Shirokinu-Katsukami (CR 14)

Large Outsider (Good, Lawful, and Spirit)
Alignment: Always lawful good
Initiative: +4 (Improved Initiative); Senses: Listen +19 and Spot +19


AC: 22 (+12 natural), touch 10, flat-footed 22
Hit Dice: 12d8+36 (90 hp); DR: 15/evil
Fort +11, Ref +8, Will +13
Speed: 40 ft., fly 40 ft. (good)
Space: 10 ft./10 ft.
Base Attack +12; Grapple +12
Attack: Gore +16 melee; 2 claws +11 melee
Full Attack: Gore +16 melee; 2 claws +11 melee
Damage: Gore 1d8+5; claw 1d6+2
Special Attacks/Actions: Improved grab, rake 2d4+2, spell-like abilities
Abilities: Str 20, Dex 11, Con 17, Int 18, Wis 19, Cha 20
Special Qualities: poison immunity, fire resistance 10, fast healing 4, SR 24
Feats: Combat Expertise; Flyby Attack; Improved Disarm; Improved Initiative; Superior Expertise
Skills: Balance +17, Concentration +18, Diplomacy +22, Jump +11, Knowledge (arcana) +19, Knowledge (spirits) +19, Listen +19, Search +19, Sense Motive +19, Spellcraft +21, Spot +19, Survival +19, and Tumble +15
Advancement: 13-15 HD (Large); 16-36 HD (Huge)
Climate/Terrain: Any land
Organization: Solitary
Treasure: None

Source: Oriental Adventures

Improved Grab (Ex): To use this ability, the shirokinu-katsukami must hit with a claw or bite attack. If it gets a hold, it can rake.

Rake (Ex): A shirokinu-katsukami that gets a hold can make two rake attacks (+16 melee) with its hind legs for 2d4+2 damage each.

Spell-Like Abilities: At will - astral projection, dream, dream sight, gaseous form, invisibility, magic circle against evil, teleport without error (self plus 50 pounds of objects only); 3/day - cloud trapeze (self plus 50 pounds of objects only), dispel evil, dominate monster; 1/day - heal, raise dead. In addition, a shirokinu-katsukami can use the following abilities at will, as a free action: detect evil, detect thoughts, discern shapechanger. All these abilities are as the spells cast by a 14th-level sorcerer (save DC 15 + spell level).

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).

Spirit Subtype

Spirit creatures include some fey and elementals (nature spirits), outsiders (celestial spirits), undead (ghosts and ancestors), and even dragons. Spirit creatures are nor necessarily incorporeal, despite their name - in the worlds of Oriental Adventures, some spirits are as much flesh and bone as humans are. The only game effect of the spirit type modifier is that spirit creatures are all affected by spells such as commune with greater spirit, invisibility to spirits, and protection from spirits.