Night Walker

NE Gargantuan Abberation

Init +12; Senses See in the Dark ; Perception +22

Defense
AC 19, Touch 14, Flatfooted 16 (+3 Dex, -3 Size, +5 Natural, +4 Misc)

HP 75(8d10+24)

Fort +8, Ref +8, Will +8

DR 10/ Divine Magic or Iron ; Immune Death effects, Paralysis, Acid; Resist /; SR 15

Offense
Speed 40 ft

Melee  2 slams +14 (2d6+6 (+9 if Rend) )

Special Attacks Touch of Enervation, Grab, Blinding Light, Negative Affinity

Spell Like Abilites (CL 8th)

At Will- Ray of Enfeeblement, Darkness

3/day- Inflict Serious Wounds

1/day- Unhallow

Statistics
Str 22, Dex 16, Con 18, Int 16, Wis 20, Cha 20

Base Atk +8; CMB +18 (+26 when Grappeling); CMD 25

Feats Improved Grapple, Greater Grapple, Improved Inititive, Lunge

Skills 

Languages Tounges, Telepathy 100 ft,

Ecology
Enviroment Forest, Underground

Organization Single, Group (3-4)

Treasure None

Special Abilities
Negative Energy Affinity (Su) Night Walkers are healed by negative energy damage as well they benefit from any positive effects that would effect an Undead.

Grab (Ex) When a Night Walker successfully hits with a slam attack he may attempt a grapple for free.

Blinding Light (Su) A Night Walker may activate the blinding light from it's eye as a Swift Action. The Blinding Light has a 30 ft radius and any target caught within the light must make a foritude save. If the target fails its fortidue save they are paralyzed for 1d4 rounds (DC 19). If the target succeeds they must leave the lit area or make another Fortitude save next round.

Touch of Enervation (Su) As long as a creature is being grappled by the Night Walker they take 1d8+8 Negative energy damage. For every 2 points the grappled creature takes the Night Walker regains 1 hit points.