Kelipah Gashmi (3.5e Monster)

''A titanic orb of stone and flesh rises before you, four stone faces around its equator and one disturbingly childlike face on top, while four ethereal wings rotate near its base. A glowing but impure halo floats over its form. As the stone faces open their mouths horrible spiked tongues curl out, eyes gleaming with blasphemous power.''

A terrible creature from the Far Realm, the kelipah gashmi appears as a giant stone sphere, like a small planet, covered in four massive stone faces which always show different expressions and speak with booming voices. On its north pole is its primary face, a small cherub-like carving, while its base is surrounded by rotating wings which seem to have no physical presence or weight. However, this form is not its true body. Rather, this is a shell, little more than a spaceship in order to travel to the hostile environment of "normal" space. Inside its fleshy organic body, beneath the hard stone plates and layers of meat, lies a vaguely humanoid creature of fluid shape and vibrant, discordant colors and patterns which drive men mad to look upon it. Without its suit, it perishes quickly, but not without releasing fantastic amounts of energy to the outside world.

Kelipah Gashmis show a disturbing interest in the material plane. They arrive here in the depths of space and travel to the nearest planet, where they find a civilization and pose as its god. It will behave benevolently, but slowly corrupt the subjects to evil, all while commanding its subjects to build vast and disturbing monuments in its honor. Through the creation of these monoliths, it can open up a gate to the far realm, sending the world and its inhabitants screaming into the endless layers of the plane of madness. Through these false religions, it spreads the growth of the far realm and destabilizes the safety of the universe.

Kelipah Gashmis speak with five simultanous booming voices. They speak Abyssal, Celestial, and Infernal, but can speak any language due to their tongues ability.

Combat
As a multipart creature, combat with a kelipah gashmi proceeds in stages. When starting, only the faces are visible and may attack, focusing on mixing spell-like abilities with physical attacks and using eye beams whenever possible. It will enter melee or fight at range as appropriate to the situation.

When one or more faces are broken, its body becomes exposed, and it gets defensive and focuses on denying access to the wounded areas, only showing healthy faces until the wounded face can regenerate. It focuses more on using its remaining faces for range, and grappling those who get too close, absorbing them.

If the body is broken, the core becomes exposed and the kelipah gashmi will start dying. It releases energy every round while trying to flee and find a way back to the safety of the far realm. If lacking a way out, it will suicidally attack in an attempt to deal as much damage as possible.

Ablative Shell : The faces of the kelipah gashmi break explosively when damaged. Any attack against a face deals 1d6 points of magic evil-aligned slashing damage to the attacker.

Absorption : When a kelipah gashmi's body grapples an opponent, any grapple damage it deals is absorbed as healing. It may apply this healing to itself or any of its faces. It typically applies this to a face in order to bring its defenses back up. If a creature dies from the grappling damage, their body is completely absorbed, preventing revival by anything short of true resurrection.

All-Around Vision : All forms of the kelipah gashmi possess eyes all over their bodies inside and out. They cannot be flanked and gain a +8 racial bonus on spot checks, but suffer a -4 on saves against gaze attacks.

Artifical Body : The faces of the kelipah gashmi are composed of both organic and inorganic material, giving them some construct traits. The faces are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They have immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They can be healed either with cure spells or repair spells. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. These immunities do not carry over to the rest of the creatur;, only the faces possess these traits.

Aura of Madness : All hostile creatures in 60 feet which can see a kelipah gashmi must make a DC 23 Will save or be confused for as long as they remain in the aura and for 1d4+1 rounds after they leave. A creature which makes its saving throw is immune to this creature's aura of madness for 24 hours. The save DC is Charisma based.

Aura of True Madness : When the core becomes exposed, all creatures catch a glimpse of true madness within. All hostile creatures in 60 feet which can see a kelipah gashmi must make a DC 23 Will save or go permenantly insane. A creature which makes its saving throw is still rendered confused for 1d4 rounds, but they become immune to this creature's aura of true madness for 24 hours. Saving against the original aura of madness does not grant immunity to aura of true madness. The save DC is Charisma-based.

Core Blast : When the core becomes exposed ,it perishes in explosive releases. Every round, the core may make either a 120 foot line or a 60 foot cone area effect dealing 15d6 damage of either acid, cold, electric, or fire (choose randomly with 1d4), with a Reflex DC 23 for half. The save DC is Charisma based.

Eye Beams : The faces can shoot bolts of energy from their eyes as a free action once per round. Due to facing, only two bolts can be aimed in any one direction at a time. Bolts are a ranged touch attack with no saving throw. Select from the following eight beams, each ray may only be used once per round:
 * Disintergrate Ray: Deal 4d6 acid damage.
 * Electric Ray: Deal 4d6 electric damage.
 * Freeze Ray: Deal 4d6 cold damage.
 * Heat Ray: Deal 4d6 fire damage.
 * Inflict Ray: Deal 4d4 negative energy damage.
 * Madness Ray: Deal 1 Wis damage.
 * Radiation Ray: Deal 1 negative level.
 * Wasting Ray: Deal 1 Con damage.

Extraordinary Health : Kelipah Gashmi recieve their maximum hit points per HD.

Facing : The four faces of the kelipah gashmi face the four cardinal directions, making it impossible to focus their full attention in a single direction. In a cone effect radiating from each face, a kelipah gashmi can strike with one tongue and two eye beams. It can make multiple attacks, but only if there are multiple creatures around it to target. For a kelipah gashmi, being surrounded is an advantage.

Improved Grab : To use this ability, a kelipah gashmi's body must hit with a tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Multitarget: The kelipah gashmi is a multiple-part creature. When battle first starts, only the faces are visible and only the faces can make actions. There are four faces which share a move action, but may make standard actions interdependently and have separate hit point totals. When at least one face is destroyed, the body becomes visible and is able to make actions, as well as be injured. When the body is destroyed, the faces no longer regenerate and the core becomes visible to damage, as well as able to perform actions of its own. When the core dies, the entire creature perishes. The entire creature all together is considered CR 15.

Regeneration : Nothing can bypass the regeneration of the kelipah gashmi's faces. However, if the body dies, the faces stop lose their regeneration ability, allowing them to be killed.

Spell-Like Abilities : At will- enthrall (DC 18), geas/quest (DC 22); 3/day - bolts of devilment (DC 21), greater command (DC 21), mass suggestion (DC 22), shadow walk (DC 22). The saves are Charisma based.

Tongues :  he kelipah gashmi can speak with any creature that has a language, as though using a tongues spell (caster level 15th). This ability is always active.

Wasting : The creature which makes up the core of the kelipah gashmi cannot survive in normal dimensional space. Whenever on a plane other than the far realm and the core is exposed, the kelipah gashmi's core loses 15 hit points on each round until it can make it to the safety of the Far Realm.