Huge Aberration
Hit Dice: 15d8+75 (142 hp)
Initiative: +2 (Dex)
Speed: 20 ft. (4 squares), burrow 15 ft. (3 squares), fly 10 ft. (clumsy) (2 squares)
Armor Class: 19 (-2 size, +2 Dex, +4 natural, +5 deflection), touch 15, flat-footed 17
Base Attack/Grapple: +11 / +27
Attack: Bite +19 melee (2d8+12)
Full Attack: Bite +19 melee (2d8+12)
Space/Reach: 20 ft. / 10 ft.
Special Attacks: Improved Grab, Telekinesis
Special Qualities: Deflection, Natural Buoyancy
Saves: Fort +12, Ref +7, Will +15
Abilities: Str 27, Dex 14, Con 21, Int 20, Wis 18, Cha 21
Skills: Appraise +7, Decipher Script +15, Diplomacy +15, Knowledge (arcana) +15*, Knowledge (architecture) +15*, Knowledge (geography) +15*, Knowledge (history) +15*, Knowledge (local) +15*, Knowledge (nature) +15*, Knowledge (religion) +15*, Knowledge (the planes) +15*, Listen +10, Sense Motive +12, Speak Language +7, Spellcraft +17, Spot +10
Feats: Alertness, Combat Expertise, Great Fortitude, Improved Disarm, Iron Will, Skill Focus (Knowledge [any selected])*
Environment: Any
Organization: Solitary, gathering (2-3)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 16-30 HD (Huge), 31-45 (Gargantuan)
Level Adjustment:

Falmadaraatha Illustration

This creature appears to be a slug over twenty feet long. Its head has a humanlike mouth sitting above a second mouth more suited to grinding stone.

The Falmadaraatha (or "Fal" for short) are huge, slug-like creatures with soft, pulpy bodies that change from light tan at birth to jet-black at the end of life. At the fore end of their bodies, they have a pair of small sensory antennae, bulbous eyes, a massive mouth filled with sharp teeth ideal for burrowing, and a smaller mouth above it, used for speech.

They speak their own tongue, as well as common and most human, demi-human and humanoid languages.

Combat

Although the Fal find combat offensive, considering it the final refuge of the incompetent, they are perfectly capable of defending themselves with a ferocious bite. A fal will use its improved grab ability to restrain their foe. If it gets a hold, it will try to persuade the foe to surrender in a peaceful manner. Should the foe agree to surrender, and then renege on its word, the Fal attacks with no quarter. To the Fal, a promise is sacred.

Improved Grab (Ex): To use this ability, the falmadaraatha must hit a large sized or smaller opponent with its bite attack.

Telekinesis (Su): All falmadaraatha are telekinetic. A Fal can lift 1,000 pounds in this way and, if it acts first, will try to neutralize an opponent by simply lifting and holding it about 30' off the floor until the opponent stops fighting. A successful hit on the Fal breaks its concentration, and the victim falls hard. The Fal does have the option to slam an opponent with the telekinesis into any given surface for 1d8+8 points of damage.

Natural Buoyancy (Ex): A falmadaraatha's body is naturally buoyant. This buoyancy allows it to hover despite its low maneuverability class. This buoyancy also grants it a permanent feather fall effect with personal range.

Deflection (Su): The falmadaraatha, being naturally telekinetic, are surrounded by an invisible telekinetic field that gives them a deflection bonus to it armor class.

Skills: Fal know many languages. Choose one in addition to Common for each point of the Speak Languages skill. * The Skill Focus (knowledge) bonus was not added to the knowledge skills listed above.