Gaj (CR 11)

Large Aberration (Psionic)
Alignment: Usually neutral evil
Initiative: +0; Senses: low-light vision and Spot +22


AC: 26 (-1 size, +17 natural), touch 9, flat-footed 24
Hit Dice: 11d8+77 (126 hp)
Fort +10, Ref +3, Will +14
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +8; Grapple +21
Attack: Mandibles +16 melee
Full Attack: Mandibles +16 melee
Damage: Mandibles 2d6+13
Special Attacks/Actions: Psi-like abilities, improved grab, probe drain
Abilities: Str 28, Dex 11, Con 25, Int 14, Wis 21, Cha 20
Special Qualities: Psionic resistance 22
Feats: Focused, Improved Sunder; Iron Wills; Power Attack; Psionic Fist; Improved Sunder
Skills: Concentration +21, Intimidate +12, Psicraft +16, Spot +22, and Survival +19
Advancement: 12-18 HD (Medium); 19-33 HD (Huge)
Climate/Terrain: Warm deserts (Athas)
Organization: Solitary or pair
Treasure: Double standard

Source: Dungeon #111

Combat

The gaj uses its array of psionic attacks first, preferably from a distance, then moves into melee to consume any incapacitated foes. In melee, it tries to sunder the weapons of those who attack it, and it takes great joy in draining their intelligence while tearing them apart with its mandibles.

At the beginning of a fight, the gaj has its psionic focus. It prefers to expend its psionic focus during a sunder attack.

Gajs are confident creatures, and they sometimes play with their food when they don't think they're in danger. Even in the middle of combat, some gajs grapple foes and use their power leech psi-like ability or probe drain special ability to gain power or learn more about their foes. Gajs aren't stupid and deal with dangerous enemies before playing with their food.

Psi-Like Abilities (Sp): At will - detect psionics, id insinuation (5 targets, DC 21*), mindlink, read thoughts (DC 17), power leech (DC 19), phonic blast (4 rounds, DC 18); 3/day - psionic dominate (can affect aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids, or outsiders, DC 21*), psychic crush (4d6 damage on a successful save, DC 20*). Manifester level 11th. The save DCs are Charisma-based.

*Includes augmentation for the gaj's manifester level.

Improved Grab (Ex): To use this ability, a gaj must hit a Medium or smaller creature with its mandibles. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can automatically make a probe drain attack.

Probe Drain (Su): A gaj can use its feathery antennae to attack the mind of grappled victims. If a gaj takes an attack action and wins a grapple check, it can probe its adversary's mind (as the mind probe power, DC 20), and then automatically deal 1d4 points of Wisdom drain. Creatures who succeed at their Will saves resist the gaj's mental interrogation for a round, but they still take the Wisdom drain.

Skills: Gajs have a +10 racial bonus on Spot checks due to their multiple keen eyes.