This enormous humanoid stands nearly fifty feet tall, and bears three sets of functional insect-like wings and a face that resembles a nightmarish insect. Several long tentacles protrude form the side of its head and its mouth is augmented with sharp pincers that gleam with spittle as it lets forth an ear-splitting roar while rising from its slumber within the temple, followed by the deafening buzz of its wings as they rev into a blur behind the monstrous thing’s back.
NAGHITH, THE MANY-WINGED FATHER CR 8
CE Gargantuan outsider (insect, devil, extraplanar)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +16
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 8/good; Immune acid, poison; SR 19
Speed 40 ft, fly 60 ft. (good)
Melee claw +15/+10 (1d10+8/19-20), bite (pincers) +15/+10 (1d12+8)
Ranged acid spit +14/+14/+9 (1d8 acid damage) or throw (temple rubble) +14 (3d4+15)
Spell-like Abilities (CL 12)
at will—fear (DC 15)
1/day—summon nature’s ally VIII (3d4 gigantic locusts)
Before Combat Before engaging in direct combat, Naghith uses its spell-like ability to cast fear at the target that completed the temple lock puzzle. As its first action it takes flight, hovering 50 feet above the PCs before summoning a swarm (3d4) of gigantic locusts, which it commands to also engage the party.
During Combat Naghith’s first attacks with its acid spit while mid-air. If the acid attacks seem less than effective then it lands. When it lands (or is forced to land), Naghith resorts to making melee attacks with its claws. If PCs wander into range of its tentacles, Naghith tries grapple and then use its pincer attacks. When Naghith is reduced to 30 or fewer hit points, it rips chunks of rubble from the ruined temple and hurls them at its opponents.
After Combat Naghith fights to the death, but when reduced to fewer than 1/3 of its total hit points, if there’s no immediate aggression towards it, the giant creature retreats back into the temple where it slumbers to recover from its wounds. If awakened from this slumber, Naghith fights to the death.
Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
Base Attack +9; CMB +14; CMD 31
Feats Combat Reflexes, Dodge, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +18, Bluff +17, Escape Artist +12, Fly +19, Intimidate +19, Perception +16, Sense Motive +18, Stealth +18
Languages Infernal; telepathy 100 ft.
Treasure triple (Dogovor, Falchion of Accord)
Grasping Protrusions (Su) The many tendrils protruding from the side of Naghith’s head can be used to grapple a medium-sized creature within a 15-foot range.