Bloodlance (CR 5)
Large Magical Beast
Alignment: Always Chaotic evil
Initiative: +3 (+3 Dex); Senses: Listen +6 and Spot +6
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Hit Dice: 4d10 (50 hp)
Fort +11, Ref +7, Will +1
Speed: 60 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +15
Attack: horn +11 melee and 2 hooves +5 melee
Damage: Horn 1d8+8 plus wounding and disease, hooves 1d4 +3
Special Attacks/Actions: summon demons
Abilities: Str 24, Dex 17, Con 25, Int 10, Wis 11, Cha 24
Special Qualities: Fiendish presence, Aura: magic circle against good, Immune to electricity, poison, charm, compulsion, Spell-Like Abilities (CL 8th) 3/day-inflict light wounds (DC 16)
Feats: Alertness, Skill Focus (Survival)
Skills: Jump +23, Listen +6, Move Silently +9, Spot +6, and Survival +3
Advancement: 5-8 HD (Large)
Climate/Terrain: Any land
Organization: Solitary (never communicates)
Treasure/Possessions: None
Source:
Dragon #357
Magic Circle Against Good (Su): This ability continuously duplicates the effect of the spell. A bloodlance cannot suppress this ability.
Wounding Horn (Su): A bloodlance's false horn functions as a +1 wounding weapon. Each hit deals 1 point of Constitution damage from blood loss in addition to the listed damage.
Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by a bloodlance's horn. If removed from the bloodlance, this horn crumbles, only to regenerate (assuming the bloodlance still lives) over the next hour.
Disease (Su): Demon fever-horn, Fortitude DC 19, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 19 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution-based.
Summon Demons (Sp): With a soul-splitting shriek (free action), a bloodlance can automatically summon one dretch, imp, or other chaotic evil outsider with a CR of 2 or less. The bloodlance can use this ability once per hour. This ability is the equivalent of a 3rd-level spell.
Fiendish Presence (Ex): A bloodlance is forever plagued by disembodied chaotic evil outsiders. They cannot control it directly (bloodlances are immune to such effects), but they can and gleefully do influence it and use it as a vessel for destruction on the Material Plane.
Protection from evil and protection from chaos hedges out these forces. For the duration of the spell, the blood lance loses its subtypes as well as its magic circle against good and summon demons abilities. A bloodlance so affected acts naturally: it does not regain its sanity or attempt to communicate, but it does try to flee the fight and only attacks to defend itself. Dispel evil or dispel chaos affects a bloodlance in this way for 24 hours, and a bloodlance who enters a magic circle against evil or magic circle against chaos is affected for as long as it stays within the spell's area. Bloodlances attempt Will saving throws against these spells, where allowed.