Nashrou (CR 2)
AC: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Hit Dice: 4d8+24 (42 hp); DR: 5/cold iron or good
Fort +10, Ref +6, Will +4
Speed: 50 ft.
Space: 10 ft.; Reach 10 ft.
Base Attack +4; Grapple +10
Attack: Melee: 2 gores +5 each (1d8+2) and 2 claws +3 each (1d6+1)
Attack Options: aligned strike (chaotic, evil)
Abilities: Str 15, Dex 14, Con 22, Int 2, Wis 11, Cha 8
Special Abilities: Weakness: vulnerability to criticals
Feats: Improved Initiative, Multiattack,
Skills: Jump +17, Listen +7, Spot +7, and Survival +7
Advancement: 5-9 HD (Large); 10-15 HD (Huge)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Pack (5-9) in the Abyss, solitary on the Material Plane
Monster Manual IV
Vulnerability to Criticals (Ex): A nashrou has a unique weakness that can allow a clever or lucky opponent to slay it in a single blow. A successful critical hit instantly reduces the creature to -10 hit points; no saving throw or damage reduction applies. The attack must deal sufficient damage to overcome the nashrou's damage reduction.
Nashrous are vicious, animalistic predators that roam the blasted volcanic plains of the Abyss. Reaving claws extend in four directions from a nashrou's central body, and many legs propel it rapidly across the ground. Nashrous are swift, tireless hunters that have been known to pursue prey for days or even weeks. Occasionally, their tenacity is such that they will follow prey through a portal to another plane.
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.