Mur-Zhagul (CR 10)

Large Outsider (Evil and Native)
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: darkvision 90 ft., scent, Listen +13, and Spot +13


AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Hit Dice: 9d8+72 (112 hp)
Fort +14, Ref +9, Will +9
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +18
Attack: Claw +17 melee
Full Attack: 2 claws +17 melee and bite +12 melee
Damage: Claw 1d6+7; bite 1d8+3
Special Attacks/Actions: Rend 2d6+10, spell-like abilities
Abilities: Str 24, Dex 16, Con 26, Int 10, Wis 13, Cha 9
Special Qualities: Acid and fire resistance 10, regeneration 10, SR 20
Feats: Iron Will; Power Attack; Track; Weapon Focus (claw)
Skills: Climb +19, Concentration +11, Hide +11, Jump +19, Listen +13, Move Silently +12, Search +12, Spot +13, and Survival +10 (+12 following tracks)
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary
Treasure: Standard

Source: Unapproachable East

Rend (Ex): A mur-zhagul that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

Spell-Like Abilities: At will- burning hands, darkness, detect good, jump; 3/day - deeper darkness, invisibility, protection from good; 1/day - haste. These abilities are as the spells cast by a 9th-level sorcerer (save DC 9 + spell level).

Regeneration (Ex): Unlike their mundane kin, mur-zhaguls have little fear of acid or fire but take normal damage from holy weapons or blessed weapons. If a demon troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Scent (Ex): A mur-zhagul can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Evil Subtype

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).

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.