Sarkrith Spelleater (CR 13)

Large Monstrous Humanoid
Alignment: Always lawful evil
Initiative: +4 (Dex); Senses: darkvision 60 ft., scent, and Spot +19


AC: 23 (-1 size, +4 Dex, +2 large steel shield, +4 masterwork chain shirt, +4 natural), touch 13, flat-footed 19
Hit Dice: 15d8+135 (202 hp)
Fort +18, Ref +13, Will +8
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +15; Grapple +27
Attack: Masterwork longsword +23 melee, or +19 masterwork mighty composite longbow (+4 Str bonus)
Full Attack: Masterwork longsword +23/+18/+13 and bite +17 melee, or +19/+14/+9 masterwork mighty composite longbow (+4 Str bonus)
Damage: Masterwork longsword 1d8+8, bite 1d6+4, masterwork mighty composite longbow (+4 Str bonus) 1d8+8
Special Attacks/Actions: -
Abilities: Str 26, Dex 18, Con 29, Int 16, Wis 13, Cha 7
Special Qualities: dispelling ray, mask scent, spell absorption, SR 25
Feats: Dodge; Iron Will; Mobility; Point Blank Shot; Precise Shot; Rapid Shot; Shot on the Run (B)
Skills: Climb +17, Hide +5, Search +20, Spot +19, Survival +19 (+21 following tracks), and jump +24
Advancement: By character class
Climate/Terrain: Warm forest and underground
Organization: Solitary or with squad of thanes
Treasure/Possessions: Standard

Source: Fiend Folio

Dispelling Ray (Su): Spelleaters can generate a ray that cancels magical effects on anything in touches an will. The spelleater must make a ranged touch attack against the target. If the ray hits, in affects the target as a targeted greater dispelling spell cast by a 20th-level sorcerer.

Spell Absorption (Ex): Anytime a spell fails to beat a spelleater's spell resistance, the spelleater gains hit points equal to the level of the spell. These hit points first heal damage that the spelleater has taken. Extra hit points are treated as temporary hit points, and expire after 1 minute.

Mask Scent (Ex): Once per day, a sarkrith can mask its scent, which prevents it from being detected with the scent ability. This ability lasts for 1 hour.

Scent (Ex): A sarkrith can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Spelleaters are as cold and calm about battle as they are about everything else. Never seeming hurried and never making decisions based on emotion, spelleaters always direct thanes and their own attacks against spellcasters or other individuals obviously using magic.

When fighting in groups, spelleaters coordinate their attacks: Half their number strip their foes of magic with their dispelling rays, while the others attack with their bows.