thoughts on what to make this things regen vulnerable to?
Red Super Giant
Colossal + Giant (Fire)
Hit Dice: 100d8+2000 (2450 hp)
Speed: Fly 240 ft. (45 squares), Good
Armor Class: 60 (-16 Size, +50 Natural, +26 Deflection), touch 10, flat-footed 60
Base Attack/Grapple: +75/+136
Attack: Slam +105 melee (4d8+45 plus 5d6 fire)
Full Attack: 2 Slams +105 melee (4d8+45 plus 5d6 fire)
Space/Reach: 100' ft./100' ft.
Special Attacks: Flaming Body, Fiery Blast
Special Qualities: Low Light Vision, Dark Vision 240', Immunities, Regeneration 40, Fast Healing 40, SR 70, DR 20/-
Saves: Fort +58, Ref +33, Will +40
Abilities: Str 100, Dex 10, Con 50, Int 20, Wis 25, Cha 40
Skills: Bluff +85, Concentration +90, Intimidate +106, Knowledge (Arcane, Nature, Geography, Local) +75, Listen +77, Sense Motive +77, Spot +77
Feats: Adroit Flyby Attack, Awesome Blow, Cleave, Devastating Critical (Slam), Diehard, Dire Charge, Dodge, Endurance, Epic Endurance, Epic Fortitude, Flyby Attack, Great Cleave, Great Flyby Attack, Great Fortitude, Hover, Improved Bull Rush, Improved Critical (Slam), Improved Flyby Attack, Improved Initiative, Improved Snatch, Large and in Charge, Mobility, Multisnatch, Overwhelming Assault, Overwhelming Critical (Slam), Power Attack, Power Climb, Power Critical (Slam), Power Dive, Shock Trooper, Snatch, Supreme Initiative, Weapon Focus (Slam), Wingover
Alignment: Chaotic Neutral
Advancement: 101+ HD (Colossal +)
Level Adjustment: ----
"The prophecies say the world will end in fire. Who am I to say they're wrong?"
Red Super Giants are large, red flaming giants that spend their nigh well immortal lives flying through space from planet to planet. They feed on organic ash, and burn the life on worlds the visit to extinction before moving on. While not expressly evil, they do realize other beings have to die for them to live, and many are quite insane or solipsistic as a result. They don't seem to have a society, and often as not two of them who meet fight each other to the death over food and territory.
Flaming Body (Ex): Red Super Giants seem to be composed of fire (or are at least permanently on flame). Anything touching them takes 5d6 fire damage (and their Slams and Grapples also do an additional +4 fire damage). Non magical weapons or items touching them are instantly destroyed (magical items get a DC 75 Fort Save, Save DC is Charisma Based). Even if a magic item is not destroyed it is affected as if by a Heat Metal spell (Caster Level is equal to Giant's Hit Dice). Any square a Red Super Giant enters catches fire, and burns for 3d6 rounds after.
Fiery Blast (Ex): Once every 1d4 rounds the Red Super Giant can unleash a superheated blast of plasma. It can take the form of an 80' Cone, a 10'x150' Line, or an explosion with a 60' spread, and a 200' range. It does 40d6 fire damage. Opponents get a DC 75 Reflex Save for half damage (Save DC is Charisma based). Non magical weapons or items in the area are instantly destroyed (magical items get a DC 75 Fort Save, Save DC is Charisma Based). Even if a magic item is not destroyed it is affected as if by a Heat Metal spell (Caster Level is equal to Giant's Hit Dice). Any squares in the blast area immediately catch fire and burn for 3d6 rounds thereafter.
Immunities (Ex): Red Super Giants are immune to Fire and Cold Damage. They are immune to sleep and age effects, poison, paralysis, stunning, disease, polymorph, petrification, fatigue, exhaustion, and is not subject to critical hits or flanking. They do not require water or air.
Combat: Given their regeneration, healing, and immunities it's not often a Red Super Giant encounters something that really gives him a fight. Most simply rely on their flaming body to do enough damage to burn the area with the occasional blast of fire. Tactics only enter their mind if mages show up or there's some sort of organized resistance.