Catoblepas (CR 6)
Alignment: Always neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., scent, Listen +3, and Spot +3
AC: 19 (-2 Size, +1 Dex, +10 natural), touch 9, flat-footed 18
Hit Dice: 6d8+30 (57 hp)
Fort +7, Ref +3, Will +6
Speed: 30 ft.
Space: 15 ft./10 ft.
Base Attack +4; Grapple +20
Attack: Tail slam +10 melee; or ray +3 ranged touch
Full Attack: Tail slam +10 melee; or ray +3 ranged touch
Damage: Tail slam 1d6+12 plus stun
Special Attacks/Actions: Death ray, Stun
Abilities: Str 26, Dex 13, Con 21, Int 2, Wis 13, Cha 8
Special Qualities: -
Feats: Improved Bull Rush; Improved Overrun; Power Attack
Skills: Jump +10, Listen +3, Spot +3, and Survival +3
Advancement: 7-12 HD (huge), 13-18 (Gargantuan)
Climate/Terrain: Any swamp
Organization: Solitary, pair or family (3)
Treasure/Possessions: 1/10 coins, 50% goods, 50% items
Monster Manual II
Death Ray (Su) The catoblepas can project a thin, green ray up to 160 feet (no range increment) from its bloodshot eyes. Any living creature struck by this ray must make a Fortitude save (DC 18). Success indicates that the target takes 5d6 points of damage: failure means the target dies instantly. After striking one target the ray dissipates and cannot be used again for 1d4 rounds.
Scent (Ex) A catoblepas can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Stun (Ex): Any living creature struck by the catoblepas's tail must make a Fortitude save (DC 18). Success indicates that the target takes only the normal damage for the attack; failure means the target is also stunned for 1 round. (A stunned character cannot act and loses any Dexterity bonus to Armor Class. An attacker gets a +2 bonus on attack rolls against a stunned opponent.)