Ghirrash (CR 7)
Large Outsider (Extraplanar)
Alignment: Always chaotic (any)
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +11, and Spot +11
AC: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Hit Dice: 7d8+21 (52 hp); DR: 5/magic
Fort +8, Ref +10, Will +6
Speed: 50 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +17
Attack: Claw +13 melee
Full Attack: 4 claws +13 melee (1d6+6) and bite +7 melee
Damage: Claws 1d6+6, bite 1d4+3 plus paralysis
Special Attacks/Actions: Paralysis, pounce, rake 1d6+3
Abilities: Str 23, Dex 16, Con 16, Int 13, Wis 12, Cha 15
Special Qualities: displacement, immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, SR 14
Feats: Improved Initiative; Lightning Reflexes; Weapon Focus (claw)
Skills: Balance +15, Climb +16, Hide +13, Jump +26, Listen +11, Move Silently +13, Spot +11, Survival +11, and Tumble +15
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Climate/Terrain: Plane of Shadow
Organization: Solitary or squad (2-4)
Treasure: No coins; 50% goods; standard items
Paralysis (Su): A creature hit by a ghirrash's bite attack must make a DC 16 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Constitution-based.
Pounce (Ex): If a ghirrash charges, it can make a full attack, including two rake attacks.
Rake (Ex): Two claws, attack bonus +13 melee, damage 1d6+3.
Displacement (Su): A light-bending glamer continually surrounds a ghirrash, 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 ghirrash by some means other than sight. A true seeing effect allows the user to see the ghirrash's position, but see invisibility has no effect.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.