotic neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -
Many centuries ago, hidden cults of various dark gods created large statues in the images of their leaders. The faces of these statues were left blank, except for the symbols of their deities, to indicate each god’s mastery over its followers. These statues were placed at honoured locations in temples where they presided over countless sacrifices.
A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power across the dimensions to infuse that cult’s statue, granting it minimal sentience. Over the years, these divinely powered constructs went insane, becoming rogue eidolons consumed with murderous rage. Most of them destroyed the cults over which they presided, down to the last member, and then went on to find other victims.
A rogue eidolon is typically 12 to 14 feet tall and usually has a humanoid shape. It is always constructed of purple stone (often magically treated to achieve that distinctive colour), and its hands are pitch black. Its face is blank except for a crude symbol or rune (the symbol of an evil deity) carved into the otherwise featureless visage. This symbol leaks a thick, viscous fluid that looks like blood and has a sharp, metallic odour. Drops of this disgusting fluid evaporate within minutes of falling to the ground, leaving vivid red stains where they fell. Beyond that, one rogue eidolon differs wildly from the next in appearance, though most are badly weathered and possess monstrous deformities, such as horns, a hunched back, tumourous lumps, or misshapen limbs.
A rogue eidolon usually attacks any living creature it encounters, but the nature of its insanity makes it completely unpredictable. Occasionally a rogue eidolon simply ignores intruders, perhaps believing them to be loyal cult members or simply animals unworthy of its attention. At other times, it may attack and even pursue the same group, believing its members to be infidels and enemies. The monster attacks by smashing victims with its stony fists. Tactics mean little to it, and its attacks are so single-minded that it often ignores easier targets once it has selected a victim.
Blood Spray (Su): As a free action, a rogue eidolon can spew a gout of thick blood from the seeping symbol in its face at a single target within 30 feet. Any creature struck by this blood must make a Will save (DC 15) or be afflicted with a terrible madness that causes it to see all its friends as hated enemies. An affected creature immediately attacks its closest ally, using the best tactics and items at its disposal. This murderous frenzy prevents spell-casting but not the activation of magic items that require spell completion, and it lasts for 3d6 rounds. Once a rogue eidolon has used its blood spray, it must wait 1d4 rounds before it can do so again.
Confusion (Sp): Any creature struck by a rogue eidolon must make a Will save (DC 15) or become confused. This condition is permanent; only a greater restoration, limited wish, miracle, or wish spell can restore the subject to normal. The effect is otherwise identical with that of a confusion spell (caster level 10th).