Ghour (CR 12)
AC: 25 (-2 size, -1 Dex, +18 natural), touch 7, flat-footed 25
Hit Dice: 12d8+96 (150 hp); DR: 15/good
Fort +16, Ref +7, Will +9
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +12; Grapple +31
Attack: Horn +21 melee
Full Attack: 2 horns +21 melee and 2 claws +16 melee
Damage: Horn 1d8+11/x4, claws 2d6+5
Special Attacks/Actions: Breath weapon, roar, spell-like abilities
Abilities: Str 32, Dex 8, Con 26, Int 15, Wis 13, Cha 15
Special Qualities: immunity to poison and electricity, resistance to acid 10, cold 10, and fire 10, SR 25
Feats: Awesome Blow; Cleave; Improved Bull Rush; Power Attack; Track
Skills: Bluff +17, Climb +26, Concentration +23, Diplomacy +19, Disguise +4 (+6 acting), Hide +6, Intimidate +4, Jump +30, Listen +16, Move Silently +14, Spot +16, and Survival +16
Advancement: 13-18 HD (Huge); 19-27 HD (Gargantuan); 28-36 HD (Colossal)
Climate/Terrain: The Abyss
Organization: Solitary or gang (1 plus 6-9 hill giants, 5-8 ogres, or 2-8 minotaurs)
Breath Weapon (Su): Once per minute, a ghour can breathe a cloud of noxious gas 10 feet wide, 10 feet high, and 30 feet long. Each creature caught within this cloud must make a DC 24 Reflex save or take 1d6 points of Strength damage. The save DC is Constitution-based.
Roar (Su): Once per day, a ghour can emit an earsplitting roar. Every creature within 30 feet of it must succeed on a DC 18 Fortitude save or be stunned for 1d4 rounds by this sonic attack. Any creature within 10 feet of the ghour must also succeed on a DC 18 Fortitude save or be deafened for 2d10 minutes. Both save DCs are Charisma-based.
Spell-Like Abilities: At will - blasphemy (DC 19), chaos hammer (DC 16), deeper darkness, desecrate, detect good, detect magic, dispel good (DC 17), magic circle against good (DC 15), greater teleport (DC 19), unholy blight (DC 16); 3/day - confusion (DC 16), fear (DC 16), maze (DC 20), righteous might. Caster level 14th.
Telepathy (Su): A ghour can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
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 applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.