Ityak-ortheel, the Elf Eater (CR 22)
Colossal Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Chaotic evil
Initiative: +4 (Dex); Senses: blindsight 100 ft., sense life, Listen +32, and Spot +32
AC: 35 (-8 size, +4 Dex, +29 natural) touch 6, flat-footed 31
Hit Dice: 42d8+462 (660 hp); DR: 15/adamantine and good
Fort +34, Ref +29, Will +28
Speed: 60 ft.
Space: 40 ft./30 ft. (50 ft.with tentacles)
Base Attack +42; Grapple +73
Attack: tentacle +50 melee or Kick +49 melee
Full Attack: 8 Tentacles +50 melee and Kick +47 melee
Damage: Tentacles 1d10+15, Kick 4d8+15
Special Attacks/Actions: Constrict 2d8+7, improved grab, maw of destruction, tentacle grappling
Abilities: Str 40, Dex 18, Con 33, Int 6, Wis 21, Cha 19
Special Qualities: carapace defense, regeneration 10, immunity to acid, cold, petrification, and poison, immunity to charm, death, and fear magic, resistance to electricity 10 and sonic 10, sense life, SR 36
Feats: Awesome Blow; Cleave; Combat Reflexes; Crush; Great Cleave; Improved Bull Rush; Improved Initiative; Improved Natural Armor (3); Improved Overrun; Lightning Reflexes; Multiattack; Power Attack; Weapon Focus (tentacle)
Skills: Bluff +31, Climb +32, Hide +15, Intimidate +31, Jump +32, Listen +32, Move Silently +31, Search +25, Sense Motive +32, Spot +32, and Survival +25
Climate/Terrain: The Abyss
Champions of Ruin
Carapace Defense (Ex): Ityak-Ortheel's carapace is nearly indestructible, so attacking from on top of the creature is fruitless in most cases. It has a damage reduction of 50/epic and good, which affects only direct attacks to the carapace, and the carapace itself has immunity to fire. In times of dire need, Ityak-Ortheel can retreat into its shell, effectively shielding its body from further attacks. If its enemies continue to damage it even after it retreats in this way, it rears back up and lashes out for a final attack.
Constrict (Ex): The Elf Eater deals automatic tentacle damage with a successful grapple check. It can constrict with more than one tentacle, as outlined under Tentacle Grappling, below.
Improved Grab (Ex): To use this ability, Ityak-Ortheel must hit a creature with one or more tentacle attacks (see Tentacle Grappling below). It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Maw of Destruction (Ex): While it cannot effectively bite with its huge, toothy maw, the Elf Eater can transfer grappled creatures to it with its tentacles. Any creature that falls unconscious or dies while grappled by the Elf Eater is automatically transferred to its mouth at the beginning of its next turn. Once inside its maw, the creature is utterly destroyed by the acidic juices within as if it had been successfully targeted with a destruction spell.
Tentacle Grappling (Ex): Ityak-Ortheel the Elf Eater is a monstrous creature with forty tentacles flailing out around its body. It can attack with all of them in a single round as a full round action, but only eight tentacles can attack a single target. It can use its improved grab ability on a Large or smaller creature as long as it hits the creature with a single tentacle. It must hit with at least two tentacles to in order to use improved grab on a Huge creature, four tentacles to grab a Gargantuan creature, and all eight to attempt an improved grab on a Colossal creature. It must use this many tentacles to maintain its hold or initiate a normal grapple as well.
A grappled creature can attempt to break free of the Elf Eater normally, or it can try to cut its way out of the tentacles. Each tentacle has 15 hit points and an AC of 23, and if the creature manages to sever all of the tentacles grappling it, it falls to the ground (taking 1d6 points of falling damage in the process). Severed tentacles grow back at the rate of one per round. If a creature attempts to escape the tentacles normally, it must contend with the sheer number of grasping limbs. The Elf Eater's tentacles grapple as the largest size of creature it could grapple with the number of tentacles being used. For example, if it is grappling with a single tentacle it grapples as a Large creature, but if it has four tentacles attached it grapples as a Gargantuan creature.
Regeneration (Ex): Fire deals normal damage to the Elf Eater. The creature regrows tentacles at the rate of one per round in addition to its normal regeneration. It regrows other lost limbs (its legs) in 1d6 minutes, although it can reattach a severed leg instantly by holding it to the stump.
Sense Life (Ex): Although Ityak-Ortheel's blindsight extends only to 100 feet, it can sense all living beings within a radius of five miles, and it can instantly differentiate sentience and race (which allows it to hunt down the elves whom it hates so much).
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
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.