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Dinogloth
Huge Outsider (Aquatic, Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice: 30d8+450 (585 hp)
Initiative: +1
Speed: Swim 80 ft. (16 squares)
Armor Class: 45 (-2 Size, +1 Dex, +26 Natural, +10 Profane), touch 19, flat-footed 44
Base Attack/Grapple: +30/+61
Attack: Bite +43 melee (3d6+15)
Full Attack: Bite +43 melee (3d6+15) and 2 Claws +38 melee (2d6+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Form of Madness, Spell-Like Abilities, Internal Fire, Gaze of Soul Destruction
Special Qualities: Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor,
Saves: Fort +32, Ref +18, Will +22
Abilities: Str 40, Dex 12, Con 40, Int 20, Wis 20, Cha 20
Skills: Bluff +32, Concentration +37, Diplomacy +32, Gather Information +28, Hide +23, Intimidate +27, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +27, Listen +27, Move Silently +23, Search +27, Sense Motive +27, Spellcraft +27, Spot +27, Swim +45
Feats: 11
Environment: Infinite Layers of the Abyss (The Gaping Maw)
Organization: Unique
Challenge Rating: 26
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 31+ HD (Huge)
Level Adjustment: ---


"The Ixitxachitl have always avoided the deeper recesses of the Gaping maws seas, as do the rest of us. Not much that swims that far out ever comes back, and what does is usually raving mad, screaming about a giant dead thing bending an army of beings to it's will in preparation for invasion. Like anything would be foolish enough to assault Demogorgon."

The Dinogloth comes from the same ancient epoch as the Ptera-Gloth, and many consider them to be partners or perhaps relatives of a sort (both do seem to be undead Fiends with a connection to fire). Both of them seem to be accumulating armies of some sort, and it is wondered by the few who know of their existence if they intend to coordinate an invasion of Demogorgons personal residence in order to depose him.

Internal Fire: The Dinogloth has an incredibly poweful internal fire burning within it's body that shines from it's eyes and forms horns where it's horns used to be in life. Anything attacking it with an Unarmed Strike, Grapple, or Natural Weapon takes 10d6 Fire damage. Any melee weapon striking it must make a DC 40 Fortitude Save or be destroyed by the heat (Save DC is Constitution Based).

Spell-Like Abilities (Sp): At will: Astral Projection, Chaos Hammer, Cloak of Chaos, Descrate, Detect Good, Detect Law, Greater Dispel Magic, Greater Scrying, Greater Teleport, Plane Shift, Shapechange, Telekinesis, Unhallow, Vision, Word of Chaos

3/day: Demand, Mass Charm Monster, Symbol of Persuasion

1/day: Mass Hold Monster, Programmed Amnesia

Caster Level is 22.

Form of Madness (Su): Any creature within 120' of Dinogloth must make a DC 30 Willpower Save (Save DC is Charisma based), or become terrified of the sea. This is a mind-affecting ability that does not affect Chaotic Evil Outsiders. A successful Save means the opponent is immune to the Dinoloth's Form of Madness for 24 hours. If the Save is failed, the opponent will become Panicked so long as it is underwater or can view the ocean, and will not recover it's senses until it can leave sight of the water. It will not willingly venture into sighto f the Ocean for 24 hours, and Panics again if forced to do so.

Gaze of Soul Destruction (Su): Gaze attack, Range 30', DC 30 Willpower Negates (Save DC is Charisma Based), Dominate Monster, duration of Dominate effect is permanent.

Immunities: Dinogloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Dinogloth is rare amongst the Obyrith as he has passed beyond death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected. Dinogloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead). It is somewhere between being an Obyrith and an Undead.

Skills: Dinogloth has a +8 Racial Bonus on all Swim Checks, and may always Take 10 on a Swim Check. He may use the Run Action while swimming in a straight line.

Combat: The Dinogloth prefers to use it's Gaze Attack in order to permanently convert opponents to it's army of minions. If it's Gaze or spells cannot convince an intruder to leave it will attack, or send Dominated servitors to get distract opponents while it escapes.