Nether Ogre Mage* (CR 9)
Alignment: Usually lawful evil
Initiative: +5 (Dex, Improved Initiative); Senses: Listen +5 and Spot +2
AC: 16 (-1 Size, +1 Dex, +5 natural, +4 chain shirt), touch 11, flat-footed 10
Hit Dice: 5d12+3 (35 hp); DR: 5/magic
Fort +4, Ref +2, Will +3
Speed: 15 ft., fly 20 ft. (average)
Space: 5 ft./15 ft.
Base Attack +4; Grapple +4
Attack: 2 claws +9 melee
Full Attack: 2 claws +9 melee
Damage: Claw 1d6+7
Special Attacks/Actions: Improved grab, knock back, spell-like abilities
Abilities: Str 25, Dex 12, Con -, Int 14, Wis 14, Cha 17
Special Qualities: Electricity vulnerability, glowing eyes, shadowy form
Feats: Dodge; Improved Initiative; Mobility; Toughness
Skills: Climb +9, Concentration +3, Hide +5, Jump +9, Listen +5, Move Silently +3, Spellcraft +4, and Spot +2
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5) or pack (6-11)
A nether ogre mage is a clever and devious opponent, using its spell-like abilities to great advantage before entering melee combat. In melee they attempt to knock opponents into dangerous areas and use their improved grab ability to grapple foes. Once an opponent is grabbed, the nether ogre mage flies up to drop the foe from a height.
Improved Grab (Ex): To use this ability, the nether ogre mage must hit with its claw attack.
Knock Back (Ex): Whenever a nether ogre mage deals 10 or more points of damage to an opponent in melee, it can then make a trip attempt as a free action against the same target. If successful, the target is thrown back io feet and knocked prone, suffering 1d4 points of damage during the tumble. A nether ogre mage using this ability does not incur an attack of opportunity, nor does the target of the trip attempt have a chance to trip the nether ogre mage. A nether ogre mage can use this ability only against opponents of Large size or smaller.
Spell-Like Abilities: At will - darkness, invisibility; 1/day - charm person, cone of cold, gaseous form, polymorph, sleep. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).
Electricity Vulnerability (Ex): A nether ogre mage takes double damage from electricity attacks unless the attack allows a save, in which case the nether ogre mage takes double damage on a failed save and half damage on a success.
Flight (Su): A nether ogre mage can cease or resume flight as a free action. While in gaseous form it can fly at normal speed and has perfect maneuverability.
Glowing Eyes (Su): At will, as a free action, a nether ogre mage can create light as though cast by a 3rd-level sorcerer centered upon itself.
Shadowy Form (Ex): A nether ogre mage's indistinct and shadowy form makes it difficult to determine where its body actually is. Any melee or ranged attack directed at it has a 20% miss chance. True seeing has no effect.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
This is a sample creature derived from a Template.