Abomination, Xixecal (CR 36)
Colossal Outsider (Chaotic, Cold, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +11 (+7 Dex. +4 Improved Initiative); Senses: Spot +76 and listen +49
AC: 64 (-8 size, +7 Dex, +55 natural), touch 9, flat-footed 57
Hit Dice: 72d8+1,080 (1,676 hp); DR: 20/good and epic and adamantine
Fort +55, Ref +47, Will +39
Speed: 140 ft.
Space: 50 ft./50 ft.
Base Attack -; Grapple -
Attack: 2 claws +93 melee, bite +87 melee, stamp +87 melee
Damage: Claw 2d8+28/19-20, bite 4d6+14, stamp 4d6+14
Special Attacks/Actions: Rend 4d8+42, cold, spell-like abilities, breath weapon, summon white dragon, Constitution drain
Abilities: Str 66, Dex 13, Con 40, Int 12, Wis 8, Cha 34
Special Qualities: Abomination traits, cold subtype, dire winter, fast healing 30, regeneration 30, SR 48, DR 20/good and epic and adamantine
Feats: Alertness; Cleave; Dodge; Great Cleave; Great Fortitude; Improved Critical (claw); Improved Initiative; Iron Will; Lightning Reflexes; Power Attack; Improved Sunder; Weapon Focus (claw); Weapon Focus (bite); Weapon Focus (stamp)
Epic Feats: Blinding Speed (x4); Devastating Critical (claw); Overwhelming Critical (claw); Spell Stowaway (improved invisibility); Epic Toughness; Epic Weapon Focus (claw); Epic Weapon Focus (bite); Epic Weapon Focus (stamp)
Skills: Climb +103, Concentration +90, Hide -9, Knowledge (arcana) +76, Knowledge (religion) +76, Knowledge (the planes) +76, Search +76, Spellcraft +76, Spot +76, and listen +49
Advancement: 73-150 HD (Colossal)
Organization: Solitary or in the company of 1d4+1 old white dragons
Epic Level Handbook
Rend (Ex): If the xixecal hits with both claw attacks, it latches onto an opponent's body and tears the flesh. This attack automatically deals an additional 4d8+42 points of damage.
Cold (Su): A hit from a xixecal's melee attack induces numbing cold. The opponent must succeed at a Fortitude save (DC 58) or be affected as though by a slow spell for 10 rounds.
Spell-Like Abilities: At will - blasphemy, cone of cold, desecrate, greater dispelling, dominate monster, hold person, improved invisibility, unholy aura, wall of ice; 5/day - haste, meteor swarm. Caster level 36th; DC 22 + spell level.
Breath Weapon (Su): Cone of cold 300 feet, 3/day, damage 12d6, Fort half, DC 61.
Summon White Dragon (Sp): Five times per day a xixecal can summon an old white dragon.
Constitution Drain (Su): This effect permanently reduces a living opponent's Constitution score by 4 when the creature hits with a slam, bite, or rend, or twice that amount on a rend or critical hit. The creature heals 20 points of damage (or 40 on a rend or critical hit) whenever it drains Constitution, gaining any excess as temporary hit points. The attack allows a Fortitude save (DC 58).
Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Cold Subtype: Immune to cold damage; takes double damage from fire unless a saving throw for half damage is allowed (the standard cold resistance 20 most abominations have is not shared by xixecals), in which case it takes half damage on a success and double damage on a failure.
Dire Winter (Su): A xixecal always stands at the center of a permanent dire winter spell effect. If dispelled, the effect returns 1 minute later - only way to permanently remove the effect is to slay the xixecal that generates it.
Regeneration: Xixecals take normal damage from Lawful weapons, and double damage from burning or fiery weapons.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.