Geriviar (CR 19)
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: low-light vision, Listen +11, and Spot +11
AC: 37 (-2 size, +1 Dex, +28 natural), touch 9, flat-footed 36
Hit Dice: 26d8+208 (325 hp); DR: 10/adamantine and magic
Fort +23, Ref +11, Will +13
Speed: 70 ft.
Space: 15 ft./15 ft.
Base Attack +19; Grapple +38
Attack: Slam +29 melee or exploding nodule +18 ranged or rock +18 ranged
Full Attack: 8 slams +29 melee and bite +23 melee; or exploding nodule +18 ranged; or rock +18 ranged
Damage: Slam 3d6+11, bite 2d6+5, exploding nodule (see text)
Special Attacks/Actions: Batter, exploding nodules, rock throwing, spell-like abilities
Abilities: Str 33, Dex 12, Con 26, Int 11, Wis 17, Cha 18
Special Qualities: immunities, leap, regeneration 8, rock catching, SR 28, sprint
Feats: Awesome Blow; Cleave; Combat Reflexes; Great Cleave; Improved Bull Rush; Improved Natural Attack (slam); Improved Sunder ; Iron Will; Lightning Reflexes; Power Attack; Weapon Focus (slam)
Skills: Climb +19, Escape Artist +9, Jump +45, Listen +11, Spot +11, Tumble +13, and Use Rope +1 (+3 with bindings)
Advancement: 27-40 HD (Huge); 41-78 HD (Gargantuan)
Climate/Terrain: Temperate marshes
Organization: Solitary, pair, or band (6-9 plus 20% non-combatants)
Monster Manual III
Batter (Ex): A geriviar is especially ferocious and adept at attacking unattended objects. When attacking such an object, it ignores half the item's hardness. This ability does not allow a geriviar to ignore half an item's hardness when it makes sunder attempts.
Exploding Nodules (Ex): A geriviar's body is covered with spherical, spiny nodules that range between 1 and 2 feet in diameter. Each of these nodules is filled with small fragments of the armored plates covering the geriviar's body, as well as a volatile, explosive liquid secreted through the giant's skin. A geriviar can break off up to two of these nodules each round (until it runs out) and hurl them at its opponents as a standard action.
Each nodule is a grenadelike weapon that deals 5d6 points of piercing damage and 5d6 points of fire damage in a 10-foot spread (DC 31 Reflex half). The save DC is Constitution-based.
A healthy geriviar normally carries twelve nodules at a given time. Nodules take 3d6 minutes to grow back once broken off. A geriviar can regrow multiple nodules at the same time. However, if a geriviar's regeneration is negated somehow, it takes 2 to 3 days to regrow.
Rock Throwing (Ex): A geriviar can hurl rocks of 61 to 80 pounds (Medium objects) up to 160 feet. A geriviar can throw up to two rocks per round, using two of its four arms to lift them from the ground or its sack, and two to hurl them.
Spell-Like Abilities: 3/day - reverse gravity, telekinesis (DC 19); 1/day - invisibility, shout (DC 18), stone shape. Caster level 20th.
Immunities (Ex): Geriviars have immunity to disease, mind-affecting spells and abilities, poison, fire, and sonic.
Leap (Ex): Geriviars can always take 10 on Jump checks. Also, if a geriviar leaps down from a great height, a successful DC 15 Jump check negates the damage from the first 60 feet of the fall, as opposed to the first to feet.
Regeneration (Ex): Acid and cold deal normal damage to a geriviar. If a geriviar loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Rock Catching (Ex): A geriviar can catch rocks (or projectiles of similar shape). Once per round, a geriviar that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) A geriviar must be ready for and aware of the attack in order to make a rock catching attempt.
Sprint (Ex): A geriviar can sprint on all six limbs. A geriviar that takes the run action moves six times its speed.
A geriviar strikes from a distance, attempting to whittle down an opponent's strength with thrown rocks and exploding nodules before engaging in melee. Once in close combat, it uses its Improved Sunder feat to destroy an enemy's weapons, or its Improved Bull Rush feat to send enemies over cliffs or into deadly patches of marsh ground.