YUGOLOTH GUARDIAN, GREATER

Large Outsider (Evil, Extraplanar)
Hit Dice: 12d8+72 (126 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 80 ft. (average)
Armor Class: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21
Base Attack/Grapple: +12/+23
Attack: Bite +18 melee (2d6+7)
Full Attack: Bite +18 melee (2d6+7) and 2 claws +16 melee (1d6+3) and 2 wing slashes +16 melee (1d4+3) and horn gore +16 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, improved grab, powerful charge 3d8+10, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 23
Saves: Fort +14, Ref +12, Will +12
Abilities: Str 25, Dex 19, Con 23, Int 16, Wis 18, Cha 16
Skills: Bluff +18, Concentration +21, Diplomacy +22, Hide +19, Jump +22, Intimidate +26, Listen +25, Move Silently +19, Sense Motive +21, Spot +25, Swim +22
Feats: Cleave, Flyby Attack, Improved Initiative, Quicken Spell-Like Ability (suggestion), Power Attack

Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 12
Treasure: None except guarded treasure (usually an item of 15,000 gp or more)
Alignment: Usually neutral evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
This strange creature has the body of a bear and the talons of an eagle. Two furred wings jut from its back and a pair of curved rams horns sit upon its head. Its eyes glow a feral red and saliva drips from its massive canines.
The greater yugoloth guardians are the most powerful, and thankfully, the rarest of their kind. They are also the most thoroughly evil and seek to bend the words of their mortal masters against them. They serve only as long as doing so would benefit themselves, although particularly powerful individuals have been known to cow guardians into servitude.
Greater yugoloth guardians stand about 9 feet tall and weigh 800 pounds.
 
COMBAT
Greater yugoloth guardians are usually found guarding only the most expensive of items. Despite their generally evil dispositions, they will never steal or destroy the item they are made to guard. They generally try to lure unsuspecting mortals close with their suggestion ability before letting loose with their breath weapon.
A greater yugoloth guardian's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): A greater yugoloth guardian can unleash either a 60 ft. cone or a 100 ft. line of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 8d6 points of damage and those caught in the cone can attempt a Reflex save (DC 22) for half damage. The save DC is Constitution-based.
Immunities: Greater yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, and the same energy type as its breath weapon plus an additional energy type. To choose the guardian yugoloth's additional energy immunity either roll randomly or choose one from the following list: 1 acid, 2 fire, 3 cold, or 4 electricity. If you roll the same energy type as its breath weapon, then roll again. Once the energy type is chosen it cannot be changed.
Improved Grab (Ex): To use this ability, a greater yugoloth guardian must hit a Large or smaller creature with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Powerful Charge (Ex): A greater yugoloth guardian typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +18 attack bonus that deals 3d8+10 points of damage.
Spell-Like Abilities: At will – suggestion (DC 16); 1/day – symbol of fear (DC 19). Caster level 14th. The save DC is Charisma-based.
Skills: Greater yugoloth guardians have a +6 racial bonus on Intimidate, Listen, and Spot checks.
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