Ankashar (CR 8)
Large Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft., scent, Listen +17, and Spot +17
AC: 22 (-1 size, +13 natural), touch 9, flat-footed 22
Hit Dice: 12d8+60 (114 hp); DR: 10/good
Fort +13, Ref +8, Will +10
Speed: 30 ft., fly 40 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +12; Grapple +22
Attack: Bite +17 melee
Full Attack: Bite +17 melee and 2 wings +15 melee and gore +15 melee and tail +15
Damage: Bite 1d8+6 plus disease, wings 1d6+3, gore 1d8+3, tail 1d8+3 plus trip
Special Attacks/Actions: Disease, gaze of madness, trip
Abilities: Str 22, Dex 11, Con 20, Int 6, Wis 14, Cha 11
Special Qualities: Compact body, immune disease, mind-affecting spells, and poison, outsider traits, resist acid 10, resist fire 10, SR 16
Feats: Flyby Attack, Hover; Improved Initiative; Multiattack; Wingover
Skills: +21, Hide +11, Listen +17, Move Silently +15, Search +13, Spot +17, and Swim
Advancement: 13-16 HD (Large); 17-30 HD (Huge); 31-36 HD (Gargantuan)
Climate/Terrain: The Abyss
Organization: Solitary, pair or brood (3-8)
Disease (Su): Anyone bitten by an ankashar must make a DC 21 Fortitude save or contract a wretched supernatural disease called warpflesh. The victim immediately suffers 2d4 points of Dexterity damage as the bitten portion of his body warps and grows deformed. As the disease progresses, the victim's body deforms further, contorting into a monstrous parody of his true form with each passing day. The victim can attempt a new DC 21 Fortitude save each day to resist taking another 2d4 points of Dexterity damage. Unlike normal diseases, a victim cannot naturally recover from warpflesh; it must be healed via magic like remove disease or heal or the victim will eventually become perpetually paralyzed as his body deforms into something that can't move at all. As long as a victim suffers from warpflesh, he is more susceptible to hostile transformation attacks - he suffers a -4 penalty to saving throws against all effects that physically alter the shape and function of his body (including spells like baleful polymorph, flesh to stone, and to effects like Baphomet's bestial curse). The save DC is Constitution-based.
Gaze of Madness (Su): 1d6 points of Wisdom damage, 30 feet, Will save DC 16 negates. This is a mind-affecting insanity effect. The save DC is Charisma-based.
Trip (Ex): An ankashar that hits with a tail attack can attempt to trip the opponent (+10 check modifier, including a +4 racial bonus to trip attacks) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the ankashar.
Compact Body (Ex): The ankashar can retract or extend its wings and two of its legs into its misshapen body as part of a move action. While its wings and legs are retracted, the ankashar's space is reduced to that of a creature one size category smaller than its normal size (its reach is unaffected). It cannot fly while in this form, nor can it use its attack actions. This ability allows the ankashar to quickly and effortlessly navigate areas normally restrictive for a Large creature. While compact, ankashar gains a +4 bonus on Hide checks.
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 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.