Verdan Keinderflucht

Large Aberration (Chaotic Evil)
Hit Dice: 12d8+60 (114 hp)
Initiative: +6 (-1 size, +3 Dex, +4 Improved Initiative)
Speed: 30 ft., swim 30 ft.
Armor Class: 22 (-1 size, +3 Dex, +10 natural AC)
Base Attack/Grapple: -1/+4
Attack: Claw +13 melee (1d4+8)
Full Attack: 2 Claws +13 melee (1d6+8), Tentacle rakes +16/+11/+6/+1 (2d6+8 damage)
Space/Reach: 5', 5' x 5'
Special Attacks: Rend (2d6+12), Improved grab, constrict.
Special Qualities: Regeneration 5, Damage reduction 20/Magic, SR 20, acid, cold, and sonic resistance 20, Darkvision 60 ft., low-light vision 60 ft., tremorsense 60 ft.
Saves: Fort +9, Ref +7, Will +9
Abilities: Str 26, Dex 16, Con 20, Int 3, Wis 13, Cha 2
Skills: Climb +8, Jump +8, Listen +9, Search +6, Spot +9, Intimidate +6*
Feats: Combat Reflexes, Cleave, Great Cleave, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary, Squadron (2-3 plus 6-12)
Challenge Rating: 15
Treasure: None
Alignment: Chaotic Evil
Advancement: 13-17 HD (Large), 17-23 (Huge)
Level Adjustment: -
*Because of their frightening appearance, keinderflucht recieve a +10 circumstance bonus to Intimidate rolls against non-verdan creatures of the same size or smaller.

About Verdan Keinderfluchts:
A verdan keinderflucht is an abomination of all things good in the world. It is a living weapon, barely controllable and extremely deadly, originally created by a wicked green dragon named Verdan to combat the human invasion of Therafim, and now used by certain especially vile individuals and organizations for battle. It is used mainly as a shock trooper or for in insertion in areas where less potent engines of destruction cannot operate due to magic or other hazards. This large, tall creature is an insidious humanoid mass of fleshy tendrils and hardened claws. It has a distended stomach which has a mass of tentacles moving about on its surface. The cries and screams and howls of the creature are terrifyingly human like, and it often sounds like a child as it laughs or cries or screams in pain and horror, mostly to enhance the fear and revulsion of its foes. The keinderflucht is adaptable to all types of weather conditions. It is not known what the average lifespan of such a destructive creature is, but many individual keinderflucht have been reported as having been active for decades after creation.

A keinderflucht is only created in a most egregious and most atrocious manner. Keinderflucht are able to breed with human females of proper breeding age, planting 1d4 verdan baneworm eggs inside of the host's womb. This is not usually fatal, though it can be quite painful and disturbing. The gestation of baneworms takes two full days, whereupon they enter the world, ready to feed and struggle for survival. For a verdan baneworm to become a verdan keinderflucht, a baneworm must cocoon itself around the still-beating heart of a living, awake adolescent human male. The operation to complete this must be completely without anesthesia, as the suffering and pain and fear of the boy stimulates the baneworm into forming its cocoon and beginning the transformation. No verdan creature can accomplish this operation, and so it must be performed by outside sources. In a matter of hours, the boy’s body begins changing as the inside of the body becomes the keinderflucht. Finally, the skin molts and peels away as the creature emerges and grows to full size. This operation is only successful with healthy human teenage boys, and will be fatal to others.

Combat:
The keinderflucht is aggressive and offensive in its methodology. This cold, brutal killer only goes into a fight full throttle and never backs down. It is a bit slow, but if there is enough distance, it will make a full round move to close the distance and lunge at his foe. It is almost mindless in its attacks, picking a target and ignoring all other potential threats and foes, until all foes are defeated. The keinderflucht attacks primarily with its claws, attempting a grapple attack when it can so that it may begin assaulting its prey with its numerous tentacles.

Once all foes are defeated, the creature begins feasting on the dead. It has a particular love of male children and young adults of all races, and will always target the youngest of its male quarry first whenever possible. Females of breeding age are saved whenever possible to create more baneworms.

Rend (Ex): If a keinderflucht hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+12 points of damage.

Improved Grab (Ex): To use this ability, a keinderflucht must hit a target at least one size category smaller than itself with a tentacle rake 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 and maintains the hold in the next round, it automatically Constricts its victim.

Constrict (Es): A keinderflucht deals automatic tentacle rake damage with a successful grapple check against creatures at least one size category smaller than itself.

Regeneration (Ex): Fire and acid deal normal damage to a keinderflucht, after damage reistance. If a keinderflucht 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.