Init: +4. Senses: darkvision 60 ft., scent; Perception +18. Aura: misfortune (30 ft.). Ac: 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, -1 size).
Hp: 150 (12d10+84).
Fortitude: +15. Reflex: +10. Will: +11. Dr: 10/lawful. Resist: acid 10, electricity 10, fire 10. Immune: cold, poison, mind-affecting effects. Sr: 23. Weaknesses: light vulnerability.
Speed: 40 ft.. Melee: 2 slams +19 (1d6+8/19-20 plus 1 Con damage), bite +19 (2d6+8 plus poison), 2 tentacles +14 (1d6+4). Space: 10 ft.. Reach: 5 ft. (10 ft. with slams and tentacles). Special Attacks: horrific appearance (DC 20). Strength: 26. Dexterity: 18. Constitution: 24. Intelligence: 13. Wisdom: 17. Charisma: 19.
Base Attack: +12. Cmb: +21. Cmd: 35 (39 vs. trip).
Feats: Blind-Fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike.
Skills: Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +19, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +15.
Languages: Abyssal; telepathy 100 ft..
Environment: any (the Abyss). Organization: solitary, pair, or gang (3-6). Treasure: standard.
spell-like abilities: (CL 12th; concentration +16)
Constant-air walk, arcane sight
At will-chaos hammer (DC 18), darkness
3/day-confusion (DC 18), quickened darkness, dispel magic, protection from law
1/day-plane shift (DC 21)
Description: This slippery, writhing mass of tentacles and stalked mouths has one huge hideous eye and a fanged maw for a belly.
Special Abilities
Aura of Misfortune
A chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a –1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a –3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based. Creatures that succumb to a chernobue's horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it. A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area. The save DC is Constitution-based. Bite: The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim's body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save.The chernobue is a living manifestation of the vile fecundity of the Abyss—a monstrous, alien pregnancy made flesh. By infecting creatures with the Abyssal taint they carry, they spread pain and misfortune wherever they flop and writhe—and with their plane shift ability, they are ready to spread their filth throughout the multiverse. A chernobue is 13 feet long and weighs 500 pounds.