Anunnaki
This towering humanoid has a strange, stony head. Small,
mechanical wings spread out from its back.
ANUNNAKI CR 18/MR 7
XP 153,600
N Large monstrous humanoid (mythic, shapechanger)
Init +16 M ; Senses darkvision 60 ft., lifesense, true seeing;
Perception +31
DEFENSE
AC 35, touch 22, flat-footed 30 (+8 deflection, +5 Dex, +13 natural,
–1 size)
hp 320 (20d10+210); regeneration 10 (epic weapons)
Fort +15, Ref +17, Will +20; +8 vs. mind-affecting effects
Defensive Abilities morphic anatomy, psychic warding,
unstoppable MA ; DR 20/epic; Immune poison; Resist acid 20,
cold 20, electricity 20, sonic 20
OFFENSE
Speed 50 ft., fly 60 ft. (good)
Melee primal chisel +30/+25/+20/+15 (3d6+10/15–20 plus
devolution), bite +26 (1d8+5), 4 wings +26 (1d6+5)
Special Attacks devolution (DC 28), mythic magic MA 3/day,
mythic power (9/day, surge +1d10)
Spell-Like Abilities (CL 20th; concentration +28)
Constant—true seeing
At will—etherealness, greater teleport (self plus 50 lbs. of
objects only), mental block OA (DC 20), mindlink OA
5/day—greater dispel magic
3/day—quickened baleful polymorph (DC 23), primal
regression OA (DC 24)
1/day—divide mind OA , overwhelming presence UM (DC 27)
STATISTICS
Str 29, Dex 20, Con 24, Int 27, Wis 27, Cha 26
Base Atk +20; CMB +30 (+32 bull rush); CMD 53 (55 vs.
bull rush)
Feats Combat Casting, Extra Mythic Power M , Great Fortitude M ,
Improved Bull Rush, Improved Critical (primal chisel),
Improved Great Fortitude, Improved Initiative M , Multiattack,
Power Attack M , Quicken Spell-Like Ability (baleful
polymorph), Weapon Focus (primal chisel)
Skills Bluff +18, Diplomacy +23, Fly +25, Heal +28,
Intimidate +26, Knowledge (arcana, local, nature) +28,
Knowledge (dungeoneering, engineering, history) +16,
Knowledge (geography, planes, religion) +13, Linguistics +23,
Perception +31, Sense Motive +19, Spellcraft +28
Languages Aklo, Common, Draconic, Giant; truespeech
SQ bestow knowledge, lantern of civilization, mimetic memory,
morphic body, mythic immortality MA , uplift
ECOLOGY
Environment any
Organization solitary, pair, or cabal (6–10)
Treasure standard
SPECIAL ABILITIES
Bestow Knowledge (Su) An anunnaki that touches a creature
with an Intelligence of 3 or higher can bestow temporary
knowledge and understanding upon that creature. Choose
one of the anunnaki’s skills; for the next 24 hours the
target of this ability uses the anunnaki’s skill ranks in
place of its own, even if this is more than its maximum
number of ranks. A creature can’t benefit from this ability
more than once at the same time. If an anunnaki uses this
ability on a creature that is currently the target of bestow
knowledge (from itself or another anunnaki), the new
bestow knowledge effect replaces the older one.
The anunnaki has the following skill ranks: Bluff
10 ranks, Diplomacy 15 ranks, Fly 15 ranks, Heal 20 ranks,
Intimidate 15 ranks, Knowledge (arcana, local, nature)
20 ranks, Knowledge (dungeoneering, engineering,
history) 8 ranks, Knowledge (geography, planes, religion)
5 ranks, Linguistics 15 ranks, Perception 20 ranks, Sense
Motive 11 ranks, and Spellcraft 20 ranks.
Devolution (Su) As a standard action, an anunnaki can touch a
creature and cause it to permanently lose cognitive function.
The creature touched must succeed at a DC 28 Will save or
be affected by an effect similar to feeblemind that can be
removed only by a wish or miracle. If a creature affected by
devolution procreates, its children can’t have an Intelligence
or Charisma score higher than 2 naturally, nor can this effect
be lifted by magic. Progeny created with this affliction also
possess physical traits that were more common among
earlier evolutionary forms of their parent species. The save
DC is Charisma-based.
Lantern of Civilization (Su) An anunnaki’s lantern of civilization
grants it constant true seeing and powers its primal chisel. If it
loses its lantern of civilization, it loses both of these abilities.
Mimetic Memory (Ex) As a standard action, an anunnaki
can touch a willing creature to read and imprint upon that
creature’s genetic memory as if both the anunnaki and its
target were affected by a share thoughts UM spell.
