Here's #2 for the challenge, and guess what! It's not a wookiee!
Haborym the Jackal-headed
Medium Hound Archon 1st-level Ranger / 8th-level Mortal Hunter
Hit Dice: 7d8+21 plus 8d10+24 (119 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
AC: 30 (+3 Dex, +9 natural, +3 deflection, +2 monk’s belt), touch 18, flat-footed 19
Attack/Grapple: +15/+19
Attack: Bite +19 melee (1d10+4) or great falchion +21 (1d12+7 /15-20 plus 1d6 fire/15-20/+1d10 fire)
Full Attack: Bite +19 melee (1d10+4) and slam +14 melee (1d6+2); or great falchion +21/+16/+11 melee (1d12+7/15-20 plus 1d6 fire/15-20/+1d10 fire) and bite +14 melee (1d10+2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Favored enemy (humans), mortalbane shout, smite mortals, spell-like abilities
Special Qualities: Aura of menace, change shape, claws of the overfiend, damage reduction 10/evil, darkvision 60 ft., detect mortals, immunity to electricity and petrification, magic circle against evil, mortal hunting, mortal skin, scent, spell resistance 16, spells, spurn mortal magic, teleport, tongues
Saves: Fort: +16, Ref: +11, Will: +8
Abilities: Str +19, Dex 16 , Con 16, Int 10, Wis 13, Cha 14
Skills: Concentration +20, Hide +14, Listen +18, Move Silently +14, Search +17, Sense Motive +12, Spot +18, Survival +15
Feats: Alertness, Boost Spell-Like Ability, Exotic Weapon Proficiency (great falchion), Improved Critical (great falchion), Improved Initiative, Mortalbane, Quicken Spell-Like Ability, Track
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: No coins, no goods,
Alignment: Chaotic Evil
Advancement: By class.
Effective Class Level: 20
There is a flash and with fearful suddenness, a 7 foot tall man with the head of a jackal appears before you gripping a giant curved sword wreathed in heavenly flames. It opens its fearful maw and barks so loudly, you find yourself stunned as he raises his sword above his head and bears his fangs. Everything goes black.
Haborym is a large, muscular hound archon who arms himself with a giant flaming scimitar he picked up in the deserts of the South named Heaven’s Wrath. With this fine executioner’s weapon, he marauds across the world, picking fitting victims and then smiting them in the name of Good. Unfortunately, after centuries of doing just this in order to guide humanity to the path of righteousness, he has grown embittered and disheartened. Worse still, he has come to enjoy his job.
About nine hundred hears ago, he became a renegade archon who began choosing his own victims rather than hunting only the ones Celestia assigned. Now, years later, he is the subject of countless horror stories told to young children to make them behave. He is the shadow waiting in the noble’s bedroom; he is the shadow in your window. And he has decided that you must pay the price for humanity’s debauchery.
Possessions
+1 flaming burst great falchion (Sandstorm)
+3 ring of protection
+6 gloves of dexterity
Flesh Ring of Scorn (
Book Of Vile Darkness)
Monk’s belt
Adventure Hooks
A string of bloody murders has been following a local nobleman and no one knows why. The nobleman has grown extremely frightened of dogs for some inexplicable reason.
Combat
Haborym uses a frightfully efficient set of tactics that, either in one strike, or over the course of a few days, will kill his target while keeping him safe. He first teleports himself next to his intended victim, catching him completely by surprise. He then uses Heaven’s Wrath, which is already drawn, to land a heavy blow on the target. Afterward, he teleports himself out with a quickened teleport. Thus he appears, strikes, and leaves in a single round. Should he be prevented from leaving, he will use his Mortalbane Shout to stun all the humans in the area and throw himself into rabid combat against them until he can teleport to safety. He will repeat this strategy as long as is necessary to finally kill his chosen victim.
Aura of Menace (Su): A righteous aura surrounds Haborym when he fights or gets angry. Any hostile creature within a 20-foot radius of him must succeed a Will save (DC 18). Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit Haborym. A creature that has resisted or broken the effect cannot be affected again by Haborym’s aura for 24 hours.
Change Shape (Su): Haborym can assume any canine form of Small to Large size. While in canine form, he loses his bite, slam, and manufactured weapon attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.
Haborym prefers to assume the form of a jackal, or a dire jackal, if possible. Occasionally, he will assume the form of a wolf or dire wolf in order to blend in to the surrounding environment, but he prefers the exotic look and the fear evoked by his jackal forms.
Detect Mortals (Su): Haborym can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th-level caster, except that mortals are detected.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds Haborym (caster level 14). The defensive benefits from the circle are not the statistics block above.
Mortal Hunting (Ex): Haborym gains a +3 bonus on attack and damage rolls against mortals and on Bluff, Listen, Sense Motive, Spot, and Survival checks made against mortals. The damage only applies to ranged weapons only against opponents within 30 feet. The bonus does not apply to damage against creatures that are immune to critical hits.
Mortal Skin (Su): By magically grafting bits of mortal flesh to his own body, Haborym gains the ability to transform (as the polymorph self spell) into any form other than that of a dragon. If the flesh is from the actual individual being imitated, the duration is permanent. If the flesh is from a being of the same type as the form adopted, the duration is 1 hour. If the flesh is not the same type as the form adopted, the duration is 10 minutes. In allcases, the mortal hunter can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph self spell, and Haborym can call upon it once per day.
Mortalbane Shout (Su): Haborym can, once per day, give a shout that stuns for 1 round all mortals within 50 feet who fail a Fortitude save (DC 20).
Smite Mortals (Su): Once per day, Haborym may attempt to smite mortals with one normal melee attack. He adds his Wisdom modifier (if positive) to his attack roll (+21) and deals 2 extra points of damage per class level (+16). If Haborym accidentally smites a creature that is not a mortal, the smite has no effect but is still used for that day.
Spells: Haborym can cast the following spell levels per day: 3/2/1/1. He casts spells as an 8th-level sorcerer with save DCs based on his Charisma and knows the following spells:
First Level – Cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze.
Second Level – Detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb.
Third Level – Flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack.
Fourth Level – arcane eye, call dretch horde, locate creature, morality undone, phantasmal killer, resonating resistance.
Spell-Like Abilities: At will—aid, continual flame, detect evil, message. Caster level 6th.
Teleport (Su): Haborym can use greater teleport at will, as the spell (caster level 14th), except that he can transport only himself and up to 50 pounds of objects.
Tongues (Su): Haborym can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Favored Enemy (humans) (Ex): Haborym gains +2 bonus on all Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. He also gains a +2 bonus on attack rolls and weapon damage rolls against humans.
Wild Empathy (Ex): Haborym can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. Haborym rolls 1d20+3. the typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Skills: While in canine form, Haborym gains a +4 circumstance bonus on Hide and Survival checks.
Feats: Haborym gains the Boost Spell-Like Ability feat and the Track feat as a bonus feats for free.