Large Outsider (Native)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2 (Dex)
Speed: 40 ft. in spiked +4 fullplate (8 squares); base 50 ft. (10 squares)
Armor Class: 23 (-1 size, +2 Dex, +12 spiked +4 fullplate), touch 11, flat-footed 21
Base Attack/Grapple: +8 / +17
Attack: Halberd +12 melee (2d8+7/19-20/x3), or slam +12 melee (1d6+5)
Full Attack: Halberd +12 melee (2d8+7/19-20/x3), or slam +12 melee (1d6+5)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Dizantar Halberd
Special Qualities: Dimension Door, Dizantar Armor, See Invisiblity, Spell Resistance 15
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 21, Dex 15, Con 14, Int 13, Wis 10, Cha 8
Skills: Balance +4, Bluff +10, Intimidate +12, Jump +12, Knowledge (arcana) +6, Listen +11, Move Silently +4, Search +12, Sense Motive +9, Spellcraft +8, Spot +11
Feats: Cleave, Improved Critical (halberd), Power Attack
Environment: Any space
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment:

The humanoid looks like an 8-foot tall suit of spiked armor. Three-fingred gauntlets tightly grip a large, ornate halberd.

Dizantar are tall, armored humanoids that spend most of their time hunting down and killing arcane/mercane. Their voices are soft and whispery. Nobody knows what they look like underneath their armor because, upon death, all that's left is smoking black ashes. They speak Common and Infernal.

Combat

Dizantar use their ornate, metal-shafted halberds in combat, and are never seen weilding any other weapon. Dizantar can also punch with their spiked gauntlets and grapple, using their spiked armor to deal vicious wounds.

Dizantar Halberd (Su): A dizantar can, with a motion similar to that of a fly-casting fisherman, cast a glowing, magical line from the tip of their halberd. On a successful ranged touch attack roll, the line sticks to the victim. It causes no damage, but can only be removed with a wish spell or by leaving the sphere. The dizantar can track this line to the victim anywhere in the sphere. This ability works only for dizantar.

The dizantar's halberd is treated as a magic weapon for the purposes of bypassing damage resistance.

Dizantar Armor (Su): The armor of a dizantar is very strong, silvery fullplate with tightly fitting joints. It is so finely crafted that it allows them to move quickly and quietly, imparting only a -4 armor check penalty and a max Dex bonus of +3. Any ropes or other bindings will be severed in a single round by the spikes. The armor is what provides the dizantar's spell resistance. When a dizantar is slain, the armor—and the creature inside—crumbles into black ash.

Dimension Door (Sp): Dizanatar can cast dimension door 3/day. This ability is as the spell cast by a 10th-level sorcerer.

See Invisiblity (Su): Dizanatar can see invisibility at all times.

In the Spheres

Dizantar are always found alone. They are cold, calculating and ruthless. Their only motivations are revenge and hunting arcane. Fortunately, dizantar are far less numerous than the merchants.