Rukanyr (CR 9)
Alignment: Usually neutral evil
Initiative: -2 (Dex); Senses: darkvision 60 ft., Listen +6, and Spot +6
AC: 22 (-1 size, -2 Dex, +15 natural), touch 7, flat-footed 22
Hit Dice: 7d8+49 (80 hp)
Fort +9, Ref +0, Will +1
Speed: 40 ft., climb 20 ft.
Space: 10 ft./10 ft.
Base Attack +5; Grapple +14
Attack: Slam + 9 melee
Full Attack: Slam +9 melee and 6 claws +7 melee and 3 bites +7 melee
Damage: Slam 3d6+5, claw 1d6+2, bite 1d8+2
Special Attacks/Actions: Poison, stunning strike, sundering roar
Abilities: Str 21, Dex 7, Con 24, Int 15, Wis 2, Cha 2
Special Qualities: fast healing 5, reflexive sunder, sonic immunity, stability
Feats: Improved Sunder; Multiattack; Power Attack
Skills: Climb +23, Listen +6, Search +12, and Spot +6
Advancement: 8-14 HD (Large), 15-21 HD (Huge), 22-28 HD (Gargantuan), 29+ HD (Colossal)
Climate/Terrain: Any land or underground
Organization: Solitary, pair, or band (3-8)
Poison (Ex): A rukanyr delivers its poison (Fort DC 21 negates) with each successful bite attack. Initial and secondary damage are the same (2d6 Dex).
Stunning Strike (Ex): Anyone hit by a rukanyr's slam attack must make a Fortitude saving throw (DC 18) or be stunned for 1d4 rounds.
Sundering Roar (Su): Once every 1d4 rounds, a rukanyr can emit a devastating roar from one of its mouths. All creatures within 60 feet of a rukanyr must make Fortitude saves (DC 20) or be deafened for 2d6 rounds. Additionally, a rukanyr can target one creature or object within this range to be the focal point of this destructive attack. This creature or object takes 12d6 points of sonic damage (Reflex DC 20 half). If a creature is targeted, this damage also applies to the armor worn and weapons carried by a creature.
Fast Healing (Ex): A rukanyr regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a rukanyr to regrow or reattach lost body parts.
Reflexive Sunder (Ex): The armor plates that cover a rukanyr shift and rub against each other in combat, creating a jarring sound like that of trees rubbing together in a high wind.
Anyone who strikes a rukanyr with a slashing or piercing melee attack must make a Reflex save (DC 11) or the armor plates shift and crush the weapon, dealing 4d6+5 points of damage to the weapon and tearing it from victim's grasp. The weapon lands an the attacker's feet if it is not broken by the damage.
Stability (Ex): A rukanyr is incredibly stable and cannot be tripped. In gains a +20 stability bonus on its Strength check to avoid being bull rushed.
Skills: Rukanyrs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
A rukanyr starts any combat with a sundering roar directed at the best-equipped of its enemies, then quickly wades into the midst of melee and lashes out at any target within reach of its attacks.