Vermin Lord (CR 17)
Large Monstrous Humanoid
Alignment: Usually neutral evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., Spot +19, and listen +8
AC: 30 (-1 size, +5 Dex, +11 natural, +4 +1 studded leather, +1 masterwork buckler), touch 14, flat-footed 25
Hit Dice: 25d8+150 (262 hp)
Fort +17, Ref +22, Will +18
Speed: 60 ft., burrow 30 ft., climb 30 ft., fly 30 ft. (average)
Space: 10 ft./10 ft.
Base Attack +25; Grapple +33
Attack: +2 cold iron scimitar +30 melee or bite +28 melee or claw +28 melee or +1 composite longbow (+4 Str bonus) +30 ranged
Full Attack: +2 cold iron scimitar +30/+25/+20/+15 melee and 2 claws +26 melee and bite +26 melee and sting +26 melee; or +1 composite longbow (+4 Str bonus) +30/+25/+20/+15 ranged
Damage: +2 cold iron scimitar 1d8+6/15-20, claw 1d6+2, bite 1d8+2 plus poison, sting 1d6+2 plus poison; +1 composite longbow (+4 Str bonus) 2d6+5/x3
Special Attacks/Actions: Command vermin, constrict 1d6+4, improved grab, poison, spell-like abilities, vermin cloud
Abilities: Str 19, Dex 21, Con 22, Int 18, Wis 13, Cha 17
Special Qualities: evasion, immunity to mind-affecting spells and abilities, regeneration 5, SR 25, uncanny dodge
Feats: Combat Casting; Dodge; Improved Critical (scimitar); Mobility; Multiattack; Point Blank Shot; Power Attack; Precise Shot; Spring Attack
Skills: Balance +20, Climb +20, Concentration +20, Diplomacy +5, Hide +20, Jump +40, Knowledge (arcana) +9, Knowledge (nature) +15, Move Silently +10, Search +14, Sense Motive +10, Spellcraft +11 (+13 to decipher scrolls), Spot +19, Survival +1 (+3 aboveground or following tracks), Tumble +27, Use Magic Device +26 (+28 involving scrolls), and listen +8
Advancement: By character class
Organization: Solitary, pair, or gang (3-6)
Treasure: Standard including possessions (see text)
Monster Manual III
Vermin lords are strong melee combatants, but they prefer to allow vermin minions to do their fighting. Vermin lords make judicious use of their magic items and those plucked from fallen foes.
Command Vermin (Su): A vermin lord can compel vermin to do its bidding. As a standard action, a vermin lord can target a vermin within 100 feet. The vermin must succeed on a DC 25 Will save or be controlled. The controlling effect functions its as a dominate monster spell from a 20th-level caster. A vermin lord can command up to ten vermin at one time.
Improved Grab (Ex): To use this ability, a vermin lord must hit with a claw attack. It can then at tempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it gets a hold and can constrict. A vermin lord can use either its Strength modifier or its Dexterity modifier for grapple checks.
Constrict (Ex): A vermin lord deals automatic claw damage on a successful grapple check.
Poison (Ex): Injury, Fortitude DC 28, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Spell-like Abilities: At will - repel vermin (DC 17); 5/day - summon swarm (spiders only); 3/day - giant vermin, insect plague, creeping doom; Caster level 20th.
Vermin Cloud (Su): A vermin lord is constantly surrounded by a 5-foot-radius cloud of flying and crawling insects of a kinds. The cloud grants the vermin lord concealment from any creature outside the cloud.
In addition, when a vermin lord ends its move within 5 feet of a creature or with a creature in its space, the creature takes 2d6 points of damage and must succeed on a DC 28 Fortitude save or be nauseated for round. The save DC is Constitution-based. The damage of the vermin cloud can be reduced by damage reduction normally, but even creatures that take no damage can become nauseated. Vermin and other vermin lords are immune to the vermin cloud's effect.
The vermin that make up the cloud are unaffected by the repel vermin spell and similar effects. Effects that would damage the vermin of the cloud have no effect, because more vermin instantly appear to replenish the cloud.
A vermin lord can suppress its vermin cloud or renew its use as a free action. If it does not suppress the cloud, it takes a -10 penalty on Move Silently and Hide checks.
Evasion (Ex): if a vermin lord succeeds on a Reflex save against an effect that causes half damage with a successful save, the vermin lord takes no damage from the effect.
Regeneration (Ex): Cold deals normal damage to a vermin lord. If a vermin lord loses a body part, the lost limb regrows in 3d6 minutes. It can reattach the severed member instantly by holding it to the stump.
Uncanny Dodge (Ex): A vermin lord reacts to danger before its senses would normally allow. It retains its Dexterity bonus to Armor Class even if it is caught flat-footed or struck by an invisible attacker. A vermin lord still loses its Dexterity bonus to AC when immobilized.
Skills: A vermin lord has a +5 racial bonus on Hide, Jump, Search, Spot, and Tumble checks. A vermin lord has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Possessions: +1 studded leather armor, +2 cold iron scimitar, +1 composite longbow (+4 Str bonus), cloak of resistance +3, wand of fireball. (Different vermin lords may have different possessions.)