Genslatr (3.5e Monster)

''A giant of a man stood before you, slate gray skin giving stark contrast to his burning red eyes and hair made of flames which danced unnaturally in the air. Its frame was cut with massive muscles, its glare of one with a will of iron, and an overwhelming heat eminated from its flaming wings which seemed to float detached from its body. You barely blink, before it is right upon you crushing the life out of you with a single hand.''

Summary::Dread tales tell of the genslatr, a lawful evil outsider found on Acheron whose mere mention disturbs even the hardest of devils. Masters of battle, eternally fighting in endless conflict, the genslatrs are the essence of war distilled.  Filled with hatred of all things and desiring to crush life out with their own hands, they are a threat to the world itself.  They are born from the souls of those whose murder count is impossibly high, powerful but evil warriors who never fought for peace or even for greed, but for the sake of fighting itself. Only the most bloodstained of them all are transformed into genslatrs. They appear as musculed men whose skin is discolored gray with ash, blank eyes burning red, hair of flame, and an eternal scowl of contempt on their faces. Their mere presence on a battlefield is enough to cause armies to flee in terror.

They make up the leaders of the menos subtype, lower planar beasts who have a disruptive effect on magic. A genslatr is about 8 to 10 feet tall and weigh 500 lbs. They speak Abyssal, Auran, Celestial, Draconic, and Infernal, and up to six other languages. However they rarely speak anything besides orders and challenges.

Combat
There is nothing else in the life of a genslatr but war. There is no peace, merely the travel time it takes to get from one attack to another. There is no care for others, troops are an expendable resource to be used and reused. Genslatrs start off battle usually with a disjunctive blow to remove the effect of magic from the battle, before moving in on the strongest looking person and devoting their efforts to destroying them utterly. If none look particularly strong, it will usually crush one and inspire fear in the others, then proceed to stalk them until they have died from exhaustion and submitted to their deaths. Only a more potent challenge can distract a genslatr from its prey. Once it begins to hunt you there is no escape.

AC Bonus : A genslatr gains its Wisdom modifier to armor class when unarmored or in light armor. This bonus applies even against touch attacks or when the genslatr is flat-footed. It loses these bonuses if immobilized or helpless, when it wears armor heavier than light, when it carries a shield or when it carries a medium or heavy load. It is otherwise identical with (and does not stack with) the monk AC bonus.

Disjunctive Blow : As a standard action a genslatr can sacrifice a maneuver and duplicate the effects of a mage's disjunction except with the following differences; the range is touch and the genslatr is excluded from the effect, all magical effects and magic items are suppressed in a 40-ft. radius burst, rather than destroyed, and the duration is a number of rounds equal to the level of the maneuver sacrificed. Creatures in the area must make a single DC 29 Will save or have their abilities suppressed for the duration rather than be destroyed. It still has a chance to destroy antimagic fields and artifacts, the effective caster level is equal to its HD. Once it uses this ability regardless of success or failure, it cannot use it again for 5 rounds. The saving throw is Charisma based.

Disruptive Field : An aura which radiates in a 30 foot radius out from the menos disrupts the flow of magic, psionics, and any other spell or spell-like ability. Any attempts to cast within one automatically fail as if they failed a Concentration check to cast defensively. It is not an antimagic field, and so magical effects originating from outside the field can still get in.

Fear Aura : A genslatr can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 29 Will save or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again by the same genslatr’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Flash Step : A genslatr moves faster than the eye can see. As a move action a genslatr can teleport its move speed, this movement does not provoke attacks of opportunity. The genslatr requires line of effect to teleport.

Flurry of Blows : A genslatr can perform a flurry of blows equal to a monk of its level, gaining two extra unarmed strike attacks on a full attack.

Greater Extraordinary Health : Unnaturally tough, a genslatr uses d20s as its hit dice. A menos always recieves maximum hit points per hit die.

Hellfire Wings : A genslatr has wings made of hellfire which float disjointed from its body. It can manifest the wings as a free action, illuminating the area as a torch and allowing it to fly, and make wing buffet attacks. A genslatr can make touch attacks with its wings and deal 6d6 hellfire damage. Unlike normal fire damage, hellfire ignores fire resistance and immunity.

Hinder Magic : All magical damage or healing is hindered by 50%.

Immunities : A genslatr is immune to cold, fall damage, fire, disease, paralysis, poison, sleep, and stunning. It is also immune to natural environmental effects, such as pressure damage from the vacuum of space, or the negative energy trait of the negative energy plane. It does not protect from non-environment damage, such as an inflict spell while on the negative energy plane.

Improved Evasion : A genslatr takes no damage on a successful Reflex saving throw against attacks, but takes only half damage on a failed save. A helpless genslatr does not gain the benefit of improved evasion.

Life Drain : Any successful attack against a living creature deals at +5 extra damage (already accounted for), which is absorbed as 5 point of healing per attack.

Maneuver-Like Abilities : anima explosion (strike), blade grasp (counter), bloody cleaver (boost), devilish catharsis (boost), flash of the scarlet menace (strike), penumbra of destruction (strike), qi critical(counter), qi lock (strike), quivering soul (strike), savage attack (stance), spirit shift (boost), spiritual pressure (boost), spiritual resistance (counter), tongue of heaven and earth (stance), zeno's lemma (rush). The genslatr can refresh its maneuvers as a warbladeToB, making a swift action followed by an attack or a fluorish as a standard action.

Pugilist : A genslatr has the unarmed strike of a monk of its level, and is proficient in unarmed strikes. In addition its fists count as ghost touch, magic, lawful, evil, epic, and adamantine weapons. It also counts as a monk for the purposes of feats and abilities (such as how many Stunning Fist attempts they recieve).

Raging Devil : Once per encounter as a full-attack action a genslatr make two full round actions worth of activity in a single round. The genslatr seems to blur, darkness dominating the area as the genslatr pummels its opponent.

Regeneration : A genslatr's regeneration is bypassed by good and acid damage.

Smell Magic : Genslatrs have scent against anything which would show up with detect magic and may spend three rounds studying the scent to gain information as per the spell.