Humbaba (CR 15)
Alignment: Usually lawful neutral
Initiative: +0; Senses: Listen +31 and Spot +31
AC: 19 (+10 natural, -1 size), touch 9, flat-footed 19
Hit Dice: 26d12 (169 hp)
Fort +8, Ref +8, Will +19
Speed: 40 ft., swim 20 ft.
Space: 10 ft./10 ft.
Base Attack +13; Grapple +23
Attack: Slam +18 melee or rock +12 ranged
Full Attack: 2 slams +18 melee or 4 rocks +10/+10/+5/+0 ranged
Damage: Slam 2d12+7, rocks 2d6+6
Special Attacks/Actions: Absorb weapon, endless arms, improved grab, melding touch, spell-like abilities, throw rocks
Abilities: Str 22, Dex 10, Con -, Int 15, Wis 14, Cha 12
Special Qualities: Play dead, undead traits
Feats: Cleave; Great Cleave; Improved Bull Rush; Improved Overrun; Improved Sunder; Iron Will; Point Blank Shot; Power Attack; Rapid Shot
Skills: Concentration +29, Disguise +30, Intimidate +30, Listen +31, Spellcraft +31, and Spot +31
Advancement: 27 to 34 HD (Large), 35 to 42 (Huge)
Climate/Terrain: Any warm
Organization: Solitary or pair
Standing over twenty feet tall, this hulking, rotting man-shaped form is made of dozens of writhing dead bodies held together by some unseen force. Although firmly attached, their limbs move independently, dumbly reaching and grasping for freedom.
Humbabas are 20-foot-tall undead giants constructed out of dozens of smaller bodies and set to guard the border between the lands of the living and the lands of the dead, such as the River Styx. They are composite creatures controlled by a single powerful will.
Most humbabas guard sacred places such as the Forest of Cedars, an abode of the gods, or the many necropolises where the bodies of heroes lie buried in splendor. They are not evil, but they are relentless in their defense of certain tombs and borderlands. Some believe that they were first created by the gods of the afterlife.
Humbabas speak Celestial, Common, and Infernal.