Ghour (CR 12)

Huge Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., scent, Listen +16, and Spot +16
Languages: Telepathy 100 ft.


AC: 25 (-2 size, -1 Dex, +18 natural), touch 7, flat-footed 25
Hit Dice: 12d8+96 (150 hp); DR: DR 15/good
Fort +16, Ref +7, Will +9
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +12; Grapple +31
Attack: Horn +21 melee
Full Attack: 2 horns +21 melee and 2 claws +16 melee
Damage: Horn 1d8+11/x4, claws 2d6+5
Special Attacks: Breath weapon, roar, spell-like abilities
Abilities: Str 32, Dex 8, Con 26, Int 15, Wis 13, Cha 15
Special Qualities: immunity to poison and electricity, resistance to acid 10, cold 10, and fire 10, SR 25
Feats: Awesome Blow; Cleave; Improved Bull Rush; Power Attack; Track
Skills: Bluff +17, Climb +26, Concentration +23, Diplomacy +19, Disguise +4 (+6 acting), Hide +6, Intimidate +4, Jump +30, Listen +16, Move Silently +14, Spot +16, and Survival +16
Advancement: 13-18 HD (Huge); 19-27 HD (Gargantuan); 28-36 HD (Colossal)
Climate/Terrain: The Abyss
Organization: Solitary or gang (1 plus 6-9 hill giants, 5-8 ogres, or 2-8 minotaurs)
Treasure/Possessions: Standard

Source: Monster Compendium: Monsters of Faerûn
Lost Empires of Faerûn

Somewhere between an ogre and a minotaur in appearance, this 20 foot-tall creature would tower over either one. Its hide is thick and hairy, its features bestial, and its body powerfully muscled. Two enormous horns jut from its skull, and its feet are massive hooves. A choking aura of evil surrounds it.

The monstrous demons known as ghours serve the Abyssal lord Baphomet and work their master's will among the minotaurs, ogres, and renegade giants that serve him. Ghours can be found among any group of chaotic evil giants, ogres, or minotaurs. These creatures view a ghour's presence as a sign of Baphomet's great pleasure.

Ghours speak Abyssal and Giant.

Combat

A ghour charges into combat like a rampaging elephant, pummeling opponents with its fists and goring with its horns. Whenever possible, a ghour likes to enter combat with a roar, a blast of its breath weapon, or both.

Breath Weapon (Su): Once per minute, a ghour can breathe a cloud of noxious gas 10 feet wide, 10 feet high, and 30 feet long. Each creature caught within this cloud must make a DC 24 Reflex save or take 1d6 points of Strength damage. The save DC is Constitution-based.

Roar (Su): Once per day, a ghour can emit an earsplitting roar. Every creature within 30 feet of it must succeed on a DC 18 Fortitude save or be stunned for 1d4 rounds by this sonic attack. Any creature within 10 feet of the ghour must also succeed on a DC 18 Fortitude save or be deafened for 2d10 minutes. Both save DCs are Charisma-based.

Spell-Like Abilities: At will - blasphemy (DC 19), chaos hammer (DC 16), deeper darkness, desecrate, detect good, detect magic, dispel good (DC 17), magic circle against good (DC 15), greater teleport (DC 19), unholy blight (DC 16); 3/day - confusion (DC 16), fear (DC 16), maze (DC 20), righteous might. Caster level 14th.

Telepathy (Su): A ghour can communicate telepathically with any creature within 100 feet that has a language.