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Demon, Hezrou

This fiend's armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.
Hezrou CR 11

XP 12,800
CE Large outsider (aquaticchaoticdemonevilextraplanar)
Init +4; Senses darkvision 60 ft.; Perception +23
Aura stench (DC 24, 10 rounds)

 DEFENSE

AC 25, touch 9, flat-footed 25 (+16 natural, –1 size)
hp 145 (10d10+90)
Fort +16, Ref +3, Will +9
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22

 OFFENSE

Speed 30 ft., swim 30 ft.
Melee bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks nausea
Spell-Like Abilities (CL 13th)
At will—
chaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18)
3/day—
gaseous form
1/day—blasphemy (DC 21), summon (level 4, 1 hezrou 35%)

 STATISTICS

Str 27, Dex 11, Con 29, Int 14, Wis 14, Cha 18
Base Atk +10; CMB +19 (+23 grapple); CMD 29
Feats Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack
Skills Climb +21, Escape Artist +10, Intimidate +14, Knowledge (arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim +29; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious

 SPECIAL ABILITIES

Nausea (Ex)

The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based.