Kyra (CR 11)
AC: 26* (-2 size, +2 Dex, +8 natural, +5 deflection, +3 Combat Expertise), touch 17, flat-footed 24
Hit Dice: 12d8 (138 hp); DR: 10/byshek or good
Fort +15, Ref +10, Will +11
Speed: 5 ft., fly 40 ft. (good)
Space: 15 ft./15 ft.
Base Attack +12; Grapple +29
Attack: Tentacle +16 melee
Damage: Melee Tentacle 1d8+9 plus confusing touch
Special Attacks/Actions: Combat Expertise, Flyby Attack, absorb, confusing touch, constrict 1d8+10, improved grab
Abilities: Str 28, Dex 15, Con 24, Int 19, Wis 16, Cha 21
Special Qualities: Aura: profane aura (30 ft., Will DC 21), Immune to cold, gaze attacks, illusions, mind-influencing effects, poison, visual effects; vulnerability to sunlight; SR 22
Feats: Ability Focus (confusing touch), Combat Expertise, Flyby attack, Improved Initiative, Weapon Focus (tentacle)
Skills: Bluff +20, Diplomacy +24, Hide +9, Intimidate +22, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (the planes) +19, Listen +18, Move Silently +17, Sense Motive +18, Spellcraft +21 (+23 deciphering scrolls), and Use Magic Device +20 (+22 scrolls)
Advancement: Special (absorb)
Climate/Terrain: Any land and underground (Eberron)
Organization: Solitary or with Mind Flayer
Treasure/Possessions: Double standard
Blind (Ex) A kyra is immune to attack forms that rely on sight, such as gaze attacks, visual effects, and some illusions.
Blindsight (Ex) Thanks to its cilia, a kyra can ~sense all foes within 360 feet as a sighted creature would. Beyond that range, it treats all targets as having total concealment.
Profane Aura (Su) A kyra radiates a supernatural aura of fear. All creatures within 30 feet of the kyra must make a DC 21 Will save or be affected as though by a fear spell (caster level 12th). A creature that successfully saves against the effect cannot be affected by the same kyra's profane aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
In addition, the aura grants the kyra a deflection bonus to Armor Class equal to its Charisma modifier.
Absorb (Su) When a kyra slays an intelligent opponent it can absorb the corpse, trapping the dead creature's body and soul within its membranous body as a full-round action.
Absorption destroys the victim's body and consumes the soul, preventing any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. A kyra advances in Hit Dice by consuming the corpses of sentient beings (Intelligence of at least 3) in this fashion. Every time a kyra absorbs a number of corpses equal to its current Hit Dice, it gains 1 Hit Die and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.
Confusing Touch (Su) Any creature hit by the tentacle attack of a kyra must make a DC 23 Will save or be confused, as per the spell, for 1d4+1 rounds. A creature that successfully saves against the kyra's confusing touch cannot be affected by that kyra's touch for 24 hours. The save DC is Charisma-based.
Constrict (Ex) An opponent grappled by a kyra takes 1d8+9 points of damage every round the kyra maintains the grapple.
Improved Grab (Ex) In order to use this ability, a kyra must hit a Medium or smaller opponent with its tentacle attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict.
Vulnerability to Sunlight (Ex) A kyra takes 1 point of Constitution damage for every hour it is exposed to sunlight. A kyra reduced to 0 Constitution in this way is utterly destroyed and cannot be brought back by any means. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
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.