Wharlysk (CR 16)

Huge Aberration
Alignment: Usually neutral evil
Initiative: +2 (-2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +15, and Spot +15
Languages: Draconic, Tongues SA


AC: 22 (-2 size, -2 Dex, +16 natural), touch 6, flat-footed 22
Hit Dice: 20d8+140 (230 hp); DR: 20/magic
Fort +13, Ref +6, Will +14
Speed: 30 ft., climb 30 ft., swim 30 ft.
Space: 10 ft./15 ft.
Base Attack +15; Grapple +19
Attack: Bite +19 melee and 6 claws +14 melee
Full Attack: Bite +19 melee and 6 claws +14 melee
Damage: Bite 2d10+6/19-20, claw 1d6+3
Special Attacks/Actions: Breath weapon, spell-like abilities
Abilities: Str 22, Dex 7, Con 25, Int 16, Wis 14, Cha 16
Special Qualities: Control sound, immunity to sonics, regeneration 20, SR 27
Feats: Combat Expertise; Improved Critical (bite); Improved Disarm; Improved Initiative; Improved Trip; Lightning Reflexes; Quicken Spell-Like Ability
Skills: Climb +22, Concentration +22, Hide -10*, Listen +15, Spellcraft +18, Spot +15, and Swim +14
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Climate/Terrain: Warm forest and aquatic
Organization: Solitary
Treasure: Double standard

Source: Web

Combat

The wharlysk prefers to engage enemies from hiding, using its spell-like abilities to keep them from closing to melee range as a group so it can pick off its enemies one at a time with its bite or breath weapon. When fighting multiple creatures in melee, it always uses its Expertise feat to gain the maximum increase to its Armor Class (+5), and it often uses half its claw attacks to trip or disarm opponents they perceive as particularly dangerous. The creature is almost fearless, except when confronted by enemies that use electricity attacks. A wharlysk often flees before such attacks if its enemies look to be well organized and powerful, but it won't let the victors rest long before tracking them down and extracting vengeance for the previous humiliation.

Breath Weapon (Su): Once every 1d4 rounds, a wharlysk can emit a blast of sound from its maw in a 60- foot-long cone. Every creature caught in this area takes 10d6 points of sonic damage (Reflex DC 27 half). A creature that fails to save is also nauseated by the sound for 1d4 rounds.

Spell-Like Abilities: At will -- ghost sound, message, shatter, silence, sound burst, tongues, ventriloquism; 3/day -- shout. Caster level 20th; save DC 13 + spell level.

Control Sound (Su): A wharlysk is in constant control of all sound it can hear within 120 feet. This ability serves two functions. First, the wharlysk may use sculpt sound (as the bard spell of the same name) at will as a standard action. It can sculpt up to three different sounds simultaneously. A creature targeted by this ability may resist with a successful Will save (DC 26). Second, whenever the wharlysk is subjected to a sonic attack (other than its own breath weapon or that of another wharlysk), it absorbs the energy and can instantly redirect it as a ranged touch attack (+11 on attack rolls) against any one target within 120 feet. A successful hit inflicts the same amount of sonic damage on the target that would have normally been inflicted on the Wharlysk.

Regeneration (Ex): A wharlysk takes normal damage from electricity.

Skills: *In forested regions, the wharlysk's natural coloration grants it a +16 competence bonus on all Hide checks.