Zaug CR 13
XP 25,600
CE Large Outsider (Chaotic evil extraplanar)
Initiative -1 ; Senses darkvision 60 ft.; Perception +25
Defense
AC 26, touch 11, flat-footed 26; (+15 natural, +3 defleciton, -1 size, -1 Dex)
hp 171 (18d10+72)
Fort +17, Ref +7, Will +14
DR 10/lawful, 5/- SR 24 Immune fear, stun, daze effects Resist fire, acid, electricity, cold 15
Weaknesses force effects, positive energy
Offense
Speed 20 ft., fly 30 ft (clumsy)
Melee 2 claws +22 (1d6+4 plus disease Fort DC 16) and bite +17 (1d8+4 plus disease Fort DC 16)
+ 4 on rolls to confirm critical hits
Space 10 ft.; Reach 10 ft.
Special Attacks Corruption spew (Reflex DC 19, Will 18, Fort 16), disease
Spell-like Abilities (CL 15th, DC 13 + spell level, Concentration +21)
At will: detect chaositech, detect good, detect law, chaositech enslavement
3/day: contagion (Fort DC 16), greater teleport, stinking cloud (Fort DC 16), summon swarm
1/day: chaos hammer (Will 17, 5d8+%50)
Statistics
Str 18, Dex 8, Con 18, Int 8, Wis 14, Cha 16
Base Atk +18; CMB +22; CMD 31
Feats Abililty Focus (disease), Great Fortitude, Iron Will, Lightning Reflexes, Alertness, Combat Reflexes, Empowered Spell-Like Ability (chaos hammer), Combat Casting, Critical Focus
Skills Perception +27, Sense Motive +27, Spellcraft +20, Knowledge (arcana) +20, Knowledge (planes) +20
Languages telepathy
Special Qualities chaotic nature, revulsion (DC 15), dire contact, corrupt healing, vulnerabilities
Treasure standard
Special Abilities
Chaotic Nature (Su) - The forces of chaos so surround and fill this creature that it affects others who attack it. It gives the zaug damage resistance 5 that cannot be bypassed (and stacks with its 10/lawful DR), and a deflection bonus of +3.
Dire Contact (Su) - A creature that attempts to speak telepathically with a zaug or read its mind must make a Will save (DC 15) or go permanently insane--normally becoming catatonic, as though feebleminded, but sometimes becoming homicidal. The creature must make a save each time it tries to use telepathy on the zaug, but it does not need to make the save if the zaug is the one communicating. In other words, this is an in-only defense. The save DC is Charisma based.
Revulsion (Su) - Non-outsiders who look upon the zaug must make a Will saving throw (DC 15) or become either nausteated (1-10 d20) or sickened (11-20 d20). Whether or not a character saves, they are only affected once every 24- hours. The save DC is Charisma based.
Disease (Ex) - The claws, bite, and spew of a zaug carry devil chills (as per Core Rulebook 557, but the save is Fort 16 instead of 14).
Corruption Spew (Su) - Five times per day, a zaug can breathe a sixty foot cone of horrific, corrosive spew filled with rotting flesh, disease, poison, and even disgusting vermin such as maggots, worms, and flies. The spew inflicts 10d6 points of acid damage (Refex DC 19 for half). Further, anyone failing the save must make an additonal Fortitude save to avoid devil chills, as well as a Will save to avoid revulsion, regardless of if the character has made or failed the initial save against revulsion.
Vulnerabilities A zaug takes %50 again as much damage from force effects such as magic missile. It also takes %50 again as much damage from positive channeling and cure spells if it is targeted. Further, it does not need to be targeted during a positive burst to take damage from damage from it, though it only takes half damage. (example: Kit bursts to heal her party. The zaug still takes damage, even though creatures would normally need to be targeted to take damage.)