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Tayellah

Hit Dice:34d10+448 (635 hp)
Initiative:+27 (+19 Dex, +8 Superior Initiative)
Speed:100 ft.
AC:44 (+19 Dex, –4 size, +15 insight, +4 natural)
Base Attack/Grapple:+34/+57
Attack:Claw +52 (2d8+11) melee
Full Attack:2 claws +52 (2d8+11) melee, 3 bites +47 (2d6+5) melee, sting +39 (3d6+5 plus poison) melee
Space/Reach:20 ft./15 ft.
Special Attacks:Pounce, improved grab, rake 4d6+15
Special Qualities:SR 34, DR 10/epic
Saves:Fort +31, Ref +38, Will +22
Abilities:Str 32, Dex 48, Con 34, Int 14, Wis 32, Cha 19
Skills:Hide +44, Jump +39, Listen +48, Move Silently +56, Spot +48
Feats:Combat Reflexes, Improved Initiative, Iron Will, Track, Weapon Focus (bite), Weapon Focus (claw), Weapon Finesse
Epic Feats:Epic Toughness (x2), Epic Weapon Focus (bite), Epic Weapon Focus (claw), Superior Initiative,
Climate/Terrain:Any temperate or cold land
Organization:Solitary or pair
Challenge Rating:24
Treasure:None
Alignment:Always neutral
Advancement:35–68 HD (Gargantuan); 69–102 HD (Colossal)

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

COMBAT

Poison (Ex): Sting, Fort save (DC 39); initial and secondary Damage 2d10 temporary Con. The save DC is Constitution-based.

Pounce (Ex): If a tayellah leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the tayellah must hit with two of its claw attacks. If it gets a hold, it can rake.

Rake (Ex): A tayellah that gets a hold can make two additional rake attacks (+44 melee) with legs it normally only uses for walking, dealing 4d6+5 points of Damage each. If the tayellah pounces on an opponent, it can also rake.