Vaporighu (CR 9)
AC: 20 (-1 Dex, +11 natural), touch 9, flat-footed 20
Hit Dice: 10d8+30 (75 hp); DR: 10/silver
Fort +10, Ref +6, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +5
Attack: 2 slams +12 melee
Full Attack: 2 slams +12 melee
Damage: Slam 1d6+2/19-20 plus corrosive slime
Special Attacks/Actions: Corrosive slime, fear aura, poison breath, spell-like abilities
Abilities: Str 15, Dex 9, Con 16, Int 13, Wis 8, Cha 10
Special Qualities: outsider traits, SR 17, summon night hag, uncanny dodge
Feats: Improved Bull Rush; Improved Critical (slam); Persuasive; Power Attack
Skills: Balance +12, Bluff +15, Concentration +16, Diplomacy +2, Intimidate +17, Knowledge (arcana) +14, Knowledge (the planes) +14, Listen +12, Spellcraft +16, and Spot +12
Advancement: 11-18 HD (Medium-size); 19-30 HD (Large)
Climate/Terrain: Any land and underground
Monster Manual II
Corrosive Slime (Ex): Vaporighus constantly exude a mucuslike slime that contains a corrosive substance. A vaporighu's slam attack leaves behind a smear of slime. An opponent's armor and clothing dissolve and become useless in 1 round unless the wearer succeeds at a Reflex save (DC 18). Any weapon that strikes a vaporighu dissolves in 1 round unless the wielder succeeds at a Reflex save (DC 18). Even on a failed save, armor, clothing, or weapons can be saved by washing, which requires a full-round action and at least 1 pint of water or weak acid (such as wine) per item.
Fear Aura (Su): Anyone (except other vaporighus) who sees a vaporighu within 30 feet must make a Will saving throw (DC 15) or become frightened for 2d4 rounds. A opponent who succeeds at the saving throw is immune to that vaporighu's fear aura for 24 hours. This is a mind-affecting fear effect.
Poison Breath (Ex): Once every 1d4 rounds, a vapor can exhale poison breath as a standard action. This creates a 15-foot cone of toxic and corrosive green vapor. Every creature in the area takes 1d10 points of acid damage (no saving throw). The vapor is poisonous (Fortitude save DC 18). The primary damage is paralysis (3d6 rounds); the secondary damage is 3d6 Con. The vapor lingers for 2d6 rounds, dealing acid damage and requiring a new saving throw each round a creature remains within it or touches it. Vaporighus are immune to their own poison breath and to that of others of their kind.
Spell-Like Abilities: At will - animate objects, enlarge, light, mislead, produce flame, sleep. Caster level 10th; save 10 + spell level.
Outsider Traits: A vaporighu has darkvision (6 foot range). It cannot be raised or resurrected. Summon Night Hag (Sp): Once per day, a vaporighu can summon one night hag. This ability functions like a summon monster spell (caster level 10th).
Uncanny Dodge (Ex): Because of its unusual talent detecting prey, a vaporighu retains its Dexterity bonus (if any) even when flat-footed, and it cannot be flanked.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil 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 an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).