Feverclaw (CR 14)

Large Outsider (Evil)
Alignment: Always neutral evil
Initiative: +8 (Dex); Senses: Listen +10 and Spot +10


AC: 26 (-1 size, +8 Dex, +5 natural, +4 alacrity), touch 21, flat-footed 14
Hit Dice: 14d8+56 (119 hp); DR: 30/magic
Fort +13, Ref +17, Will +11
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +14; Grapple +14
Attack: 4 claws +18 melee and proboscis +16 melee, or gore +18 melee
Full Attack: 4 claws +18 melee and proboscis +16 melee, or gore +18 melee
Damage: Claw 1d6+5 plus poison, proboscis 1d4+2 plus Charisma drain, gore 1d10+5
Special Attacks/Actions: Charisma drain, improved grab, poison, pounce
Abilities: Str 21, Dex 26, Con 18, Int 7, Wis 14, Cha 11
Special Qualities: Alacrity, blur, freeze in place, immunities, outsider traits, SR 26
Feats: Dodge; Mobility; Spring Attack; Weapon Finesse (proboscis)
Skills: Balance +10, Hide +29, Jump +24, Listen +10, Move Silently +33, Spot +10, and Tumble +27
Advancement: 15-21 HD (Large); 22-35 HD (Huge); 36-42 HD (Gargantuan)
Climate/Terrain: Any forest or swamp
Organization: Solitary, pair, or pack (3-8)
Treasure/Possessions: Standard

Source: Web

Charisma Drain (Su): An individual struck by a feverclaw's proboscis must make a Fortitude save (DC 17) or permanently lose 1d4 points of Charisma (or twice that amount on a critical hit) as the monster drains away the victim's emotions. The feverclaw heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.

Improved Grab (Ex): If a feverclaw hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +23). If it gets a hold, it automatically hits with its proboscis attack. Thereafter, the feverclaw has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the feverclaw is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Poison (Ex): A feverclaw delivers its poison (Fortitude save DC 21) with each successful claw attack. The initial damage is 1d6 points of Wisdom damage as the creature's poison rapidly burns into the victim's brain and mind. Those poisoned by a feverclaw quickly become quite hot to the touch and sweat profusely; one round after the initial damage, the victim must save again or suffer 1d6 points of permanent Constitution damage as the intense heat takes its toll.

Pounce (Ex): If a feverclaw charges, it can make a full attack even though it has moved.

Alacrity (Su): The feverclaw can move with distressing speed and grace. It may make an additional partial action each round, and as long as it is not flat- footed it gains a +4 bonus to its Armor Class.

Blur (Su): A feverclaw is constantly under the influence of a blur effect, and as a result gains the benefits of one-half concealment (20% miss chance).

Freeze in Place (Su): If a feverclaw remains motionless for a full round, it blends into its surroundings and gains a +10 circumstance bonus on all Hide checks.

Immunities (Ex): The feverclaw is immune to mind-affecting effects, fire, poison, paralysis, slow, sleep, and magical temporal effects (such as time stop or the aging caused by a ghost).

Outsider Traits: A feverclaw has darkvision (60-foot range). It cannot be raised or resurrected, though a wish or miracle spell can restore life.

Skills (Ex): A feverclaw gains a +8 racial bonus on Hide and Move Silently checks.

Evil Subtype

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).