Odopi, Elder (CR 18)

Gargantuan Aberration (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: all-around vision, darkvision 60 ft., scent, and Spot +21
Languages: Odobi


AC: 30 (-4 size, +6 Dex, +18 natural), touch 12, flat-footed 24
Hit Dice: 30d8+270 (405 hp); DR: 10/good and magic
Fort +21, Ref +18, Will +25
Speed: 80 ft., climb 60 ft.
Space: 20 ft./10 ft.
Base Attack +22; Grapple +45
Attack: Claw +24 melee
Full Attack: Claw +24 melee or 4 stones +24 ranged
Damage: Claw 6d6+21/19-20 (includes adjustments for Power Attack feat), stone 1d8+11
Special Attacks/Actions: Improved grab, spell-like abilities, swallow whole, throw stones, trample 3d6+16
Abilities: Str 33, Dex 23, Con 29, Int 6, Wis 22, Cha 16
Special Qualities: fast healing 9, resistance to cold 10 and fire 10, SR 26
Feats: Cleave; Combat Reflexes; Great Fortitude; Improved Critical (claw); Improved Initiative; Improved Sunder; Iron Will; Lightning Reflexes; Power Attack; Run; Track; Whirlwind Attack
Skills: Climb +30, Jump +42, Search + 2, Spot +21, and Survival +14
Advancement: 31-40 HD (Gargantuan); 41-50 HD (Colossal)
Climate/Terrain: Tarterian Depths of Carceri (Colothys)
Organization: Solitary or tumble (2-8)
Treasure: Standard

Source: Monster Manual III

Combat

Elder odopis use tactics similar to their smaller kin but are even more fearless.

Against foes with no visible armor, an elder odopi normally attacks using its Power Attack feat, taking a -10 penalty on its attack rolls and gaining a +10 bonus on damage rolls. Against armored prey, it usually takes a -5 penalty on attack rolls and gains a +5 bonus on damage rolls.

Swallow Whole (Ex): A swallowed creature takes 2d6+16 point of bludgeoning damage and 4d6 points of acid damage each round. A creature can cut its way out by using a light piercing or slashing weapon to deal 50 points of damage to the stomach (AC 19).

An elder odopi's stomach can hold 1 Large, 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller creatures.

Throw Stones (Ex): As a full-round action, an elder odopi can pick up stones or other objects of Tiny size weighing up to 30 pounds within reach and hurl them at foes. The attack has a range increment of 30 feet, and an elder odopi can hurl a stone up to five range increments. Each stone deals 1d8+11 points of damage. An elder 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 36. 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.

Skills: Elder odopis have a +8 racial bonus on Survival checks. An elder odopi has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Chaotic Subtype

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).

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).

Extraplanar Subtype

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.