Skindancer (CR 11)
Large Monstrous Humanoid
Alignment: Usually neutral evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 90 ft., low-light vision, scent, Listen +14, and Spot +14
AC: 25 (-1 size, +3 Dex, +7 natural, +6 deflection), touch 18, flat-footed 22
Hit Dice: 15d8+135 (202 hp); DR: 15/special (see text)
Fort +14, Ref +12, Will +14
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +15; Grapple +25
Attack: Slam +20 melee
Full Attack: 2 slams +20 melee
Damage: Slam 2d6+6
Special Attacks/Actions: Trip
Abilities: Str 22, Dex 17, Con 29, Int 5, Wis 16, Cha 6
Special Qualities: Adaptive energy resistance, reactive skin
Feats: Alertness; Combat Reflexes; Improved Natural Attack (slam); Improved Initiative; Iron Will; Power Attack
Skills: Listen +14 and Spot +14
Advancement: 16-27 HD (large)
Monster Manual III
Trip (Ex): A skindancer that hits with a slam attack can attempt to trip its opponent (+10 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the skindancer.
Adaptive Energy Resistance (Su): A skindancer gains resistance to energy based on the last type of energy that dealt damage to it. If the last type of energy was acid, it gains resistance to acid 20. If the last type of energy was fire, it gains resistance to fire 20, and so on. This resistance to energy lasts for 1 minute or until another type of energy damages the skindancer. In most instances, a skindancer does not have resistance to energy at the beginning of combat.
Damage Reduction (Su): A skindancer gains damage reduction based on the damage type of the last weapon that damaged it. If the last weapon that damaged it was a piercing weapon, it gains damage reduction 15/bludgeoning or slashing. If the last weapon that damaged it was a slashing weapon, it gains damage reduction 15/piercing or bludgeoning. If the last weapon that damaged it was a bludgeoning and piercing weapon, it gains damage reduction 15/slashing. This damage reduction lasts for 1 minute or until another type of weapon damages the skindancer. In most instances, a skindancer does not have damage reduction at the beginning of combat.
Reactive Skin (Su): The magical energy that suffuses a skindancer's skin can turn away attacks before they even touch the creature. This energy grants a skindancer a +6 deflection bonus to Armor Class.
A skindancer enters combat fearlessly, confident that its magical, ever-shifting skin will protect it against whatever weapons its opponents bring to bear.