Ragewalker (CR 14)

Large Fey
Alignment: Always neutral evil
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: low-light vision, Listen +27, and Spot +27
Languages: Common, Abyssal, Infernal, and Sylvan

AC: 28 (-1 size, +7 Dex, +6 natural, +6 armor), touch 16, flat-footed 21
Hit Dice: 22d6+88 (165 hp); DR: 10/cold iron
Fort +13, Ref +20, Will +15
Speed: 50 ft.
Space: 10 ft./10 ft. (spiked chain up to 20 ft.)
Base Attack +11; Grapple +19
Attack: +5 spiked chain +22 melee or claw +17 melee
Full Attack: +5 spiked chain +22/+17/+12 melee (2d6+11) or 2 claws +17 melee
Damage: +5 spiked chain 2d6+11, claws 1d6+4
Special Attacks/Actions: Control living spells, induce blood frenzy, spell-like abilities, weapon cloud
Abilities: Str 19, Dex 25, Con 19, Int 10, Wis 14, Cha 24
Special Qualities: fast healing 5, grafted armor, repel missiles, SR 26
Feats: Combat Reflexes; Empower Spell-like Ability (blade barrier); Empower Spell-like Ability (wall of fire); Great Fortitude; Improved Initiative; Quicken Spell-Like Ability (blade barrier); Quicken Spell-Like Ability (wall of fire); Weapon Finesse
Skills: Hide +28, Jump +37, Listen +27, Move Silently +32, Sense Motive +27, Skills: Diplomacy +9, and Spot +27
Advancement: By character class
Climate/Terrain: Temperate plains
Organization: Solitary or troupe (1 plus 1d3 living spells)
Treasure/Possessions: Standard

Source: Monster Manual III

Control Living Spells (Su): A ragewalker rebukes and commands living spells in the same way that evil clerics rebuke and control undead. A ragewalker can use this ability a number of times per day equal to 3 + its Charisma bonus (ten times per day for a typical ragewalker). A ragewalker rebukes and commands living spells as a cleric with a level equal to one-half its Hit Dice.

Grafted Armor (Ex): A ragewalker wears armor it has scavenged from countless battlefields. This armor provides significant protection in combat, but it imposes no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other ragewalkers, cannot wear ragewalker's armor.

Induce Blood Frenzy (Su): Any creature coming within 10 feet of a ragewalker must make a DC 28 Will save or fly into a mindless killing frenzy. Any creature that fails its saving throw gains a +2 bonus to Strength and takes a -2 penalty to AC. Affected creatures become unable to distinguish friend from foe and must make a melee attack against the nearest creature each round (using a full attack if possible, or charging if appropriate). An affected creature is incoherent and cannot talk, cast spells, or otherwise communicate for the duration of the effect. It remains in a frenzy for a number of rounds equal to 10 minus its Wisdom bonus (minimum 1 round), even if the ragewalker is dead or no longer present.

This is a mind-affecting ability. The save DC is Charisma-based.

Repel Missiles (Su): Any time a thrown or projectile weapon is used against a ragewalker, the weapon instead turns and could strike the wielder. The attacker compares his attack roll against his own Armor Class, figuring the attack's success and damage as if he had attacked himself. Ranged weapons with epic enhancement bonuses are not affected by this ability.

Spell-like Abilities: 3/day - blade barrier (DC 23), bull's strength, greater magic weapon, wall of fire. Caster level 20th.

Note that the feats Quicken Spell-like Ability and Empower Spell-like Ability affect all of the ragewalker's daily uses of blade barrier and wall of fire.

Weapon Cloud (Su): Ragewalkers are surrounded at all times by a cloud of flying, whirling weapons. This cloud deals 2d6 points of slashing damage each round to any creature adjacent to the ragewalker. Damage reduction applies to this damage.

Ragewalkers embody ferocious combat, yet they prefer to bring about such conflict in others rather than directly engage in melee. A ragewalker uses its powerful supernatural abilities to turn its foes against one another. It then uses its spell-like abilities to divide the battlefield to its liking, isolating small groups of foes and then moving in to destroy them.