Siabrie (CR 18)
Alignment: Usually chaotic neutral
Initiative: +9 (Dex); Senses: low-light vision, Listen +10, and Spot +10
Languages: Auran, Ignan, Sylvan, and Terran and any language spoken in the siabrie's desert
AC: 26 (+9 Dex, +7 natural armor), touch 26, flat-footed 17
Hit Dice: 15d6+75 (127 hp); DR: 25/epic
Fort +10, Ref +18, Will +12
Speed: 40 ft., fly 120 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +7; Grapple +2
Attack: Touch +9 melee touch plus sandtouch, or sandblast +16 ranged
Full Attack: Touch +9 melee touch plus sandtouch, or sandblast +16 ranged
Damage: Touch 1d10+7, sandblast 4d6
Special Attacks/Actions: Gaze of ruin, sandtouch, sonorous voice, spell-like abilities
Abilities: Str 14, Dex 29, Con 20, Int 22, Wis 17, Cha 25
Special Qualities: Absorb fire, acid resistance 30, awaken desert, desert awareness, regeneration 5, sonic resistance 30, SR 29
Feats: Alertness; Combat Casting; Combat Reflexes; Dodge; Combat Expertise; Mobility; Spell Focus (Evocation); Spring Attack; Track; Whirlwind Attack
Skills: Balance +11, Bluff +14, Concentration +15, Craft (sculpture) +11, Diplomacy +9, Intimidate +9, Jump +7, Knowledge (arcana) +11, Knowledge (nature) +11, Listen +10, Perform (song) +8, Spellcraft +16, Spot +10, Survival +13, Survival +4, Tumble +16, and Use Magic Device +22
Advancement: By character class
Climate/Terrain: Any desert
Organization: Solitary, pair, or cabal (3-7)
Treasure/Possessions: No coins, triple goods, double items
Gaze of Ruin (Su): Anyone within 30 feet of a siabrie who meets the creature's glowing red eyes must succeed at a Will saving throw (DC 24) against this mind-affecting fear effect or become overwhelmed with feelings of hopelessness and despair; these victims can do nothing but sink to the ground and sob until the siabrie leaves or deactivates her gaze weapon. Such victims are considered to be helpless. Siabries are immune to their own gaze attacks and to those of others of their kind. They can suppress this gaze weapon as a free action; when it is active the siabrie's eyes shine with a blinding light that illuminates a 60-foot radius.
Sandtouch (Su): Any creature damaged by a siabrie's touch attack must make a Fortitude saving throw (DC 22) or turn to non-magic sand. A creature slain in this manner can be restored to life only by a miracle, true resurrection, or wish.
Sonorous Voice (Su): As a full round action, a siabrie can lower the pitch of its voice and increase the volume so as to sound like the wind blowing over hollows in the rocks or dunes. The creature can maintain the sonorous voice for up to 1 minute by concentrating; each minute the radius of its effect increases by one mile. Each living creature with an Intelligence of 3 or greater in the area of effect must make a Will saving throw each round (DC 24) or become shaken. A shaken character who fails to save against this ability becomes frightened. A frightened creature who fails to save becomes panicked. A panicked creature who fails to save is rendered unconscious. All conditions imparted by this ability persist for 1d10 rounds after the siabrie ceases to use the ability. This is a mind-affecting, sonic, fear effect. A siabrie can use its sonorous voice once per hour.
Spell-Like Abilities: At will - barkskin, create water, cure moderate wounds, detect magic, endure elements, faerie fire, flare, greater dispelling, heat metal, meld into stone, pass without trace, produce flame, protection from flame, spike stones, word of recall; 3/day - call lightning, control winds, flame strike, heal, shapechange, stone tell, wall of stone; 1/day - antipathy, control weather, creeping doom, fire storm, sunbeam, sunburst, sympathy, whirlwind, wind walk. Caster level 15th; save DC 17 + spell level.
Awaken Desert (Su): Once per day, a siabrie can awaken the dormant spirits of the desert. Treat this as an elemental swarm spell cast by a 20th-level druid, except that all of the elementals appear at once. The elementals summoned can be of any type but water elementals. Air elementals summoned by this ability appear as swirling clouds of sand, and their attacks gain +1d10 bonus damage from the scouring grit. Earth elementals summoned by this ability appear as shifting humanoid mounds of sand. They are immune to piercing damage. Fire elementals summoned by this ability are incredibly fast. They gain a +4 haste bonus to their AC and have a speed of 80 feet.
Absorb Fire (Su): A siabrie can absorb any fire spell or effect that strikes it. This immediately negates the effect and grants a number of temporary hit points to the siabrie equal to the fire damage that normally would have been done. If the fire effect was a permanent magical effect (such as a flaming weapon), the effect is merely suppressed for 1d4 rounds.
Desert Awareness (Su): While in a desert, a siabrie uses the environment to best advantage. The creature cannot be flanked, can detect invisible creatures as if under the effects of a see invisibility spell (caster level 15th), and is immune to all mind-affecting attacks.
Regeneration (Ex): Damage dealt to a siabrie is treated as subdual damage, which automatically heals at a rate of 5 points per round. Cold and lawful attacks (this includes lawful spells that do damage, lawful weapons, and the natural attacks of lawful outsiders) deal normal damage to the creature, which doesn't go away. Attack forms that don't deal hit point damage ignore regeneration, and it does not restore hit points lost from starvation, thirst, or suffocation.
An angry siabrie is a force to be reckoned with. It tries to repulse undesirables from its domain using its formidable spell-like abilities, its sonorous voice attack, and by awakening the very desert itself to drive them off. If these tactics fail, the siabrie manifests in the thick of the intruders and lays waste to them with its touch. A siabrie's touch burns and desiccates tissue, and it erodes away unliving targets like undead and constructs. Damage done is 1d10 points plus additional damage equal to the siabrie's Charisma modifier. The siabrie makes full use of Whirlwind Attack and Spring Attack with this devastating touch, and, against those creatures who can outrun it, the creature calls up stinging blasts of burning sand out of nothingness to strike at a distance of up to 100 feet (and up to 10 range increments).