Dizantar
Type: Large Outsider
Hit Dice: 12d8 + 24 (78 hp)
Initiative: +6
Speed: 40 ft.
Armor Class: 21 (-1 Size, +2 Dex, +10 Spiked Armor), touch 11, flat-footed 9
Base Attack/Grapple: +12 / +21
Attack Halberd +17 melee (2d8+7 / 19-20 / x3); or Slam +16 melee (1d6+5 / x2)
Full Attack: Halberd +17/+12/+7 melee (2d8+7 / 19-20 / x3); or 2 Slams +16 melee (1d6+5 / x2)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Seeking Line
Special Qualities: Spiked Armor, Spell-like Abilities, SR 17, Immune to Illusions
Saves: Fort +10, Ref +10, Will +9
Abilities: Str 20, Dex 14, Con 14, Int 12, Wis 12, Cha 10
Skills: Climb +20, Intimidate +15, Jump +24, Knowledge (The Planes) +16, Listen +16, Move Silently +17, Sense Motive +16, Spot +16, Tumble +21
Feats: Power Attack, Weapon Focus (Halberd), Improved Critical (Halberd), Improved Initiative, Acrobatic
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Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard coins, Standard gems, 50% magic
Alignment: Lawful Evil
Advancement: By character class
Flavor text

Descriptive text

If detect magic is cast on a live dizantar, its armor will radiate a moderate aura of abjuration, and its weapon will radiate a faint aura of divination. A slain dizantar’s armor and weapon has no magical aura.

Combat

Spiked Armor (Ex): A dizantar’s armor is quite spectacular. It is very ornate, and covered with spikes and sharp, bladed edges. Anyone grappling with a dizantar takes 1d6 points of damage per round from the spikes. Ropes and other such bindings wrapped around a dizantar take 1d6 points of slashing damage per round.

Seeking Line (Su): As a standard action, the dizantar can use its halberd to cast a glowing line, as a ranged touch attack. The line causes no damage. If the attack is successful, the magical line is fixed to the target, and is removable only by a wish or miracle spell. The line fades from view after two rounds, but a detect magic spell will reveal it is still in place (faint aura, school of Divination). The dizantar can always see the line, and can use it to follow the target anywhere. The line is severed by any form of interplanar travel.

Immune to Illusions (Su): Dizantar cannot be deceived by illusions. They always recognize an illusion for what it is.

Spell-like Abilities: Cast as an 8th level sorcerer: At will – Magic Weapon. 3/day – Dimension Door. Dizantar always see invisibility, as per the spell. They can cease or resume this ability as a free action.