Leskylor, Three-Headed* (CR 10)

Large Magical Beast
Alignment: Usually neutral good
Initiative: +4; Senses: darkvision 90 ft., Listen +14, and Spot +14
Languages: Leskylor, Celestial and Draconic

AC: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Hit Dice: 10d10+50 (105 hp)
Fort +12, Ref +7, Will +4
Speed: 40 ft., fly 80 ft. (average)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +20
Attack: Claw +15 melee
Full Attack: 2 claws +15 melee and 3 bites +15 melee
Damage: 2 claws 1d8+6, bites 2d6+3
Special Attacks/Actions: Frost breath, improved grab, pounce, rake, spell-like abilities
Abilities: Str 22, Dex 11, Con 21, Int 15, Wis 13, Cha 14
Special Qualities: immunity to cold, spell-like abilities
Feats: Combat Reflexes; Flyby Attack; Improved Initiative; Multiattack; Improved MultiattackB; Touch of Golden Ice
Skills: Hide +5, Listen +14, Move Silently +9, Search +14, Spot +14, and Swim +14
Advancement: 11-22 HD (Large); 23-40 HD (Huge)
Climate/Terrain: Blessed Fields of Elysium
Organization: Solitary
Treasure/Possessions: Standard

Source: Book of Exalted Deeds

Frost Breath (Su): Cone-shaped burst of frost, 30 feet long, three times per day; damage 3d6; Reflex half DC 16.

Pounce (Ex): If a leskylor charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +11 melee, damage 1d8+3.

Spell-Like Abilities: 1/day - blessed sight, cause fear (DC 12), cure moderate wounds (DC 13), eyes of the avoral, hold person (DC 13), obscuring mist, vision of heaven. Caster level 6th. The save DCs are Wisdom-based.

Improved Grab (Ex): To use this ability, the leskylor must hit with a claw or bite attack. If it wins the grapple check, it establishes a hold and can rake.

Frost Breath (Su): The extra heads have breath weapons (3d6 damage; Reflex save DC 17). All three breath weapons activate on the same round but can aim in different directions.

Multiple Heads: Having multiple heads also makes the leskylor more able to survive otherwise lethal attacks; for example, a vorpal sword would have to remove all three heads to have its usual effect. Severing a head requires hitting the creature's neck (same AC as the leskylor) with a slashing weapon and dealing damage equal to the leskylor's original hit point total divided by 3 (the original number of heads). The attacker must declare an attack against the neck before making the roll. The severed head dies, and a natural reflex seals the neck shut to prevent blood loss. The leskylor can no longer attack with the severed head but takes no other penalties. A severed head cannot regrow naturally

Bonus Feats: The three-headed leskylor gains the bonus feats Multiattack and Improved Multiattack from the multiheaded creature template. The Improved Multiattack feat removes the penalty on attack rolls for secondary attacks made with natural weapons.

When it spots an evil creature in its protected domain, the leskylor takes to the air, often hiding within the clouds until an opportune moment to strike presents itself. Unless the intruder is already known to it, the leskylor usually makes a single warning pass indicating its intention to rid the area of its presence. If the creature makes no effort to leave the area or stands its ground, the leskylor swoops in for the kill. The leskylor uses its frost breath first, then strikes with its claws and bite.