Odopi (CR 14)
Huge Aberration (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +6 (Dex); Senses: all-around vision, darkvision 60 ft., scent, and Spot +19
AC: 28 (-2 size, +6 Dex, +14 natural), touch 14, flat-footed 22
Hit Dice: 20d8+140 (230 hp); DR: 10/good and magic
Fort +15, Ref +12, Will +18
Speed: 60 ft., climb 40 ft.
Space: 15 ft./5 ft.
Base Attack +15; Grapple +30
Attack: Claw +15 melee
Full Attack: Claw +15 melee or 4 stones +19 ranged
Damage: Claw 4d6+15/19-20 (Includes adjustments for Power Attack feat), Stone 1d6+7
Special Attacks/Actions: Improved grab, spell-like abilities, swallow whole, throw stones, trample 2d6+10
Abilities: Str 25, Dex 23, Con 25, Int 6, Wis 22, Cha 16
Special Qualities: fast healing 7, resistance to cold 10 and fire 10, SR 22
Feats: Combat Reflexes; Great Fortitude; Improved Critical (claw); Improved Sunder; Power Attack; Run; Track; Whirlwind Attack
Skills: Climb +22, Jump +26, Search +2, Spot +19, and Survival +14
Advancement: 21-29 HD (Huge)
Climate/Terrain: Tarterian Depths of Carceri (Colothys)
Organization: Solitary or tumble (2-8)
Monster Manual III
An odopi tramples foes to get within reach of several enemies at a time. It grapples foes and tramples them as it pursues other enemies. If enemies move beyond its reach, the odopi swallows those it grapples and throws stones. Flying foes should be sure to fly out of range of the odopi's dimension door ability, or it is likely to appear above them and bear them to the ground.
Although its hands are dexterous enough to grasp, move, and throw objects, an odopi cannot wield melee or ranged weapons other than those that can be thrown.
An odopi's claw attacks, and any objects it throws, are treated as chaotic-aligned, evil-aligned, and magic for the purpose of overcoming damage reduction.
An odopi normally attacks using its Power Attack feat, taking a -5 penalty on its attack rolls and gaining a +5 bonus on damage rolls.
Improved Grab (Ex): To use this ability, an odopi must hit a Large or smaller creature with its claws. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.
Spell-Like Abilities: At will - feather fall; 3/day - dimension door; 1/day - true seeing. Caster level 18th.
Swallow Whole (Ex): Although an odopi lacks a mouth in the usual sense, it can swallow foes by passing them through its forest of arms to the center of its body. If an odopi begins its turn while pinning a Medium or smaller creature, it can move the pinned foe into its stomach (dealing the bludgeoning and acid damage given below) in lieu of making a grapple check to deal damage.
A swallowed creature is considered grappled, but the odopi is not. A swallowed creature takes 1d8+10 points of bludgeoning damage and 2d8 points of acid damage each round. A creature can cut its way out by using a light piercing or slashing weapon to deal 40 points of damage to the stomach (AC 17). Once a creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Regardless of how it escapes, a creature that exits the stomach is back in the odopi's many arms and the creature is automatically considered grappled. An odopi's stomach can hold 1 Medium, 4 Small, 16 Tiny, 64 Diminutive, or 256 Fine creatures.
Throw Stones (Ex): As a full-round action, an odopi can pick up stones or other objects of Tiny size weighing up to 20 pounds and hurl them at foes. The attack has a range increment of 30 feet, and an odopi can hurl a stone up to five range increments. Each stone deals 1d6+7 points of damage. An odopi can make up to four stone attacks per round, but it cannot direct more than one stone at any single target.
Trample (Ex): Reflex half DC 27. The save DC is Strength-based. An odopi can use its trample ability as a full-round action while grappling (no grapple check required). If an odopi uses its trample ability while holding a foe, the grappled enemy automatically takes trample damage (no save) as the odopi rolls over it.
All-Around Vision (Ex): Odopis are exceptionally alert. Their many eyes give them a +4 racial bonus on Spot checks and Search checks, and they can't be flanked.
Skills: Odopis have a +8 racial bonus on Survival checks. An odopi has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed at threatened.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
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.