This horrid thing looks like a skinless wolf and stands taller than a house. Its oozing muscle and tissues twitch and quiver as terrible lupine maws form and melt away into its fleshless body. These fanged gashes struggle forth from the beast’s gigantic mass, but are restrained by layers of heavy, rusted chains that dangle and lash, constrict and loosen seemingly of their own insidious accord. Around the hellish wolf, the world is flogged by chains and barbed tendrils, flensing all things that come near.
Speed 40 ft., fly 50 ft. (good)
At will--deathknell (DC 17), desecrate (DC 17), deeper darkness, shadow walk
During Combat The Prince in Chains luxuriates in the suffering of its foes. It prefers to use its bite attack over all others, and delights in tripping opponents and hearing their screams as it bears them to the ground. As often as possible it makes use of its howl of despair, relishing the chance to impart its own suffering upon its foes.
Morale The Prince fights to the death. If killed, it reappears at Zon-Kuthon's side 1d6 days later.
Str 28, Dex 16, Con 26, Int 13, Wis 16, Cha 20
The area within 15 feet of the Prince in Chains is constantly assaulted with lashing chains and tendrils spontaneously grown from its tormented form. This area is treated as if constantly under the effects of the spell entangle, forcing any creature that enters the area to make a DC 25 Reflex save or be restrained. This save is Constitution-based. In addition, any creature in this area takes 1d12 points of damage upon entering and every round thereafter, regardless of whether or not they make their save. If the Prince in Chains moves more than 10 feet away from an entangled creature, it is released.
The Prince in Chains is treated as having fast healing 10 any round it deals damage, regardless of how much damage it deals in that round after. It recovers no hit points on rounds it does not deal damage.
The Prince in Chains can loose a howl of immortal agony once every 1d4 rounds. All non-evil creatures within 60 feet must succeed on a DC 22 Will save or take 6d6 points of sonic damage. In addition, all within 10 feet who fail their saves are affected as per the spell insanity. This is a sonic, mind-affecting effect. The save DC is Charisma-based.
The Prince in Chains does not breathe and is immune to inhaled toxins and diseases.
The Prince in Chains is constantly affected by the spell pass without trace.
If the Prince in Chains hits with its bite attack it can attempt to trip the opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the trip attempt fails, the opponent cannot react to trip the Prince in Chains.