Morphic Anatomy (Ex) Anunnaki are adept shapechangers
and can shift their internal anatomy to best suit their
immediate needs. This ability renders them immune to
critical hits, sneak attacks, and precision damage.
Morphic Body (Ex) An anunnaki can assume the appearance
of any creature within one size category of itself (other
than creatures with the elemental, incorporeal, or
swarm subtypes—the body assumed must be solid). The
anunnaki’s creature type doesn’t change in this new
form, and it gains none of the mimicked creature’s special
abilities; the transformation is cosmetic only. In these
other forms, the anunnaki retains all of its normal statistics
and abilities as noted above, though it does take the
appropriate bonuses and penalties based on its new size.
Though this ability affects only the anunnaki’s outward
appearance, it is a transmutation effect.
Primal Chisel (Su) An anunnaki’s primal chisel is a part of
the creature, and is powered by its lantern of civilization.
It is a masterwork one-handed piercing weapon that deals
3d6 points of damage with an 18–20 critical threat range,
and a successful attack made with it applies the anunnaki’s
devolution ability.
Psychic Warding (Su) An anunnaki generates a field of
psychic energy around its body that protects its mind and
body from harm, granting it a deflection bonus to its Armor
Class and a racial bonus on saving throws against mind-
affecting effects equal to its Charisma modifier.
Uplift (Su) As a full-round action, an anunnaki can impart
incredible capacity for thought and understanding to a
creature it touches. The creature must have an Intelligence
score of 3 or less to be affected by this ability. This affect
is identical to awaken, except that it works on creatures of
the animal, plant, humanoid, magical beast, and monstrous
humanoid types. Creatures affected by uplift don’t change
creature type (with the exception of animals, which become
magical beasts), nor does the affected creature have
any inherent affinity toward the anunnaki. The effect
of uplift is permanent and is passed on to any
progeny the uplifted creature produces.
Residents of an enigmatic
and unknown world
that is believed to
exist out of phase with the
Material Plane, anunnaki are
mysterious, god-like beings
that shape the very direction of
civilizations. Little is known about the
anunnaki homeworld, but fragmented
information collected by scholars indicates that
it comes into contact with the Material Plane
only once every few thousand years. During this
time, anunnaki travel to other worlds in order
to manipulate the course of evolution, creating
civilizations and uplifting primitive creatures
using their esoteric technology, which includes
external power sources called “lanterns of
civilization.” The anunnaki do not typically
remain to guide these societies, and are often
remembered as deities by the civilizations
they leave behind. Because the anunnaki
can take on various forms, piecing together
which civilizations have or haven’t been
visited by anunnaki is exceedingly difficult.
The creatures could have arrived to guide
one civilization in the guise of powerful, glowing
creatures and secretly assimilated into another society
by adopting the appearance of members of that society
and subtly making changes over the course of decades.
Each anunnaki calibrates its form to fit the mores and
prejudices of the specific society it means to advance.
Anunnaki’s role as manipulators of civilization and
natural order often puts them into direct confrontation
with elohim (Pathfinder RPG Bestiary 4 86). The source of the
enmity between these mighty creatures is unknown, but
the aftershocks of their conflicts can be felt for millennia
after the fighting has ended. Some sages believe that the
anunnaki and elohim are both working to circumvent
some future calamity, but differ along ideological or
philosophical lines as to how to prevent this event from
coming to pass. Ancient records from cultures that were
shaped by the anunnaki reference divine visions of great,
devouring rifts in the darkness between the stars and the
terrible, unimaginable entities that dwell within them.
For all the knowledge and power anunnaki possess, the
civilizations they create do not always see them as benevolent
saviors. Some anunnaki might have more sinister agendas
not shared by the rest of their
people. These rogue anunnaki
have free rein over the societies
they manipulate as long as they
can avoid the notice of their
fellow anunnaki—and since it
is difficult for other creatures
to find or contact any of their
race, the renegade anunnaki
can often do whatever they
please. Some of these renegades
use their civilizations for large-scale
experiments, creating bizarre hybrid
creatures. Others advance their
subjects too rapidly by the standards
of the other anunnaki, attempting
to create creatures as advanced as the
anunnaki themselves rather than simply
giving cultures the means to advance
themselves. In many of these cases, the
uplifted society isn’t truly equipped to
handle such vast changes. Rather than
advancing in a surge of scientific
and creative thought, its members
become absorbed with existential
doubt or fall into madness as they
recognize the gulf between their lofty
ambitions and the materials and means
they have at their disposal.
Anunnaki prefer to interact with
most humanoids without being recognized
for what they are, and an anunnaki may depart a
conversation abruptly if a non-anunnaki reveals
that she knows it is not the god or mortal it
pretends to be.