Zargon, the Devourer in the Depths (CR 16)
AC: 26 (-4 size, +2 Dex, +18 natural), touch 8, flat-footed 24
Hit Dice: 22d8+176 (275 hp); DR: 10/good
Fort +21, Ref +17, Will +18
Speed: 40 ft., swim 60 ft.
Space: 15 ft./15 ft.
Base Attack +22; Grapple +45
Attack: Tentacle +29 melee
Full Attack: 6 tentacles +29 melee and bite +28 melee and gore +28 melee
Damage: tentacle 2d6+11, bite 2d8+5, gore 4d6+5
Special Attacks/Actions: Constrict 2d6+16, herald of slime, improved grab, spell-like abilities
Abilities: Str 32, Dex 14, Con 27, Int 15, Wis 17, Cha 20
Special Qualities: Amphibious, immunity to acid, cold, disease, electricity, and poison, rejuvenation, SR 28
Feats: Improved Natural Attack (gore); Improved Sunder; Iron Will; Lightning Reflexes; Multiattack; Power Attack; Weapon Focus (bite); Weapon Focus (gore)
Skills: Climb +25, Concentration +25, Decipher Script +12, Diplomacy +22, Intimidate +30, Knowledge (arcana) +17, Knowledge (religion) +17, Knowledge (the planes) +22, Listen +23, Search +12, Sense Motive +28, Spellcraft +14 (+18 scrolls), Spot +28, Survival +3 (+5 other planes), Swim +29, and Use Magic Device +30 (+32 scrolls)
Advancement: By class
Treasure/Possessions: Standard coins; double goods; double items
Zargon's natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): On a successful grapple check, Zargon deals 2d6+11 points of damage.
Herald of Slime (Su): Zargon is always surrounded by a thick pool of gray fluid. This substance covers the ground (and unattended objects on the ground up to 10 feet in height) to a 30-foot radius around him and persists for 1 minute after he has passed. Any area or object covered by the slime functions as though affected by the grease spell (DC 29 Reflex save). Zargon is immune to this effect.
Improved Grab (Ex): To use this ability, Zargon must hit with a tentacle attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.
Spell-Like Abilities: At will - detect good, magic circle against good, sending; 3/day - confusion, lightning bolt (DC 18), major image (DC 18), stinking cloud (DC 18), suggestion (DC 18); 1/day - acid fog cloudkill, demand, mind fog. Caster level 20th. The save DCs are Charisma-based.
Amphibious (Ex): Although Zargon is aquatic, he can survive indefinitely on land.
Rejuvenation (Su): Zargon is almost impossible to kill. When killed, his corpse (except for his horn) crumbles into chunks of runny, slimy flesh. His body spontaneously reforms in the depths of Lake Moldvay 1d4 days later. The newly incarnated Zargon retains all memories of his life and death and usually seeks out those who defeated him. The only way to destroy Zargon permanently is to cast his horn into the fiery Eye of Zargon (lava pit) within one day of his death. After that period, the horn disintegrates and Zargon's rejuvenation cannot be prevented.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
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).
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.