| Huge Aberration | |
| Hit Dice: | 14d8+70 (133 hp) |
| Initiative: | +1 |
| Speed: | 35 ft. in hide armor (7 squares); base speed 50 ft. |
| Armor Class: | 20 (-2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19 |
| Base Attack/Grapple: | +10/+26 Attack:Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8) |
| Full Attack: | Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4) |
| Space/Reach: | 15 ft./15 ft. |
| Special Attacks: | Poison |
| Special Qualities: | Darkvision 60 ft. |
| Saves: | Fort +9, Ref +5, Will +10 |
| Abilities: | Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6 |
| Skills: | Climb +9, Jump +18, Listen +7, Spot +7 |
| Feats: | Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite) |
| Environment: | Temperate hills |
| Organization: | Solitary, gang (2-4), or tribe (7-12) |
| Challenge Rating: | 8 |
| Treasure: | 1/2 coins; double goods; standard items |
| Alignment: | Often chaotic evil |
| Advancement: | 15-28 HD (Huge) |
| Level Adjustment: | +5 |