Rogue Eidolon (CR 9)

Large Construct
Alignment: Always chaotic neutral
Initiative: +0
Languages: Cannot speak


AC: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Hit Dice: 9d10+30 (79 hp); DR: 10/adamantine
Fort +3, Ref +3, Will +1
Speed: 30 ft. (cannot run)
Space: 10 ft./10 ft.
Base Attack +6; Grapple +6
Attack: 2 slams +10 melee
Full Attack: 2 slams +10 melee
Damage: Slam 2d6+5
Special Attacks/Actions: Blood spray, confusion
Abilities: Str 21, Dex 11, Con -, Int 2, Wis 6, Cha 13
Special Qualities: Construct traits, SR 19
Feats: Cleave; Improved Bull Rush; Improved Sunder; Power Attack
Skills: Jump +17
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Climate/Terrain: Any
Organization: Solitary
Treasure: None

Source: Monster Manual II

Combat

A rogue eidolon usually attacks any living creature it encounters, but the nature of its insanity makes it completely unpredictable. Occasionally a rogue eidolon simply ignores intruders, perhaps believing them to be loyal cult members or simply animals unworthy of its attention. At other times, it may attack and even pursue the same group, believing its members to be infidels and enemies.

The monster attacks by smashing victims with its stony fists. Tactics mean little to it, and its attacks are so single-minded that it often ignores easier targets once it has selected a victim.

Blood Spray (Su): As a free action, a rogue eidolon can spew a gout of thick blood from the seeping symbol in its face at a single target within 30 feet. Any creature struck by this blood must make a Will save (DC 15) or be afflicted with a terrible madness that causes it to see all its friends as hated enemies. An affected creature immediately attacks its closest ally, using the best tactics and items at its disposal. This murderous frenzy prevents spellcasting but not the activation of magic items that require spell completion, and it lasts for 3d6 rounds. Once a rogue eidolon has used its blood spray, it must wait 1d4 rounds before it can do so again.

Confusion (Sp): Any creature struck by a rogue eidolon must make a Will save (DC 15) or become confused. This condition is permanent; only a greater restoration, limited wish, miracle, or wish spell can restore the subject to normal. The effect is otherwise identical with that of a confusion spell (caster level 10th).

Construct Traits: A rogue eidolon is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A rogue eidolon has dark. vision (60-foot range).