Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil, Psionic)
Hit Dice: 18d8+180 (261 hp)
Speed: 40 ft. (8 squares), ﬂy 90 ft. (good)
Armor Class: 25 (-2 size, +17 natural), touch 8, ﬂat-footed 25
Base Attack/Grapple: +18/+36
Attack: Slam +26 melee (2d6+10)
Full Attack: 2 slams +26 melee (2d6+10)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Disturbing existence, psi-like abilities, riddle phantastique, summon
Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., immunity to electricity and poison, labyrinth, resistance to acid 10, cold 10, and ﬁre 10, swirling darkness
Saves: Fort +21, Ref +11, Will +16
Abilities: Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Skills: Bluff +26, Concentration +31, Craft (sculpting) +21, Diplomacy +28, Intimidate +28, Jump +19, Knowledge (psionics) +24, Knowledge (the planes) +24, Listen +26, Spot +26
Feats: Ability Focus (disturbing presence), Ability focus (riddle phantastique), Alertness, Combat Expertise, Improved Initiative, Improved Natural Armor, Iron Will
Environment: Astral Plane or any (hunting)
Organization: Solitary or pair
Challenge Rating: 17
Alignment: Chaotic evil
Level Adjustment: —
Five irregular, glowing eyes stare out from a giant swirling pillar of darkness, each ﬁxated upon you. With a startling quickness, the pillar lunges upon you and what looked to have been mists turn into all-too-solid tendrils, sweeping out at your form.
Giant in size, the dostraugh is a far more cerebral opponent than many would expect of a creature with such physical prowess. In the mind of a dostraugh, it is a far more succulent victory to destroy the mind of an opponent
than to destroy the body.
The physical form of the dostraugh appears to be a swirling mass of darkness given form, but it is actually a jumble of humanoid bodies, writhing and shifting, some of the victims of the nightmarish riddle the dostraugh uses as its preferred means of torture.
Dostraughs can speak Abyssal, Common, and Draconic.
An impressively massive creature, the dostraugh does not seek to use its physique in combat except as a last resort.
Instead, the dostraugh will seek to perplex, confuse, and confound its opponent. Should a target become wrapped
up in the dostraugh’s riddle phantastique ability, the dostraugh then seeks to completely subvert the target,
bringing the victim back to its labyrinth home to serve as entertainment.
Should the dostraugh encounter a foe that resists its riddling ability, it will bring its full physical powers to
bear. With its massive strength and giant size, it is a truly dangerous opponent to run up against.
The slam attack of the dostraugh is actually the swirling darkness that surrounds it shifting into physical form.
A dostraugh’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned
for the purpose of overcoming damage reduction.
Riddle Phantastique (Psi): Although the dostraugh is a formidable opponent in combat, it prefers to torment its victims by uttering a riddle so difﬁcult that it consumes the mind of the victim, who cannot rest until the riddle is solved.
As a standard action, the dostraugh may communicate with a single individual similar to the missive power, telling them the riddle phantastique. The individual must then succeed on a DC 26 Will save or they become fascinated with the riddle and can take no other actions. The dostraugh will then seek to use its plane shift ability to bring the affected creature back to its home. This ability is the equivalent of a 9th-level power.
Summon (Psi): Once per day, a dostraugh can attempt to summon 4d10 fear mentats with a 50% chance of success, or another dostraugh with a 35% chance of success. This ability is the equivalent of a 4th-level power.
Disturbing Presence (Su): The physical form of a dostraugh inspires terror in all who look upon its form.
Any creatures that can see the dostraugh and are within 100 ft. must make a successful DC 26 Will save or be
frightened until they are no longer within sight of the dostraugh. This is a mind-affecting fear effect. The save
DC is Charisma-based.
Labyrinth (Ex): Dostraughs make their home in small pockets of the astral plane. They shape labyrinths out of
ectoplasm into an ever-shifting structure, where they bring their victims to live out perpetual living nightmares. When
in their labyrinth, a dostraugh is almost always found at the center. Means of transportation such as teleport or plane
shift always put a creature at the entrance to a dostraugh.Creatures caught in the dostraugh’s labyrinth run the
very real risk of becoming lost within. Each minute, they must make a successful DC 20 Will save or become lost wtihin the labyrinth, losing their bearings. If a creature inside the labyrinth does not become lost, the center of the
laybrinth can be found in 10d6 minutes.
Swirling Darkness (Ex): A dostraugh is surrounded by ever-shifting tendrils of darkness, granting it total concealment, imposing a 50% miss chance on those who attack it.
4th-level Astral Construct
These creatures are formed of ectoplasm and shaped by a dostraugh using its astral construct ability. They are kept to perform a macabre role, fulﬁlling the dostraugh’s perverse sense of humor to torture beings. They typically
have the fast healing menu option so the dostraugh can inﬂict pain upon them without fear of them dissipating too soon.