Steel Predator (CR 13)

Large Outsider
Alignment: Always neutral
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: blindsight 30 ft., magic sense, scent, deaf, Listen +18, and Spot +18


AC: 30 (-1 size, +5 Dex, +16 natural), touch 14, flat-footed 25
Hit Dice: 12d8+48 (102 hp); DR: 15/magic and silver
Fort +12, Ref +13, Will +11
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +12; Grapple +23
Attack: Bite +19 melee
Full Attack: Bite +19 melee and 2 claws +17 melee
Damage: Bite 2d6+7/19-20, claw 2d4+3
Special Attacks/Actions: Improved grab, pounce, rake 1d6+3, roar, sundering bite
Abilities: Str 25, Dex 21, Con 19, Int 10, Wis 16, Cha 12
Special Qualities: immunities, magic sense, outsider traits, resistances,
Feats: Improved Critical (bite); Improved Initiative; Improved Sunder; Multiattack; Power Attack
Skills: Balance +25, Climb +22, Hide +24, Jump +22, Listen +18, Move Silently +24, Search +15, and Spot +18
Advancement: 13-18 HD (Large); 19-36 HD (Huge)
Climate/Terrain: Any land (Acheron)
Organization: Solitary, pair, or pride (6-10)
Treasure/Possessions: -

Source: Fiend Folio

Improved Grab (Ex): If a steel predator hits an opponent at least one size category smaller than itself with its bite attack, in deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus + 23). If in gets a hold, it can attempt to rake on its next grapple check. Alternatively, the steel predator has the option to conduct the grapple normally, or simply use its bite to hold the opponent (-20 penalty on grapple check, but the steel predator is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Pounce (Ex): If a steel predator leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A steel predator that gets a hold can make two rake attacks (+17 melee) with its hind legs for 1d6+3 points of damage each. If a steel predator pounces on an opponent, it can also rake.

Roar (Su): A steel predator can emit a titanic roar every 1d4 rounds. All creatures within a 30-foot cone take 12d6 points of sonic damage and are deafened for 2d6 rounds (Fort DC 20 half; success negates the deafness). Any exposed brittle or crystalline creature takes twice the indicated damage; creatures holding fragile objects can negate damage to them with successful Reflex saves (DC 20).

Sundering Bite (Ex): When it uses its bite to attack a weapon, shield, or other held item, the steel predator gains a +4 bonus on the opposed attack roll and deals double normal damage.

Blindsight (Ex): A steel predator's sense of smell is so powerful than it grants the blindsight ability out to a range of 30 feet.

Deaf (Ex): A steel predator is incapable of perceiving sound, and is thus immune to language-dependent effects and sonic effects dependent on hearing. The creature has adapted to this limitation and thus takes no penalty on initiative checks because of its deafness.

Immunities (Ex): A steel predator is immune no electricity and sonic damage, as well as to petrification effects.

Magic Sense (Su): A steel predator can sense the presence of any metallic magic item within 120 feet. It considers such an item to be a delicacy and rarely passes up an opportunity to consume it using its sundering bite to destroy the item first).

Outsider Traits: A steel predator has darkvision (60-foot range). In cannot be raised or resurrected (though a wish or miracle spell can restore life).

Resistances (Ex): A steel predator has cold and fire resistance 20.

Skills: A steel predator has a +4 racial bonus on Balance, Hide, and Move Silently checks.