This material originates in a 3PP Source
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 6d8+12 (39 hp)
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Fleshtearer +9 melee (1d8+4 plus 1 Con) or longsword +8 melee (1d8+2/19–20)
Full Attack: 4 fleshtearers +9 melee (1d8+4 plus 1 Con) or longsword +8/+3 melee (1d8+2/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blademaster, spell-like abilities
Special Qualities: Alternate form, damage reduction 10/good, darkvision 60 ft., immunity to poison, resistance to acid 10 and fire 10
Saves: Fort +7, Ref +9, Will +5
Abilities: Str 14, Dex 18, Con 15, Int 13, Wis 11, Cha 15
Skills: Bluff +11, Climb +11, Concentration +11, Diplomacy +4, Disguise +11 (+13 acting), Intimidate +13, Jump +11, Listen +9, Search +10, Spot +9, Survival +0 (+2 following tracks)
Feats: Combat Reflexes, Power Attack, Weapon Focus (fleshtearer)
Environment: The Abyss
Organization: Solitary or pair
Challenge Rating: 8
Alignment: Always chaotic evil
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment: +7
If fighting in an alternate form (see below), a darba uses a longsword or another bladed weapon. It tries to get out of trouble with its spelllike abilities first, but if the danger escalates it reverts to its true form and lets the fleshtearers do their bloody work. Unless it has already done so once that day, it is likely to teleport away if it feels its life is truly in jeopardy. A darba’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Blademaster (Ex): A darba wields its fleshtearers with expert precision, and its scything blades can cut an opponent to pieces in mere seconds. A darba receives the benefits of Weapon Specialization with its fleshtearers. In addition, the fleshtearers have the wounding special ability, as magic weapons so imbued.
Spell-Like Abilities: 3/day—hideous laughter (DC 14), hypnotism (DC 13); 1/day—greater teleport (self plus 50 pounds of objects only), suggestion (DC 15); 1/week—plane shift (DC 19). Caster level 8th. The save DCs are Charisma-based.
Alternate Form (Su): A darba can assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell (caster level 18th), but the darba can remain in the new form indefinitely.