Beholderkin, Death Kiss (CR 11)
Alignment: Usually neutral Evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +9
AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Hit Dice: 12d8+36 (90 hp)
Fort +9, Ref +6, Will +11
Speed: 5 ft., fly 30 ft. (good)
Space: 10 ft./100 ft.
Base Attack +9; Grapple +16
Attack: 10 tentacles +11 melee
Full Attack: 10 tentacles +11 melee
Damage: Tentacle 1d4+3
Special Attacks/Actions: Improved grab, blood drain
Abilities: Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 14
Special Qualities: Flight, electric aura, death shiver
Feats: Alertness; Great Fortitude; Iron Will; Power Attack; Skill Focus (Search)
Skills: Hide +4, Listen +9, Search +9, Spot +9, and Survival +7
Advancement: 13-15 HD (Large); 16-30 HD (Huge); 31-36 HD (Gargantuan)
Climate/Terrain: Any land
Death kisses are not subtle combatants. They might attempt to use tactics against dragons or other beholderkin, but against lesser beings they use their superior reach to flail away until their prey succumbs. They do not always trouble themselves to make sound tactical decisions, such as grappling spellcasters or finishing off one foe with multiple attacks. Instead they rely upon their ability to recover from damage by inflicting more damage on their prey. If they have a weakness, it's that they enjoy toying with their food.
Improved Grab (Ex): To use this ability the death kiss must hit with a tentacle attack.
Blood Drain (Ex): A living creature hit by a death kiss tentacle must make a Fortitude check (DC 18). Failure causes the creature to take 1d3 points of temporary Constitution damage and allows the death kiss to recover 1d6 hit points of damage it has suffered, just as if it had the fast healing ability.
Flight (Ex): A death kiss's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
Electric Aura (Ex): Whenever the death kiss is damaged by a slashing or piercing melee weapon, there is a 1% chance per point of damage inflicted by the blow that the creature's electric aura will shock the attacker for 1d10 points of damage. A Reflex save avoids the damage. If the blow reduces the death kiss to 0 or fewer hit point the chance increases to 5% per point of damage inflicted by the blow.
Death Shiver (Ex): At death, all remaining electrical force remaining in the death kiss's body shoots out of its corpse. All beings within a 5- to 50-foot-radius spread (1d10 x 5) must make a Reflex saving throw (DC 15) or suffer 2d10 points of electricity damage.