Retriever (CR 11)

Huge Construct (Extraplanar)
Alignment: Always chaotic evil
Initiative: +3 (Dex)
Languages: Cannot speak


AC: 21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 18
Hit Dice: 10d10+80 (135 hp)
Fort +3, Ref +6, Will +3
Speed: 50 ft.
Space: 15 ft./10 ft.
Base Attack +7; Grapple +25
Attack: Claw +15 melee and eye ray +8 ranged touch
Full Attack: 4 claws +15 melee and bite + 10 melee and eye ray +8 ranged touch
Damage: Claw 2d6+10, bite 1d8+5
Special Attacks/Actions: Eye rays, improved grab, find target
Abilities: Str 31, Dex 17, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, fast healing 5
Feats: -
Skills: -
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary
Treasure: None

Source: Monster Manual

Combat

Retrievers attack with four claws, but their eye rays are far more deadly.

Eye Rays (Su): A retriever's eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire two rays, but an individual ray is usable only once every 6 rounds. It cannot fire rays in the same round as it makes physical attacks.

Each effect follows the rules for a ray (see Aiming a Spell, page 148 in the Player's Handbook). Save DC is 16.

The four eye effects are:

Improved Grab (Ex): To use this ability, the retriever must hit with its bite attack. if it gets a hold, it holds the opponent fast in its mouth, This is how it usually "retrieves" things.

Find Target (Sp): When ordered to find an item or being, a retriever does so unerringly, as though guided by discern location.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Regeneration (Ex): Blessed and holy weapons deal normal damage to retrievers.

A retriever that loses a limb or body pan can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. A retriever regrows lost body parts in one day (lost parts become inert).

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.