Sample Half-Farspawn

Half-Farspawn Gray Render

The half-farspawn is has a gray render as the base creature.

Large Outsider (Native)
Hit Dice: 10d10+100 (155 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 23 (−1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +10/+21
Attack: Bite +16 melee (2d6+7); in amorphous form, tentacle +16 melee (1d6+7)
Full Attack: Bite +16 melee (2d6+7) and 2 claws +11 melee (1d6+3) and 2 tentacles +11 melee (1d6+3); in amorphous form, 4 tentacles +16 melee (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rend 2d6+10, spell-like abilities, true strike; in amorphous form, spell-like abilities, true strike
Special Qualities: Blindsight 60 ft., change shape, damage reduction 5/magic, darkvision 60 ft., immunity to poison, low-light vision, resistance to acid and electricity 10, scent, spell resistance 20; amorphous (when in that form)
Saves: Fort +13, Ref +6, Will +11
Abilities: Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 10
Skills: Balance +6, Climb +18, Jump +18, Listen +12, Move Silently +6, Spot +12
Feats: Cleave, Combat Reflexes, Great Fortitude, Multiattack, Power Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral evil
Advancement: 13–14 HD (Large); 15–36 HD (Huge) ♊
Level Adjustment: —

This hulking, bipedal monster has a stooped frame and long, thickly muscled arms. The creature’s flesh is translucent, almost gelatinous, and glistens wetly. Its bullet-shaped head has six small, yellow eyes, and its powerful mouth is full of black teeth. A pair of long, flailing tentacles sprouts from its shoulders.

Half-farspawn such as the gray render described here are sometimes found as the guardians of places sacred to Far Realm cultists, or as allies of powerful aberrations.

Combat

A half-farspawn gray render is barely sentient, but it wields its terrible magical powers with crude cunning. It frequently makes use of its blur, blink, or greater invisibility powers to confuse and disorient its prey. The creature is equally comfortable in its normal or amorphous forms, and sometimes shifts randomly between them in the course of the same encounter.

A half-farspawn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Spell-Like Abilities: 3/day⁠—​blur, blink; 1/day⁠—​touch of idiocy, stinking cloud (DC 13), greater invisibility. Caster level 10th. The save DC is Charisma-based.

Source: Lords of Madness, page 151.