This large ape-like creature has four arms and is covered in purple fur. These creatures are guardians for temples in mountainous areas.
Kottos (CR 11)
N Large Monstrous Humanoid (Giant)
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +18
AC 23, touch 13, flat-footed 19 (+4 dex, +10 natural, -1 size)
hp 176 (14d10+112)
Fort +13, Ref +13, Will +10
DR 5/cold iron; Immune Ice
Speed 40 ft., Climb 30 ft.
Melee 4 Slams +24 (2d6+11)
Ranged 2 Rocks +18 (1d8+11)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 32, Dex 18, Con 24, Int 9, Wis 12, Cha 10
Base Atk +14; CMB +26; CMD 40
Feats Cleave, Great Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness, Vital Strike
Skills Climb +30, Intimidate +17, Perception +18, Stealth +10 (+18 in snow); Racial Modifier +4 Stealth (+12 in snow)
SQ Greater Blood Rage, Raise Dukes
Greater Blood Rage (Ex)
When a kottos takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +4 Constitution and +4 Strength, but takes a -4 penalty to AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes (Su)
Once per day and when below 50% hit points, a kottos can root itself in place, powering up its defenses and countering any physical attack. Using this ability, a kottos gains DR 10/- and is able to counterattack once per round, once per opponent. Also, a kottos will be unable to move but it is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell (DC 25).