Skybleeder (CR 12)

Huge Aberration
Alignment: Usually neutral evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +15, and Spot +15


AC: 22 (-2 size, +3 Dex, +11 natural), touch 11, flat-footed 19
Hit Dice: 12d8+48 (102 hp)
Fort +8, Ref +9, Will +11
Speed: 40 ft., fly 80 ft. (average)
Space: 15 ft./10 ft.
Base Attack +9; Grapple +25
Attack: Claw +16 melee
Full Attack: 3 claws +16 melee, 8 tentacles +10 melee
Damage: Claw 2d8+8/19-20, tentacle 1d4+4+1d6 acid
Special Attacks/Actions: Acid rain, constrict 1d4+4+1d6 acid, improved grab, spell-like abilities
Abilities: Str 26, Dex 17, Con 18, Int 14, Wis 17, Cha 13
Special Qualities: Acid immunity, no discernible anatomy, regeneration 5, unnatural mist
Feats: Combat Casting; Flyby Attack; Improved Critical (claw); Lightning Reflexes; Weapon Focus (claw)
Skills: Concentration +16, Hide +11, Listen +15, Move Silently +15, Spot +15, and Survival +15
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Climate/Terrain: Any mountain or hill
Organization: Solitary, pair, or storm (3-10)
Treasure: -

Source: Fiend Folio

Combat

A skybleeder doesn't always initiate combat to slay or find food. Often, in simply attacks ground-based targets simply for the joy of causing pain and panic. These "idle" attacks usually involve the unleashing of acid rain or the use of spell-like abilities from afar. A skybleeder only resorts to physical attacks in manners of self defense, to secure food (it particularly relishes the flesh of fey), or at the behest of its rider. Its claws can inflict deep, bloody wounds, and its tentacles are coated with acid.

Acid Rain (Su): The tentacles of a skybleeder constantly weep a slimy red acid. The sight of this acid raining from the mist that surrounds the creature is what prompted its name. This acid does 2d4 points of acid damage per round to any living creatures the skybleeder hovers above or flies over (Reflex DC 19 half); the acid becomes inert right after it deals damage, so a target is only affected for as long as the skybleeder remains overhead.

Constrict (Ex): With a successful grapple check with a tentacle, a skybleeder can constrict a grabbed opponent, dealing 1d4+4 points of bludgeoning damage. The tentacle deals an additional 1d4 points of acid damage each round to a creature it constricts.

Improved Grab (Ex): If a skybleeder hits an opponent that is an least one size category smaller than itself with a tentacle attack, in deals normal damage plus acid damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +25). If it gets a hold, it also constricts on the same round. Thereafter, the skybleeder has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the skybleeder is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle and acid damage.

Spell-like Abilities: At will - flare, shocking grasp, wind wall; 3 day - call lighting, control winds, gust of wind; 1/day - control weather, cloudkill. Caster level 12th; save DC 17 + spell level.

No Discernible Anatomy (Ex): A skybleeder is immune to critical hits and cannon be sneak attacked or flanked.

Regeneration (Ex): A skybleeder takes normal damage from fire and force effects. Attack forms than do not deal hit point damage ignore regeneration, and a skybleeder does not restore hit points lost from starvation, thirst, or suffocation.

Unnatural Mist (Su): A skybleeder constantly surrounds itself with an unnatural white mist to a radius of 60 feet. This mist grants a skybleeder a +10 circumstance bonus on Hide checks and affords in three-quarters concealment (30% miss chance) against attacks against it from foes outside the mist.

Those inside the mist find than they can see through it clearly.

Those within the unnatural mist gain spell resistance 22 against druid magic. The mist can be dissipated by strong winds, but it reforms naturally in 2d6 rounds after the winds die down.