Braxat (CR 9)

Large Monstrous Humanoid
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +12, and Spot +13
Languages: Giant, telepathy 1 mile


AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Hit Dice: 10d8+50 (95 hp); DR: 10/magic
Fort +8, Ref +8, Will +10
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +20
Attack: Huge greatclub +16 melee
Full Attack: Huge greatclub +16/+11 melee and gore +10 melee
Damage: Huge greatclub 2d6+9, gore 1d8+3
Special Attacks/Actions: Breath weapon, mind blast, psionics, spell-like abilities
Abilities: Str 23, Dex 12, Con 20, Int 15, Wis 12, Cha 11
Special Qualities:
Feats: Combat Expertise (B); Improved Bull Rush; Improved Disarm; Improved Trip; Iron Will; Power Attack (B); Weapon Focus (greatclub)
Skills: Intimidate +11, Jump +13, Listen +12, Spot +13, and Survival +12
Advancement: By character class
Climate/Terrain: Any desert or mountains
Organization: Solitary, pair, gang (3-6), warband (7-12), or tribe (20-80)
Treasure: Standard

Source: Monster Manual II

Combat

Braxats relish the hunt. They delight in their victims' fear and like to prolong the agony of their prey by stalking it for long periods, using their telepathy to create false hopes, and then crushing those hopes with new ambushes. Alternatively, braxats may send their victims telepathic taunts, detailing the grisly fate that awaits them after capture.

In combat, braxats are cruel and cunning. They prefer to soften up opponents with mind blasts and psionic assaults before closing in for the kill. They usually save their breath weapons for particularly stubborn foes. Once the opponents are damaged, the braxats wade into combat with their greatclubs.

Breath Weapon (Su): A braxat can breathe a 30-foot-long cone of cold for 3d8 points of cold damage (Reflex save DC 20 half). Once it has used its breath weapon, the creature must wait 1d4 rounds before it can do so again.

Mind Blast (Sp): This mind-numbing blast extends front the braxat in a 30-foot-long cone. Anyone caught in the area must succeed at a Will save (DC 15) or be stunned for 3d4 rounds. (When using the Psionics Handbook, replace this ability with the mind blast attack mode, as noted below.)

Psionics (Sp): At will -- dimension door, mind blank. Caster (or manifester) level 8th; save DC 10 + spell level.

Attack/Defense Modes: mind thrust, mind blast/thought shield, empty mind.

Spell-Like Abilities (Sp): At will -- blink; 1/day -- confusion, feeblemind. Caster level 8th; save DC 10 + spell level.

Telepathy (Su): A braxat can communicate telepathically with any creature within one mile that has a language.