Marruspawn Abomination (CR 19)

Medium Outsider (Native)
Alignment: Always evil (any)
Initiative: +4 (Dex); Senses: blindsight 120 ft., darkvision 120 ft., Listen +32, and Spot +32
Languages: Telepathy 200 ft.


AC: 43 (+19 natural, +10 insight, +4 Dex), touch 24, flat-footed 39
Hit Dice: 20d8+140 (300 hp); DR: 10/magic and adamantine
Fort +19, Ref +16, Will +21
Speed: 60 ft.
Space: 5 ft./5 ft.
Base Attack +20; Grapple +32
Attack: Claw +32 melee or bite +32 melee
Full Attack: Claw +32/+27/+22/+17 melee and bite +34 melee
Damage: Claw 2d8+12, bite 4d6+6
Special Attacks/Actions: Howl of dissolution, spell-like abilities
Abilities: Str 35, Dex 18, Con 24, Int 20, Wis 29, Cha 25
Special Qualities: fast healing 15, immunities, marruspawn traits, nondetection, resistance to cold 20, SR 32, touch of the divine
Feats: Blind-fight; Cleave; Improved Bull Rush; Improved Sunder; Multiattack; Power Attack; Quicken Spell-Like Ability (flesh to salt)
Skills: Balance +15, Bluff +19, Climb +24, Concentration +30, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 when acting in character), Heal +20, Intimidate +32, Jump +35, Knowledge (history) +28, Knowledge (the planes) +28, Listen +32, Search +28, Sense Motive +32, Spellcraft +16, Spot +32, Survival +9 (+11 on other planes), and Swim +24
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary
Treasure/Possessions: Standard

Source: Sandstorm

Howl of Fossilization (Su): Once every 1d4 rounds, a marruspawn abomination can loose a fossilizing howl as a free action. All creatures within 30 feet must succeed on a DC 27 Fortitude save or become fossilized. This effect functions as the flesh to stone spell. The save DC is Charisma-based. Even a creature that makes its save is subject to the abomination's howl of fossilization ability in later rounds.

Immunities (Ex): A marruspawn abomination has immunity to polymorph (although it can activate a polymorph effect on itself) and petrification. It is not subject to energy drain, ability drain, or ability damage. It has immunity to mind-affecting spells and abilities and fire, and a marruspawn abomination is not subject to death from massive damage

Marruspawn Traits: A marruspawn abomination has all the abilities of the marruspawn, including discriminating hearing, resistance to dessication 10, and low-light vision (the resistance to fire 5 ability has no effect since an abomination already has immunity to fire).

Nondetection (Su): A marruspawn abomination is treated as if affected by a continuous nondetection spell with a caster level equal to its Hit Dice.

Spell-Like Abilities: At will - parching touch (DC 18), true seeing; 3/day - flesh to salt (DC 22), sandform, summon monster IX (Gargantuan fiendish monstrous scorpion only); 1/day - symbol of thirst (DC 23). Caster level 20th.

Telepathy (Su): A marruspawn abomination can communicate telepathically with any creature within 200 feet that has a language.

Touch of the Divine (Ex): A marruspawn abomination has maximum hit points for each Hit Die.

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.