Jawg (CR 14)

Huge Aberration
Alignment: Always chaotic neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +13, and Spot +13
Languages: Draconic, Undercommon, and Dwarven


AC: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Hit Dice: 14d8+70 (133 hp); DR: 10/magic
Fort +9, Ref +7, Will +11
Speed: 40 ft.
Space: 15 ft./10 ft.
Base Attack +10; Grapple +14
Attack: Bite +18/+13 melee; claw +16 melee, 2 claws +16 melee
Full Attack: Bite +18/+13 melee; claw +16 melee, 2 claws +16 melee
Damage: Bite 2d6+8, claw 2d4+8; claws 1d4+8
Special Attacks/Actions: Poison, pounce, spells
Abilities: Str 27, Dex 13, Con 20, Int 16, Wis 16, Cha 16
Special Qualities: SR 20, two heads
Feats: Combat Casting; Lightning Reflexes; Multiattack
Skills: Concentration +22, Jump +18, Listen +13, Search +10, and Spot +13
Advancement: 15-16 HD (Huge); 16-25 HD (Gargantuan)
Climate/Terrain: Underground
Organization: Solitary or gang (2-4)
Treasure: Double standard

Source: Dragon #281

Combat

Jawgs despise all dragons and live to hunt and kill their hated foe. Most camp secretly near a dragon lair, gathering information on the dragon's routine, intelligence, age, and so on, before making a surprise assault. They often hire dozen of scouts and spies to gather information for them and will sometimes hire parties of adventurers to delve into a dragon's lair to test its defenses.

Poison (Ex): Bite, Fortitude save (DC 22), initial damage 1d6 temporary Dexterity, secondary damage 2d6 temporary dexterity. The jawg's poisonous bite is particularly effective against dragons and their kin. The DC for Dragons and creatures with the Reptilian subtype is 30.

Pounce (Ex): If a jawg leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Spells: All Jawg cast spells as 12th-level sorcerers (save DC = 13 + the spell's level.)

Skills: The jawg's two heads give it +2 racial bonus to Listen, Spot, and Search checks.