Ogre Mage, Entropic* (CR 10)
AC: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Hit Dice: 5d8+20 (42 hp)
Fort +7, Ref +1, Will +3
Speed: 40 ft., fly 40 ft. (good)
Space: 10 ft./10 ft.
Base Attack +3; Grapple +12
Attack: Greatsword +7 melee or longbow +2 ranged or negative energy ray +2 ranged
Full Attack: Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)
Damage: Greatsword 3d6+7/19-20, longbow 2d6/x3, negative energy ray 1d4+4 negative energy
Special Attacks/Actions: Spell-like abilities
Abilities: Str 21, Dex 10, Con 19, Int 14, Wis 14, Cha 19
Special Qualities: negative adaptation, negative energy aura, outsider traits, regeneration 5, SR 19 (20 against positive energy)
Feats: Combat Expertise; Improved Initiative
Skills: Concentration +14, Listen +10, Spellcraft +10, and Spot +10
Advancement: By character class
Climate/Terrain: Negative Energy Plane
Treasure/Possessions: Double standard
Spell-Like Abilities: At will - darkness, invisibility; 1/day - charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level 9th.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form, it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
Negative Energy Ray (Su): An entropic creature can fire a ray of negative energy once every 1d4 rounds with a range of 60 feet. With a successful ranged touch attack, an entropic creature infuses a target with points of negative energy damage equal to 1d4 + its Cha modifier. This attack damages living creatures and heals undead.
Limited Spell Resistance (Positive Energy) (Ex): An entropic creature has spell resistance equal to 15 + Hit Dice (maximum 35) against any spell or spell-like ability that uses positive energy, including cure spells.
Negative Adaptation (Ex): Entropic creatures do not lose hit points or need to make Fortitude saves due to being in a negative-dominant environment.
Negative Energy Aura (Su): Any living creature within 10 feet of an entropic creature loses 1 hit point per round due to the aura of negative energy surrounding it. Characters with immunity to negative energy effects, as well as other entropic creatures, are not affected by this aura. If conscious, an entropic creature can repress this aura as a standard action, but takes I point of Strength damage for each full minute that the aura is inactive. The aura is always functioning while an entropic creature is unconscious.
Outsider Traits: An entropic creature cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.
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.