Male unique advanced glomeray
NE Large outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +14
Aura drone (50-ft. radius)
AC 19, touch 14, flat-footed 16 (+2 deflection, +3 Dex, +5 natural, -1 size)
hp 105 (10d10+50)
Fort +8, Ref +10, Will +8
Defensive Abilities dazzling colors; Immune acid, poison; Resist cold 10, electricity 10, fire 10
Speed 40 ft., fly 80 ft. (average)
Melee bite +15 (2d6+6/19-20), 2 claws +15 (1d6+6), tail +13 (2d6+3)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 12th)
At will—dancing lights, hypnotism (DC 15)Str 21, Dex 16, Con 20, Int 18, Wis 13, Cha 16
3/day—charm person (DC 14), color spray (DC 14), hypnotic pattern, misdirection
1/day—hallucinatory terrain (DC 17), veil (self only, DC 19)
1/week—charm monster (DC 17) (DC 15),
Base Atk +10; CMB +16; CMD 31 (41 vs. trip)
Feats Flyby Attack, Hover, Multiattack, Improved Initiative, Improved Natural Armor
Skills Appraise +14, Bluff +16, Diplomacy +13, Escape Artist +13, Intimidate +16, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (religion) +17, Knowledge (planes) +17, Perception +14
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
Gear amulet of mighty fists +1, ring of protection +2
A glomeray's exoskeleton reflects light in a dazzling display, making it hard to watch for long. Opponents suffer a 10% miss chance to all attacks made against it and take a –1 penalty on attack rolls while looking at the daemon.
The beating of a glomeray's wings creates an irritating distraction. All foes within 50 feet of a glomeray must make a DC 18 Will save or be confused for as long as they remain in the area of effect. Those who save take a –1 penalty on all attack rolls, skill checks, and saving throws while in the area. Plugging one's ears allows a target to attempt an additional saving throw against the effect at a +2 circumstance bonus. This is a mind-affecting sonic effect. The save DC is Dexterity-based.