Abakor+stats

Abakor
(Abakor's Sheet 2)

Huge Magical Beast (Underground)
 * Hit Dice**: 20d10+180 (380 hp)
 * Initiative**: +5
 * Speed**: 30 ft. (6 squares), Swim 20 ft. (4 squares)
 * Armor Class**: 25 (+5 Dex, –4 size, +14 natural), touch 6, flat-footed 20
 * Base Attack/Grapple**: +12
 * Attack**: Tentacle constrict +23 melee (2d8+12/19–20)
 * Full Attack**: 6 tentacles +23 melee (2d8+12/19–20) and 4 arms +23 melee (1d6+12) and bite +23 melee (4d6+12)
 * Space/Reach**: 10 ft. with tentacle, 5 ft. with arm
 * Special Attacks**: Improved grab, constrict 2d8+12 or 1d6+6
 * Special Qualities**: Darkvision 60 ft., stinking cloud, jet of acid, spell-like abilities, rend, immunity to poison, fire, and acid, protective slime, spell resistance 14, telepathy 100 ft., regeneration
 * Saves**: Fort +21, Ref +12, Will +13
 * Abilities**: Str 34 (+12), Dex 20 (+5), Con 29 (+9), Int 21 (+5), Wis 20 (+5), Cha 20 (+5)
 * Skills**: Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16
 * Feats**: Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
 * Environment**: Underground
 * Organization**: Solitary
 * Challenge Rating**: 12
 * Treasure**: Triple standard
 * Alignment**: Usually neutral evil
 * Advancement**:
 * Level Adjustment**: —

Abakor is enormous, but quick. His body is expansive, ending with six long, barbed tentacles, and four massive arms ending in razor sharp claws. He has no eyes, only shallow indentations in the knotted flesh. But he doesn't need them; he can see better than anyone. His back, a twisted terrain of tangled tendrils, and his head is a mass of scattered bone, forming jagged peaks covered by thick skin. His skin is a dark, mottled purplish-green that better blends him into the dark of his lair. Often he will skin his victims, and wear them for blankets.

His lair is in the center of a cobweb design of complex tunnels covered in mid-calf deep muck, warm and wet like a stinking swamp. The whole of it stinks worse than anything else in the known world: the stench of rotting flesh and old blood, the smell of a slave master wallowing in his own filth. There were dozens of drop-offs hidden beneath the muck. They are usually several feet deep, and pull victims into their fetid swampy death.

Abakor speaks nearly ever known language, and prefers to use telepathy to speak.

COMBAT

Abakor is sneaky and sly, and absolutely loves battle. He attacks the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing his opponents, he makes excellent use of the combination of multiple attacks and sneak attacks. Abakor strikes his opponents with his barbed tentacles, then grabs and crushes with it's body or drags victims into the hulk of his huge body. Smaller tentacles latch on mercilessly, wrapping themselves around the victim's body and pulling them in. Within the depths of Abakor's belly are several other bodies, living, slowly being digested by the acidic juices.

An opponent can make sunder attempts against Abakor’s tentacles or arms as if they were weapons. Abakor’s tentacles have 20 hit points, and its arms have 10 hit points. If Abakor is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing Abakor's tentacle or arm deals damage to the monster equal to half the limb’s full normal hit points. The severed limbs will grow back in 1d10 rounds.

Abakor will not withdraw from any combat, as he sees himself as legendary, and thus far, undefeatable.


 * Rend** **(Ex)**: If Abakor hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.


 * Regeneration (Ex)**: Only magical fire and acid deal normal damage to Abakor. If he loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.


 * Sneak Attack (Ex)**: Abakor can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when Abakor is flanking.


 * Protective Slime (Su)**: A slimy purplish jelly coats the Abakor's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes Abakor with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.


 * Improved Grab (Ex)**: To use this ability, Abakor must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


 * Constrict (Ex)**: Abakor deals automatic arm or tentacle damage with a successful grapple check.


 * Stink Cloud (Ex)**: Abakor can emit a cloud of noxious odor in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which Abakor normally uses to his greatest advantage. Creatures within the cloud are considered to be in darkness.

1/day - control weather, control winds, dominate animal (DC 18), resist energy.
 * Spell-Like Abilities**:Caster level 9th. The save DC is Charisma-based.


 * Skills**: [|Bluff] +31, [|Concentration] +33, [|Diplomacy] +35, [|Disguise] +8 (+10 acting), [|Hide] +26, [|Intimidate] +33, [|Knowledge] (any two) +30, [|Listen] +38, [|Move Silently] +30, [|Search] +30, [|Sense Motive] +30, [|Spellcraft] +30 (+32 scrolls), [|Spot] +38, [|Survival] +7 (+9 following tracks), [|Use Magic Device]+31 (+33 scrolls)

http://www.d20srd.org/srd/monsters/troll.htm