6 headed hydra Spell stitched Zombie

CR 6 XP 2400
zombie hydra (zombie)
NE Huge magical beast
Init + 0; Senses darkvision 60 ft., low-light vision, scent, Perception + 10
DEFENSE
AC 22, touch 8, flat-footed 22 (+ 14 natural, - 2 size)
hp 43 (9 HD; 5d10+ 4d8);
Fort + 4, Ref + 7, Will + 7
DR 5/slashing; Immune ability drain, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning
OFFENSE
Speed 20 ft., swim 20 ft.
Melee bite + 10/+ 10/+ 10/+ 10/+ 10/+ 10/+ 10/+ 10/+ 10  (1d8+ 4)
Melee slam + 10/+ 10/+ 10/+ 10/+ 10  (1d8+ 6)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, spell like abilities
STATISTICS
Str 19, Dex 10, Con —, Int —, Wis 11, Cha 9
Base Atk + 8; CMB + 14; CMD 24 (can’t be tripped)
SQ can’t be tripped, darkvision 90’, hydra traits, immunity to ability drain, immunity to death effects
Description: a huge reptile like monster with 6 heads and grey brown flesh that rots and festers, hanging in spots from its skeleton. Despite its vile appearance someone has neatly stitched foul magical symbols along its back and around the base of each of its heads
SPECIAL ABILITIES
Can’t Be Tripped (Ex) A creature with this ability cannot be tripped.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Pounce (Ex) When you make a charge, you can make a full attack (including rake attacks if you also have the rake ability).
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source’s location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Spell like abilities: (Su) The magical tatoos given to this zombie allow it to use Cause fear and shocking grasp 2/day
Staggered (Ex) Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

6 headed hydra Spell stitched Zombie

The Kingdom of Daytar Leamay KrisW