Epadrazzil
Large Outsider
Hit Dice: 4d8+8 (28 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: 2 claws +9 melee
Damage: Claw 1d4+5 and paralysis
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, paralysis
Special Qualities: Two-dimensional, alien mind
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 21, Dex 15, Con 14, Int 9, Wis 12, Cha 7
Skills: Hide +19*, Move Silently +9
Feats: Improved Initiative, Lightning Reflexes
Climate/Terrain: Any urban
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)

An epadrazzil is a two-dimensional creature summoned by a sorcerer or wizard to act as a guardian.  Because of its nature, it has severe limitations as to what it can guard but it is extremely effective under the right conditions.  Epadrazzils are extremely territorial and if two or more are summoned to guard the same area, all will fight to the death until only one remains.

An epadrazzil resembles a gorilla with a grey-green scaly hide.  When moving its two-dimensional nature becomes apparent, and its apparent frailty often causes its victims to underestimate it.  When still, an epadrazzil looks like an extremely realistic painting and, indeed, a painting is where it resides when performing its guardianship.

Before summoning an epadrazzil, the wizard must fashion (or commission) a large painting depicting the mirror image of the area which the epadrazzil is to guard.  Any detail missed, no matter how large or small, can prove disastrous.  An epadrazzil will only guard the area and items depicted in the painting; anything added to the room is ignored and free game for pilferers.  A common practice by knowledgeable wizards is to have cabinets and chests for storage, thereby enabling them to add new items while still enjoying the epadrazzil’s guardianship (of the storage container).  While dormant, the eppadrazil resides in the painting and appears as a miniature version of itself (on scale with the rest of the painting), as do any of the epadrazzil’s victims.

Anyone placed in the painting by the eppadrazzil is trapped in suspended animation unless released by a dispel magic spell (DC 30), a rod of cancellation, or the painting’s destruction (AC 10, hardness 0, hp 20).  If the painting is destroyed, the epadrazzil returns to its home dimension and any creatures or objects taken into the painting are restored to their three-dimensional state.  Killing the epadrazzil does not release its victims.

Combat: The epadrazzil attacks with its claws, attempting to grab a victim and pull her into the painting.  If necessary, it will leave the painting to do battle and then carry any victims back.  It exudes a paralytic fluid which usually makes it unnecessary for the epadrazzil to kill a victim.

SA – improved grab (ex): A successful attack causes damage and allows a grapple check (+13) to pick up an opponent of Large size or smaller and carry her into the painting.
SA – paralysis (ex): A claw attack requires a victim to make a successful Fortitude save (DC 16) or be paralyzed for 1d6 minutes.
SQ – two-dimensional (ex): Because of its two-dimensional nature, the epadrazzil gains ¾ concealment when attacked from the side (30% miss chance) and ½ concealment when attacked from an angle (20% miss chance).  *When still, the epadrazzil enjoys a +10 bonus to its Hide checks.
SQ – alien mind (ex): Immune to mind-influencing effects.

Source: “The Keep of Koralgesh” from Dungeon #2
Converted by Kajal, the Southern Oracle