Tall Mouther (CR 5)

Large Aberration
Alignment: Usually neutral
Initiative: +4 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +4
Languages: Common and broken Halfling


AC: 18 (-1 size, +4 Dex, +5 natural), touch 13, flat-footed 14
Hit Dice: 7d8+7 (38 hp)
Fort +3, Ref +6, Will +5
Speed: 40 ft.
Space: 10 ft./10 ft. (15 ft. with buffets)
Base Attack +5; Grapple +14
Attack: 4 buffets +9 melee, bite +4 melee
Full Attack: 4 buffets +9 melee, bite +4 melee
Damage: Buffet 1d4+5, bite 2d6+2
Special Attacks/Actions: Arrow evasion
Abilities: Str 20, Dex 19, Con 13, Int 8, Wis 10, Cha 7
Special Qualities: -
Feats: Alertness; Combat Reflexes
Skills: Climb +6, Hide +1, Listen +4, Search +1, Spot +4, and Survival +2
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Climate/Terrain: Forest, hills, mountains, and underground
Organization: Solitary, pair, or handful (3-5)
Treasure/Possessions: Standard

Source: Monster Compendium: Monsters of Faerûn

Arrow Evasion (Ex): A tall mouther's crazy whirl of arms and its shifting central head make it hard to hit with normal missiles such as arrows and crossbow bolts. Such missiles (but not rays or extraordinary missiles) have a 20% chance of missing the mouther outright.

Tall mouthers attempt to stand out of their prey's melee range and slam them. If the prey rushes in to fight, and moves more than 5 feet into or through the mouther's threatened area, the mouther gets an opportunity attack (or multiple opportunity attacks if rushed by multiple opponents, thanks to its Combat Reflexes feat).