Unraveler

Large Outsider (Extraplanar, Incorporeal, Lawful)
Hit Dice: 8d8+27 (71 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Dex, +5 deflection), touch 16, flat-footed 15
Base Attack/Grapple: +8/+10
Attack: Claw +10 melee touch (1d3+2 plus disjoin)
Full Attack: 2 claws melee touch +10 melee (1d3+2 plus disjoin)
Space/Reach: 10 ft./10 ft.
Special Attacks: Disjoin
Special Qualities: Darkvision 60 ft., elemental immunity, spell resistance 17
Saves: Fort +9, Ref +9, Will +6
Abilities: Str 14, Dex 13, Con 16, Int 10, Wis 10, Cha 20
Skills: Climb +13, Escape Artist +12, Hide +12, Jump +15, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14
Feats: Improved Initiative, Lightning Reflexes, Toughness
Environment: Inner Planes
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always lawful neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge) ♊
Level Adjustment: —

This 10-foot-tall, vaguely humanoid form shimmers on the edge of existence. Though immaterial, its body seems to flash between phantom compositions of earth, air, fire, and water.

An elemental spirit unlike any other, the unraveler is born of opposition. Where the Inner Planes have borders, unravelers thrive. Unravelers have been called menglis in the past, but whatever they are called, it is accepted that they are dangerous entities to encounter while traveling the Inner Planes.

Unravelers do not speak.

COMBAT

Unravelers are violently opposed to mixed elements. Most material creatures and their equipment possess just this sort of mixture that unravelers seek to undo. Their attack delivers a disjoining touch, which causes a victim to begin separating into its basic elements.

Disjoin (Su): A blow from a unraveler against a creature can cause the target to begin to separate into its component elements. A creature must succeed on a DC 15 Fortitude save or immediately take 2d8 points of damage. Unless a creature manages to control the effect (see below), it unravels over the course of 2d4 rounds, until it has decomposed into a few pounds of minerals and a pool of liquid. The save DC is Constitution-based.

An affected character feels searing pain coursing along his nerves, so strong that the victim cannot act coherently. The victim cannot cast spells, manifest psionic powers, or use magic items, and he attacks blindly, unable to distinguish friend from foe (−4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends decomposing, he takes an additional 2d8 points of damage. When 2d4 rounds of decomposition have passed, the victim completely separates into component elements (and is, of course, dead).

A victim can try to hold together by attempting a DC 15 Charisma check (this check DC does not vary for unravelers with different Hit Dice or ability scores). A success halts the decomposition for 24 hours. On a failure, the victim can still repeat this check each round until successful.

Disjoining is not a disease or a curse and so is hard to remove. A shapechange spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction.

Elemental Immunity (Ex): An unraveler has immunity to naturally occurring damaging conditions on the Elemental Planes of Air, Earth, Fire, and Water.

Source: Planar Handbook, page 130.