Chaos Eater (CR 9)

Large Outsider (Law)
Alignment: Always lawful neutral
Initiative: +1 (Dex); Senses: Listen +15 and Spot +19

AC: 10 (-1 size, +1 Dex), touch 10, flat-footed 9
Hit Dice: 14d8+56 (119 hp); DR: 20/magic
Fort +13, Ref +10, Will +11
Speed: 50 ft., fly 30 ft. (average)
Space: 5 ft./10 ft.
Base Attack +14; Grapple +13
Attack: 3 stings +17 melee, 3 bites +15 melee, 3 claws +15 melee
Full Attack: 3 stings +17 melee, 3 bites +15 melee, 3 claws +15 melee
Damage: Sting 1d8+4 and poison, bite 1d8+2, claw 1d6+2
Special Attacks/Actions: Poison, improved grab, consume chaos, smite chaos
Abilities: Str 19, Dex 13, Con 18, Int 8, Wis 14, Cha 12
Special Qualities: detect chaos, SR 18, waterwalking
Feats: Cleave; Great Cleave; Multiattack; Power Attack
Skills: Climb +21, Hide +17, Listen +15, Move Silently +18, Spot +19, and Survival +19
Advancement: 15-21 HD (Large), 22-42 HD (Huge)
Climate/Terrain: Any land and underground (Chaos Spire only)
Organization: Solitary or colony (3-18)
Treasure/Possessions: Standard

Source: Dragon #287

Poison (Su): Sting, Fortitude save (DC 21); initial damage 2d4 points of temporary Dexterity, secondary damage (1 minute later) paralysis for 3d6 hours. Chaotic creatures are especially susceptible to this poison and suffer -4 circumstance penalty to their saving throws.

Improved Grab (Ex): To use this ability, the chaos eater must hit with a bite attack. If it gets hold, it automatically uses its consume chaos ability.

Consume Chaos (Su): If the chaos eater holds a victim, it can begin feeding upon chaos in the victim's body or mind. The victim can resist with a successful Will saving throw (DC 19).

If the victim does not have a chaotic alignment, it suffers no ill effect.

If the victim is enchanted with a spell with the chaotic descriptor, that spell is automatically dispelled. The chaos eater can dispel one spell per round in this manner. Highest level spells are dispelled first.

If the victim has a chaotic component to his alignment, he suffers 3d10 points of subdual damage as his psyche is torn apart. If the victim is rendered unconscious from this attack, the chaotic component to his alignment becomes neutral. This change can be corrected with the atonement spell.

Smite Chaos (Su): Once per hour, the chaos eater can attempt to smite chaos with one normal melee attack. It adds its Charisma modifier to its attack roll. If it hits a creature with a chaotic alignment, the attack deals additional damage equal to the chaos eater's hit dice. The chaos eater decides whether to use the smite chaos ability before the attack is made. A failed attack means the smite attempt is wasted.

Detect Chaos (Su): A chaos eater can detect chaos at will; treat this ability as the spell cast by a 14th-level sorcerer.

Waterwalking (Su): The chaos eater water walks continuously as per the spell. This effect can be dispelled (treat as if it were cast by a 20th-level sorcerer), but the chaos eater can activate this supernatural ability again as a free action.