Half-Farspawn Gray Render* (CR 10)

Large Outsider (Native)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: blindsight 60 ft., darkvision 60 ft., low-light vision, scent, and Spot +16

AC: 23 (-1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Hit Dice: 10d10+100 (155 hp); DR: 5/magic
Fort +17, Ref +8, Will +6
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +21
Attack: Bite +16 melee; in amorphous form, tentacle +16 melee
Full Attack: Bite +16 melee and 2 claws +11 melee and 2 tentacles +16 melee; in amorphous form, 4 tentacles +16 melee
Damage: Bite 2d6+7, Claws 1d6+3, tentacle 1d6+3 (1d6+7 in amorphous form)
Special Attacks/Actions: Improved grab, rend 2d6+10, spell-like abilities, true strike; in amorphous form, spell-like abilities, true strike
Abilities: Str 25, Dex 12, Con 30, Int 3, Wis 16, Cha 10
Special Qualities: change shape, immunity to poison, resistance to acid 10, resistance to electricity 10, SR 20; in amorphous form, also can't be flanked and not subject to extra damage from critical hits
Feats: Cleave; Improved Bull Rush; Power Attack; Track
Skills: Concentration +15, Hide +10, Jump +12, Spot +16, and Survival +9
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Climate/Terrain: Temperate marshes
Organization: Solitary
Treasure/Possessions: None

Source: Lords of Madness

A half-farspawn's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a half-farspawn gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

Rend (Ex): A half-farspawn gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent's body and rearing the flesh. This attack automatically deals 2d6+10 points of damage.

True Strike (Su): Once per day, a half-farspawn can make a normal attack with a +20 insight bonus on a single attack roll. The half-farspawn is not affected by the miss chance that applies to attacks against a concealed target.

Spell-Like Abilities: 3/day - blur, blink; 1/day - touch of idiocy, stinking cloud (DC 13), greater invisibility. Caster level 10th. The save DC is Charisma-based.

Change Shape (Su): As a standard action, a half-farspawn gray render can take the form of an amorphous, tentacled mass at will. While in this form, the creature loses its improved grab and rend special attacks, as well as its bite and claw natural attacks. It gains two additional tentacle attacks, cannot be flanked, and is not subject to extra damage from critical hits. Creatures native to the Material Plane take a -1 morale penalty on attack rolls against the half-farspawn gray render in its amorphous form.

Native Subtype

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.