Pseudonatural Troll (CR 21)
Large Outsider (Extraplanar)
Alignment: Always chaotic evil
Initiative: +7 (Dex); Senses: darkvision 90 ft., scent, Listen +15, and Spot +15
Languages: Giant
AC: 51 (-1 size, +7 Dex, +35 natural) touch 16, flat-footed 44
Hit Dice: 6d8+66 (114 hp); DR: 5/epic
Fort +16, Ref +9, Will +8
Speed: 60 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +40
Attack: Tentacle rake +35 melee
Full Attack: 5 tentacle rakes +35 melee
Damage: Tentacle rake 2d8+17
Special Attacks/Actions: Constant insight, improved grab, rend 4d8+25, rotting constriction
Abilities: Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6
Special Qualities: SR 30, acid and electricity resistance 20, regeneration 5, spell-like abilities
Feats: Alertness, Iron Will, Track
Skills: Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, and Spot +15
Advancement: By character class
Climate/Terrain: Any
Organization: Solitary or gang (2-4)
Treasure/Possessions: Standard
Source:
Epic Level Handbook
A pseudotroll's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Constant Insight (Su): A pseudotroll makes all its attacks (including grapples) with a +15 insight bonus (calculated into the above statistics). The creature is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): If a pseudonatural troll hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): If a pseudotroll hits with two or more tentacle rake attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 4d8+25 points of damage, and can be used concurrently with its improved grab ability.
Rotting Constriction (Ex): Once a pseudotroll has hold of an opponent, each successful grapple check it makes during subsequent rounds automatically drains 2d4 points of Constitution. At the same time, the pseudotroll regains 10 lost hit points.
Regeneration (Ex): Fire and acid deal normal damage to a pseudotroll. If a pseudotroll loses a tentacle or body part, the lost portion regrows in 1 minute. The creature can reattach the severed member instantly by holding it to the stump.
Spell-Like Abilities: At will - blur, dimension door, shield, unhallow. Caster level 20th; save DC 8 + spell level. The DC is Charisma-based.
Alternate Form (Su): At will, a pseudotroll can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against a pseudotroll in this alternate form.
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.