Rhek Chaosgrinder (CR 12)

Medium Monstrous Humanoid (Extraplanar)
Alignment: Always lawful good
Initiative: +0; Senses: darkvision 60 ft., Listen +14, and Spot +14
Languages: Rhek, Common


AC: 25 (+1 Dex, +3 Wis, +1 monk, +7 natural, +2 bracers of armor, +1 deflection), touch 15, flat-footed 24
Hit Dice: 5d8+20 plus 8d8+32 (110 hp)
Fort +14, Ref +10, Will +10(+12 against enchantments)
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +11; Grapple +15
Attack: Gore +15 melee or unarmed strike +15 melee
Full Attack: Unarmed strike +15/+10/+5 melee and gore +10 melee ; or unarmed flurry of blows +14/+14/+9/+4 melee
Damage: Unarmed strike 1d10+4, gore 1d8+2 plus 1 holy, unarmed flurry of blows 1d10+4
Special Attacks/Actions: Flurry of blows, ki strike (magic), powerful charge 2d8+8, smite chaos, unarmed strike
Abilities: Str 19, Dex 12, Con 19, Int 10, Wis 17, Cha 15
Special Qualities: Detect chaos, evasion, instant stability, purity of body, slow fall, still mind, wholeness of body, (monk 8)
Feats: Improved Grapple; Improved Overrun; Improved Trip0; Improved Unarmed Strike; Power Attack; Quell the Profane; Resounding Blow; Sanctify Natural Attack (gore)
Skills: Balance +3, Diplomacy +10, Intimidate +9, Jump +14, Listen +14, Search +3, Spot +14, and Tumble +9
Advancement: By character class
Climate/Terrain: Peaceable Kingdoms of Arcadia
Organization: Solitary or pair
Treasure: Standard

Source: Book of Exalted Deeds

Combat

Highly organized and well coordinated, rheks charge into battle with their horns lowered. Once in melee, they wade through the enemy, swinging their halberds and using their Power Attack and Resounding Blow feats.

Powerful Charge (Ex): A rhek typically begins a battle by charging at an opponent, lowering its head to bring its mighty horn into play. In addition to the normal benefits and hazards of a charge, this allows the rhek to make a single gore attack that deals double damage (2d8+8 points).

Smite Chaos (Su): Three times per day, the rhek can make a normal attack with a +2 bonus that deals an additional 5 points of damage against a chaotic foe.

Detect Chaos (Sp): A rhek can detect chaos three times per day, as the spell cast by a 5th-level cleric.

Instant Stability (Su): Rheks have redundant internal organs and rapidly congealing blood. They automatically stabilize when reduced to -1 to -9 hp; however, they still die when reduced to -10 hp.

The rhek chaosgrinder is a highly focused rhek soldier trained in hand-to-hand combat. It uses its Improved Overrun feat to wade into combat, then unloads with a flurry of blows. Its gore attack deals 1d4 points of additional holy damage (instead of 1 point, as noted) against evil outsiders and evil undead because of the Sanctify Natural Attack feat.

Flurry of Blows (Ex): The rhek chaosgrinder may make a full attack unarmed and gain an extra attack at +14/+14/+9/+9.

Ki Strike (Su): A rhek chaosgrinder's unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

Unarmed Strike: The rhek chaosgrinder gains Improved Unarmed Strike as a bonus feat.

Evasion (Ex): If the rhek chaosgrinder is subjected to an attack that normally allows a Reflex saving throw for half damage, it rakes no damage if it makes a successful saving throw.

Fast Movement (Ex): Rhek chaosgrinders gain a +20 ft. enhancement bonus to their speed.

Purity of Body (Ex): A rhek chaosgrinder is immune to all diseases except for supernatural and magical diseases.

Slow Fall (Ex): When within arm's reach of a wall, a rhek chaosgrinder may treat the fall as if it were 40 feet shorter than it actually is.

Still Mind (Ex): A rhek chaosgrinder gains a +2 bonus on saving throws against spells and effects from the school of enchantment (already included in the above statistics).

Wholeness of Body (Su): A rhek chaosgrinder can cure its own wounds. It can cure up to 16 hp each day, and it can spread this healing out among several uses.

Possessions: Bracers of armor +2, ring of protection +1, gloves of Dexterity +2.

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.