Displacer Beast Pack Lord (CR 12)

Huge Magical Beast
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +4, and Spot +10


AC: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Hit Dice: 18d10+192 (203 hp)
Fort +16, Ref +14, Will +9
Speed: 40 ft.
Space: 15 ft./10 ft. (20 ft. with tentacles)
Base Attack +18; Grapple +34
Attack: Tentacle +25 melee
Full Attack: 2 tentacles +25 melee and bite +19 melee
Damage: Tentacle 1d8+8, bite 2d6+4
Special Attacks/Actions: -
Abilities: Str 26, Dex 13, Con 20, Int 5, Wis 12, Cha 8
Special Qualities: displacement, resistance to ranged attacks
Feats: Alertness; Combat Reflexes; Dodge; Iron Will; Lightning Reflexes; Toughness; Weapon Focus (tentacle)
Skills: Hide +11, Listen +4, Move Silently +6, and Spot +10
Advancement: -
Climate/Terrain: Temperate hills
Organization: Solitary or pair
Treasure: 1/10 coins, 50% goods, 50% items

Source: Monster Manual

Combat

Displacer beasts rake opponents with their tentacles and bite foes that get close.

Displacement (Su): A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.

Resistance to Ranged Attacks (Su): A displacer beast gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks).

Skills: A displacer beast receives a +8 racial bonus to Hide checks, thanks to its displacement power.