Psurlon, Giant (CR 11)
Alignment: Usually neutral evil
Initiative: +5; Senses: blindsight 60 ft., darkvision 120 ft., and Listen +22
Languages: Undercommon, telepathy 250 ft.
AC: 17 (-1 size, +1 Dex, +3 natural, +4 mage armor), touch 10, flat-footed 16
Hit Dice: 18d8+54 (135 hp); DR: 15/magic
Fort +11, Ref +7, Will +12
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +13; Grapple +23
Attack: Claw +18 melee
Full Attack: 2 claws +18 melee and bite +16 melee
Damage: Claw 1d6+8, Bite 2d6+3
Special Attacks/Actions: Psionics
Abilities: Str 23, Dex 12, Con 16, Int 18, Wis 13, Cha 19
Special Qualities: immunities, SR 19
Feats: Combat Casting; Great Fortitude; Improved Initiative; Improved Natural Armor; Improved Natural Attack (claw); Multiattack; Quicken Spell-Like Ability (telekinesis)
Skills: Bluff +18, Concentration +23 (+27 casting defensively), Diplomacy +7, Disguise +3 (+5 acting in character), Escape Artist +15, Heal +11, Intimidate +5, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Listen +22, Sense Motive +16, Spellcraft +21, and Use Rope +1 (+3 bindings)
Advancement: 19-27 HD (Large); 28-36 HD (Huge)
Climate/Terrain: Warm desert
Organization: Solitary or strike team (1 plus 1 elder psurlon and 3-6 average psurlons)
Lords of Madness
Psurlons never use melee weapons. They can fight with their bare claws and teeth, but they are not particularly formidable in melee combat. Instead, they attack with their psionic powers, bartering foes with telekinetic blasts or immobilizing them with mental energy.
A giant psurlon prefers to attack from afar, hammering foes with telekinetic attacks and lightning bolts before closing in to finish them in melee. It makes good use of its Quicken Spell-Like Ability feat to launch a dizzying barrage of psionic and physical attacks against its foes.
Psionics (Sp): At will - detect thoughts (DC 16), mage armor, sound burst (DC 16); 3/day - hold monster (DC 19), invisibility, lightning bolt (DC 17), telekinesis (DC 19); 1/day - dimension door. Caster level 18th. The save DCs are Charisma-based.
Blindsight (Ex): A psurlon can ascertain its surroundings by sensing sound, scent, hear, and vibration. This ability enables it to discern objects and creatures within 60 feet. The psurlon does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Immunities (Ex): Psurlons are immune to sleep, charm, and compulsion effects.
Telepathy (Su): A psurlon can communicate telepathically with any creature within 250 feet that has a language.
Skills: Psurlons gain a +4 racial bonus on Escape Artist checks due to their soft and flexible bodies.