Banelar
Huge Aberration
Hit Dice: 7d8+7 (35 hp)
Initiative: +0
Speed: 30 ft. Swim 30 ft.
AC: 16 (-2 Size, +8 Natural )
Attacks: Bite +10 melee, Sting +5 melee
Damage: Bite 1d6+5 and poison, Sting 1d8+2 and poison
Face/Reach: 10 ft. by 10 ft./10 ft. (Coiled)
Special Attacks: Spells, Poison, Magical Items, Metamagicked Spells
Special Qualities: Spells, Regeneration 2, Magic Items, Metamagicked Spells
Saves: Fort +5, Ref +4, Will +7
Abilities: Str 21, Dex 11, Con 12, Int 19, Wis 15, Cha 17
Skills:  Bluff +13, Spellcraft +14, Concentration +11, Listen +12, Swim +13
Feats: Great Fortitude, Lightning Reflexes
Climate/Terrain: Hot to temperate / Land or Water
Organization: Solitary (1) or Small Band (1-6)
Challenge Rating:  9
Treasure: Standard + Magic items
Alignment: Always Lawful Evil
Advancement: 8-12 HD (Huge), 13-18 HD (Gargantuan)

A banelar is a horrible, evil, snake-like creature anywhere from 20 to 25 feet in length, with purple, blue or blue green scales and a white or off-white underbelly. Its tail is darker, usually brown or a sickly darkened purple in color. A banelar’s head is humanoid, with strangely formed facial features and tentacles rimming its mouth. 
These creatures are fond of treasure, and spend hours plotting ways to become more powerful, often forming alliances with other creatures of an evil nature such as dragons, undead and powerful humans. 
Banelar speak Common and Orcish, as well as Draconic. And any other languages of local peoples. They have no language of their own.

Combat
Banelar prefer not to engage in direct melee combat, using their spells to hamper and confuse enemies from a distance, or hoping to annihilate them completely before suffering damage. They will usually send lesser allies (orcs, goblins, ogres) to do their bidding, providing spell support, but not worrying about targeting allies
Poison (Ex): Initial damage: Unconsciousness, Secondary damage: 2d6 Hit Points, Save DC 14
Regeneration (Ex): Fire and Acid deal normal damage to Banelar.
    Amphibious: Banelar can breath equally well in air or water, and do not suffer penalties to combat underwater.
Spells: Banelar have the spell casting abilities of a Sorcerer of a level equal to their hit dice. They prefer spells which deal direct damage or confuse and hinder enemies.
Metamagicked Spells: Banelar spells are all effected by Still Spell and Quicken Spell with no change in level. They do not require material components to cast spells.
Magic Items: A banelar’s tentacles, rimming its small mouth, can use Rods, Wands, Staves, Rings, and Amulets. It can gain effect from up to two rings or amulets at a time this way, and wield up to two wands, or rods, or one staff. A banelar should have magic items whose total gold piece value equals the standard treasure of an NPC of level equaling it’s hit dice. 
Skills: Banelar receive a +8 bonus to swim checks.