Zeugalak (CR 12)
Huge Aberration
Alignment: Usually chaotic neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +13, and Spot +14
AC: 25 (-2 size, +3 Dex, +14 natural), touch 11, flat-footed 22
Hit Dice: 16d8+128 (200 hp)
Fort +13, Ref +10, Will +16
Speed: 30 ft., climb 30 ft.
Space: 15 ft./10 ft. (30 ft. with sting)
Base Attack +12; Grapple +29
Attack: Tentacle +19 melee
Full Attack: 3 tentacles +19 melee and 2 claws +17 melee and sting +17 melee
Damage: Tentacles 1d8+9 plus 1d6 electricity/19-20/x3; claws 1d8+4 plus 1d6 electricity; sting 1d8+4 plus 1d6 electricity plus poison
Special Attacks/Actions: Augmented critical, breath weapon, electrical aura, improved grab, pinning, poison
Abilities: Str 28, Dex 16, Con 26, Int 4, Wis 18, Cha 10
Special Qualities: electrical affinity, electrical teleportation, feather fall, immunity to poison, SR 21
Feats: Combat Reflexes; Improved Critical (tentacle); Iron Will; Lightning Reflexes; Multiattack; Run
Skills: Climb +17, Listen +13, and Spot +14
Advancement: 17-20 HD (Huge); 21-40 HD (Gargantuan); 41-48 HD (Colossal)
Climate/Terrain: Warm mountains
Organization: Solitary or pair
Treasure/Possessions: Standard
Source:
Lords of Madness
Augmented Critical (Ex): A zeugalak's tentacles deal x3 damage on a successful critical hit.
Breath Weapon (Su): 100 ft. line, once every 1d4 rounds, damage 12d6 electricity, Reflex DC 26 half. The save DC is Constitution-based.
Electrical Aura (Su): A zeugalak's body is constantly shrouded in an aura of electrical energy. Any creature that successfully strikes a zeugalak with a melee weapon or natural weapon takes 1d6 points of electricity damage. Each of a zeugalak's melee attacks deals an extra 1d6 points of electricity damage on a hit. This additional damage is not multiplied on a critical hit.
Improved Grab (Ex): To use this ability, the zeugalak must hit a creature that is at least two size categories smaller than it with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple, it establishes a hold and can attempt to pin the opponent in the following round.
Pinning (Ex): A zeugalak that pins an opponent with a claw deals claw damage (1d8+4) and twice its normal electricity damage (2d6) in each round it maintains the pin. While maintaining a pin with its claw, it can continue to attack other targets with its other attacks (and can even pin another target with its other claw).
Poison (Ex): Injury (sting), Fortitude DC 26, initial and secondary damage 1d10 Str. The save DC is Constitution-based.
Electrical Affinity (Su): A zeugalak takes no damage from electricity. Instead, any electricity attack used against a zeugalak (except for an electricity attack that originates from a zeugalak) temporarily grants it 1d4 points of Dexterity. The zeugalak loses these points at the rate of 1 per hour.
Electrical Teleportation (Su): If a zeugalak gains points to its Dexterity from an electricity-based attack, it can instantly teleport (as the spell greater teleport) to the source of the electrical attack. This ability is a free action that does not provoke attacks of opportunity and can be used once per minute. A zeugalak can use this ability even on another creature's turn.
Feather Fall (Su): At will, a zeugalak can use a feather fall effect (as the spell, caster level 16th) with personal range.
A zeugalak is fond of initiating combat with a charge attack, although it also uses feather fall to drop down on targets from high ledges. Once in melee, the creature splits its attacks among all targets in reach, using its Combat Reflexes and the incredible reach of its stinger to disrupt spellcasters and any attempts to flank it. It uses its breath weapon against those who try to stay out of its melee reach.