Half-Fiend Tanttur (CR 9)

Huge Outsider (Native)
Alignment: Always evil (any)
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +15, and Spot +16

AC: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Hit Dice: 12d8+84 (138 hp); DR: 10/magic
Fort +15, Ref +5, Will +5
Speed: 20 ft., fly 20 ft. (average)
Space: 15 ft./15 ft.
Base Attack +9; Grapple +28
Attack: 2 claws +18 melee
Full Attack: 2 claws +18 melee and bite +16 melee and 2 tendrils +16 melee
Damage: Claws 2d6+11, bite 2d8+5, tendrils 1d6+5
Special Attacks/Actions: Improved grab, paralysis, smite good, spell-like abilities, swallow whole
Abilities: Str 32, Dex 13, Con 24, Int 8, Wis 8, Cha 5
Special Qualities: immunity to poison, plant traits, regeneration 10, resistance to acid 10, cold 10, electricity 10, and fire 10, SR 22
Feats: Alertness; Iron Will; Multiattack; Power Attack; Stealthy
Skills: Balance +3, Hide +10, Listen +15, Move Silently +18, Search +6, Spot +16, Survival +6, and Swim +18
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)
Climate/Terrain: Temperate forests
Organization: Solitary
Treasure: 1/10th coins; 50% goods; 50% items

Source: Web

Improved Grab (Ex): To use this ability, a half-fiend tanttur must hit a creature at least one size smaller than itself with its bite attack. 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 try to swallow the opponent in the following round. A half-fiend tanttur can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.

Smite Good (Su):Once per day the creature can make a normal melee attack to deal an extra 12 points of damage against a good foe.

Spell-Like Abilities: 3/day -- darkness, poison (DC 11); 1/day -- blasphemy (DC 14), contagion (DC 10), desecrate, unholy blight (DC 11). Caster level 12th. The save DCs are Charisma-based.

Swallow Whole/Paralysis (Ex): A half-fiend tanttur can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant's mass, the opponent must succeed on a DC 23 Fortitude save or be paralyzed for 3d6 rounds by the half-fiend tanttur's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the half-fiend tanttur's interior (AC 14). Once the creature exits, the plant's regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge half-fiend tanttur's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a half-fiend tanttur . A half-fiend tanttur that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.