After I did the crystalline entity someone requested I also do this fellow...
Skin of Evil
Huge Aberration (evil, psionic)
Hit Dice: 48d8+624 (840 hp)
Speed: 50 ft. (10 squares), climb 50 ft.
Armor Class: 45 (+7 deflection, +30 natural, -2 size), touch 15, flat-footed 45
Base Attack/Grapple: +36/+53
Attack: Slam +43 melee (3d8+11)
Full Attack: 2 slams +43 melee (3d8+11)
Space/Reach: 15 ft./15 ft.
Special Attacks: Dimensional control, extradimensional engulf, psi-like abilities, strip life, unhallowed
Special Qualities: Amorphous, darkvision, damage reduction 15/magic, immunity to disease, acid, cold, and sonic, low-light vision, naturally psionic, powerhungry, power resistance 45, total vision 120 ft.
Saves: Fort +32, Ref +18, Will +27
Abilities: Str 33, Dex 10, Con 36, Int 19, Wis 13, Cha 25
Skills: Bluff +58, Concentration +64, Knowledge (history) +30, Hide +17, Intimidate +58, Listen +50, Spot +50
Feats16: Ability Focus (strip life), Cleave, Diehard, Endurance, Great Fortitude, Greater Kiai Shout
, Greater Power Penetration, Improved Initiative, Improved Overrun, Instinctive Consummator
, Kiai Shout
, Intimidating Strike
, Lightening Reflexes, Power Attack, Power Penetration, Stand Still
Challenge Rating: 30
Alignment: Always chaotic evil
Advancement: 49-80 HD (Huge), 81-119 HD (Gargantuan)
Level Adjustment: -
In its natural form this being appears merely as a large slick of some unsavory oily black substance, thick and viscous. Upon encountering others however it tends to extrude from its substance a form that holds the vaguest resemblance to those before it.
The skin of evil as it calls itself is the congealed evil, the collected hate and violence of a race of unknown beings. Some say it is the refuse of the angels themselves before they ascended into the higher planes. Others say it is of a great but forgotten people desperate to be rid of their negative impulses and upon cleansing themselves ascended to another plane.
Whatever its origins, it is a being of sheer concentrated malice that is found only in the most isolated, desolate locales, imprisoned where it can harm no others. This does not keep others from breaking through the defenses however and unleashing the beast upon themselves. The skin of evil is almost impossible to destroy, most having to be content with trapping it.
The skin of evil seems to be capable of understanding and speaking the language of any race whoes members have evil impulses, which tends to be the majority of most known peoples. The skin of evil cannot speak celestial though it seems to understand it.
The skin of evil can alter its exact dimensions at will, though is usually at least twenty feet in diameter, though only only an inch thick for the purpose of squeezing.
The skin of evil is ultimately sadistic. If possible it first tries to frustrate and torment those about it, giving them hope of escape and then stealing it away, perhaps killing without warning to pain their living comrades. It will keep this going for as long as possible until finally attempting to engulf its victims, slowly killing them, allowing them to escape and then recapturing. It will do thus for as long as its prey amuses it. Once it bores of its games it then kills quickly and remorselessly.
The skin of evil's natural attacks are considered evil-aligned and ghost touch for the purpose of overcoming damage reduction.
The skin of evil is truley amorphous, and gains all ooze traits besides mindlessness. It is also immune to damage from slashing and piercing weapons, all such wounds immediately resealing. It cannot be bull rushed, grappled, or tripped. An opponent who attempts an overrun against the skin of evil becomes engulfed if they fail the reflex saving throw mentioned below.
Dimensional Control (Ps):
At will the skin of evil may use dimension door on a creature or unattended object within 60 feet at a manifester level equal to its hit dice. The save DC is Charisma-based.
As well, it may, at will, generate a field that completely blocks extradimensional travel out to 100 feet. Forms of movement barred by this field include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
This does not interfere with the skin's own dimension door or movement of creatures already in ethereal or astral form when the field is generated, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
If the skin of evil is affected by a Rage spell, the Goad feat, or in some way provoked into great anger the field disperses for 1d4 rounds.
Extradimensional Engulf (Ex):
Though only an inch or two thick, the skin of evil is quite capable of holding many creatures and objects far below its surface. It may simply mow down Huge or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The skin of evil merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the skin, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 40 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the skin moves forward. Engulfed creatures are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +6 racial bonus.
While engulfed the skin of evil is capable of inflicting great pain upon living victims, dealing as little as no true damage, to up to 20d6 points of damage per round.
A skin of evil has 1 bonus power point.
The skin of evil absorbs fire and electrical energy, taking no harm and healing 1 hit point per hit die of damage. This cannot surpass its healthy total.
At Will - Telekinetic Force, Telekinetic Maneuver. Manifester level 48th. Save DC's are Charisma-based.
Strip Life (Su):
As a standard action the skin of evil may hurl a blast of vile energy that rips the life force straight out of a living creature within 60 feet with a successful ranged touch attack. The victim must succeed on a DC 33 fortitude save or instantly die and be hurled twenty feet. Those that make the save are still hurled and take 11d6 force damage.
Total Vision (Ex):
The skin of evil is able to discern all objects within 120 feet. It does not usually need to make Spot or Listen checks to notice creatures within range of its total vision. A silence nor blinding spell has no bearing upon a skin of evil's total vision.
The skin of evil pollutes the very land it inhabits with its presence, and the area within 100 feet of the skin of evil is considered to be Unhallowed as the spell. If the skin of evil leaves this area remains unhallowed for a number of hours equal to the skin of evil's charisma modifier.