Cildabrin (CR 7)
Alignment: Usually neutral evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., tremorsense 60 ft., and Spot +11
AC: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Hit Dice: 11d8+55 (104 hp)
Fort +8, Ref +6, Will +7
Speed: 50 ft., climb 20 ft.
Space: 10 ft./10 ft.
Base Attack +8; Grapple +23
Attack: Pincer +14 melee
Full Attack: 2 pincers +14 melee, tail stinger +12 melee
Damage: Pincers 1d6+7, tail stinger 1d8+3 plus poison
Special Attacks/Actions: Constrict 1d6+10, improved grab, poison, spell-like abilities
Abilities: Str 24, Dex 17, Con 21, Int 11, Wis 10, Cha 13
Feats: Dodge; Mobility; Multiattack; Spring Attack
Skills: Climb +22, Jump +22, Move Silently +10, and Spot +11
Advancement: 12-21 HD (Large); 22-33 HD (Huge)
Treasure: 50% coins, 50% goods, 50% items
Lords of Madness
As a solitary hunter, a cildabrin prefers to stalk its prey. It slowly closes the distance to the quarry after using its spell-like silence ability, and then leaps to the attack. If hunting a lone figure or a small group, a cildabrin remains in melee, trying to kill or incapacitate as many targets as possible. If engaging a large or powerful group of prey, a cildabrin uses its Spring Attack feat to snatch up one or two targets, tries to trap any remaining foes in its spike stones, casts darkness to cover its escape, and then flees to kill and consume its prey later in safety. Its long claws and segmented, scorpionlike tail give it exceptional reach in combat.
Constrict (Ex): A cildabrin deals an extra 1d6+10 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a cildabrin must successfully attack with a pincer. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, the cildabrin establishes a hold and deals constrict damage. Cildabrins gain a +4 racial bonus on grapple checks.
A cildabrin might choose to grapple with one pincer only (grapple bonus +3), especially against Small opponents or opponents that have been weakened by its poison. This tactic leaves the monster free to move or use its other attacks against different opponents.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 1d6 Srr. The save DC is Constitution-based.
Spell-Like Abilities: 3/day - darkness, silence (DC 16), spike stones (DC 16). Caster level 11th. The save DCs are Charisma-based.
Skills: Cildabrins have a +8 racial bonus on Climb checks and a +4 racial bonus on Spot checks. A cildabrin can always choose to take 10 on Climb checks, even if rushed or threatened.