Nightcrawler

Size/Type: Gargantuan Undead (Extraplanar)
Hit Dice: 25d12+50 (212 hp)
Initiative: +4
Speed: 30 ft. (6 squares), burrow 60 ft.
Armor Class: 35 (-4 size, +29 natural), touch 6, flat-footed 35
Base Attack/Grapple: +12/+45
Attack: Bite +29 melee (4d6+21)
Full Attack: Bite +29 melee (4d6+21/19-20) and sting +24 melee (2d8+11/19-20 plus poison)
Space/Reach: 20 ft./15 ft.
Special Attacks: Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole
Special Qualities: Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits
Saves: Fort +12, Ref +10, Will +23
Abilities: Str 48, Dex 10, Con Ø, Int 20, Wis 20, Cha 18
Skills: Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks)
Feats: Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold)
Environment: Plane of Shadow
Organization: Solitary or pair
Challenge Rating: 18
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 26-50 HD (Colossal)
Level Adjustment:

A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color.

A nightcrawler measures about 7 feet in diameter and is 100 feet long from its toothy maw to the tip of its stinging tail. It weighs about 55,000 pounds.

Combat

A nightcrawler attacks by burrowing through the ground and emerging to strike.

A nightcrawler’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Energy Drain (Su)

Living creatures inside a nightcrawler’s gizzard gain one negative level each round. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

For each such negative level bestowed, the nightcrawler gains 5 temporary hit points.

Improved Grab (Ex)

To use this ability, a nightcrawler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round.

Poison (Ex)

Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based.

Spell-Like Abilities

At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, invisibility, see invisibility, unholy blight (DC 18); 3/day—cone of cold (DC 19), confusion (DC 18), hold monster (DC 19); 1/day—finger of death (DC 21), mass hold monster (DC 23), plane shift (DC 21). Caster level 25th. The save DCs are Charisma-based.

Summon Undead (Su)

A nightcrawler can summon undead creatures once per night: 9-16 shadows, 3-6 greater shadows, or 2-4 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.

Swallow Whole (Ex)

A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round from the nightcrawler’s gizzard and is subject to the creature’s energy drain. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A nightcrawler’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents.