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Mihstu

A miasmal form roils as barbed tentacles emerge from the central mass, coalescing into razor-sharp talons and claws.

Mihstu CR 8

XP 4,800
NE Medium outsider (air, elemental, extraplanar)
Init
+10; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
hp
92 (8d10+48)
Fort
+12, Ref +12, Will +4
Defensive Abilities
wind defense; DR 10/magic; Immune electricity, elemental traits; SR 19
Weaknesses
susceptible to cold

OFFENSE

Speed 20 ft., fly 20 ft. (good)
Melee
4 tentacles +14 (1d4+1 plus grab)
Special Attacks
deadly embrace

STATISTICS

Str 12, Dex 23, Con 23, Int 14, Wis 14, Cha 13
Base Atk
+8; CMB +9 (+13 grapple); CMD 26 (can’t be tripped)
Feats
Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills
Acrobatics +17, Bluff +12, Escape Artist +17, Fly +21, Knowledge (planes) +13, Perception +13, Sense Motive +13, Stealth +17
Languages
Auran
SQ
gaseous

SPECIAL ABILITIES

Gaseous (Ex)

A mihstu can pass through small holes, even cracks, without reducing its speed.

Deadly Embrace (Ex)

A mihstu that pins an opponent completely surrounds that creature and deals 1d2 Constitution damage every round as it siphons away blood, tears, and other vital fluids. Maintaining a pin is a free action for a mihstu and it does not gain the grappled condition (allowing it to attack other creatures with its tentacles).

Susceptible to Cold (Ex)

Magical cold stuns a mihstu rather than damaging it. If the creature fails its save against a magical cold effect, it is stunned for 1 round and then staggered for an additional 1d4 rounds.

Wind Defense (Ex)

The churning winds of a mihstu’s body automatically deflect nonmagical projectiles (such as arrows, bolts, and sling stones). All other ranged weapons (including magical projectiles and thrown weapons) have a 20% miss chance. Weapons of significant size, such as giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected by this ability.