Khumat (CR 8)
Large Outsider (Extraplanar)
Alignment: Always neutral evil
Initiative: +5; Senses: darkvision 60 ft., Listen +15, and Spot +15
AC: 26 (-1 size, +1 Dex, +16 natural), touch 10, flat-footed 25
Hit Dice: 11d8+44 (93 hp); DR: 10/magic
Fort +11, Ref +8, Will +10
Speed: 30 ft., swim 45 ft.
Space: 10 ft./10 ft.
Base Attack +11; Grapple +23
Attack: Bite +18 melee or tail slap +18 melee
Full Attack: Bite +18 melee or tail slap +18 melee
Damage: Bite 2d8+ 12, tail slap 1d12+12
Special Attacks/Actions: Improved grab
Abilities: Str 26, Dex 13, Con 19, Int 8, Wis 13, Cha 8
Special Qualities: immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, SR 15
Feats: Improved Initiative; Improved Sunder; Iron Will; Power Attack
Skills: Hide +11, Listen +15, Move Silently +15, Search +13, Spot +15, Survival +15 (+17 following tracks), and Swim +30
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Climate/Terrain: Plane of Shadow
Organization: Solitary, squad (2-4), or company (5-20)
Treasure: No coins; 50% goods; standard items
Improved Grab (Ex): To use this ability, a khumat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity
Skills: A khumat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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.