Garzugrond

In its horrifically fiendish true form, this pitch-black scaled humanoid stands at least fifteen feet tall. Vast dragon-like wings enfold it, but are unable to hide the tearing claws, the hellish maw, the wicked tail, or the eyes from which gleam the promise of eternal damnation.

UNIQUE INFERNAL CR 28
LE Large Outsider (Evil, Lawful, Extraplanar);
Templates Dark, Shadow;
Init +7; Senses darkvision 1000 ft., detect chaos, detect good, detect law, see invisibility, true seeing, see in darkness, blindsight 500 ft., superior low-light vision, Mindsight, Listen +43, Spot +43; Languages Common, Celestial, Infernal, Abyssal plus any 4, telepathy 1000 ft.

DEFENSE
AC 50, touch 16, flatfooted 50 (+7 Dex, -1 size, +34 natural);
hp 840 (40d8+520);
Fort +37, Ref +31, Will +32 (with +2 luck);
SR 39 (base CR + 12);  DR 15/good and epic;
Defensive Abilities Evasion, Regeneration 15, Fast Healing 15, Learned Spell Immunity, Touch of the Divine, Uncanny Dodge;
Resist acid 20, cold 30, electricity 20, fire 30, sonic 10;
Immune ability damage, ability drain, death effects, death by massive damage, disintegration, energy drain, involuntary mind-affecting effects, involuntary polymorph effects, petrification;

OFFENSE
Speed 135 ft., fly 375 ft. (perfect);
Space 10 ft.; Reach 10 ft.;
Base Atk +40; Grp +64;
Melee unarmed strike +60/+55/+50/+45 (4d6+6d6+30),
2 claws +60/+55/+50 (6d6+10), bite +60 (4d8+10),
2 wings +60 (2d6+10), tail slap +60 (4d8+10);
Special Attacks Epic Lawful Evil Strike, Reaving Strikes, Rend, Pounce, Spell Suck, Improved Grab, Summon Fiend;
Infernal Spell-like Abilities (CL 27th, Cha-based DC 20 + spell level)
Constant—blood wind, blur, cloak of khyber, deep breath, detect chaos, detect good, detect law, detect magic, freedom of movement, greater invisibility, read magic, see invisibility, shadow phase, true seeing, unholy aura; At will—blasphemy, blur, brain spider, chain dispel, darkness, deeper darkness, desecrate, flame strike, greater invisibility, magic circle against good, persistent image, rapture of the deep, resurgence, shadow phase, silence, solid fog, telekinesis, greater teleport (self only), unholy aura, unholy blight, unhallow; 3/day—mass charm monster, control undead, dominate monster, freedom of movement, mage's disjunction, mass hold monster, limited wish, greater magic fang, plague of undead, regenerate, wail of doom; 1/day—hellball (epic spell);

STATISTICS
Str 50, Dex 25, Con 36, Int 22, Wis 26, Cha 31;
Feats Mindsight, Darkstalker, Rapidstrike, Improved Rapidstrike, Improved Unarmed Strike, Superior Unarmed Strike, Multiattack, Knowledge Devotion, Improved Natural Weapon (Claws), Improved Natural Weapon (Unarmed Strike), Beast Strike, Hammer Fist, Versatile Unarmed Strike, Power Attack, Improved Multiattack, Combat Reflexes, Robilar's Gambit, Karmic Strike, Brutal Throw, Improved Combat Reflexes, Greater Combat Reflexes;
Skill Ranks Appraise 15 ranks, Balance 15 ranks, Bluff 25 ranks, Concentration 43 ranks, Decipher Script 5 rank, Escape Artist 15 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 25 ranks, Gather Information 5 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 25 ranks, Knowledge (any 5 others) 5 ranks, Move Silently 25 ranks, Spellcraft 40 ranks, Listen 35 ranks, Search 25 ranks, Sense Motive 35 ranks, Spot 35 ranks, Survival 15 ranks, Tumble 19 ranks, Use Magic Device 40 ranks;
Synergy +3 Balance, +4 Disguise (to act), +13 Diplomacy, +4 Gather Information, +4 Intimidate, +3 Jump, +4 Survival;
Racial +8 Hide, +12 Move Silently;
SQ Change Shape, Hide in Plain Sight, Nondetection, Shadow Blend

ABILITIES
Change Shape (Su): An infernal can assume the form of any Small or Medium humanoid.
Improved Grab (Ex): If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on Large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.
Spell Suck (Su): If an infernal bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.
Learned Spell Immunity (Su): If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster, as if its spell resistance were infinite against it.
Evasion (Ex): This shadow creature gains Evasion, as per the rogue's class feature.
Hide in Plain Sight (Ex): A dark creature can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Epic Lawful Evil Strike (Su): This infernal's natural weapons, unarmed strikes and any weapons in wields in melee are considered lawful, evil and epic for the purpose of overcoming damage reduction.
Nondetection (Su): Infernals possess a continuous nondetection ability, as if each of them had cast the spell upon itself as a sorcerer with an effective caster level equal to their Hit Dice.
Pounce (Ex): If an infernal charges, it can make a full attack.
Reaving Strikes (Ex): An infernal's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Rend (Ex): If an infernal hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 12d6+30 points of damage.
Regeneration (Ex): This infernal takes normal damage from good or chaotic weapons.
See in Darkness (Su): Infernals can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Summon Fiend (Sp): An infernal can summon four balors or four pit fiends per day (lawful infernals summon pit fiends, and chaotic infernals summon balors).
Touch of the Divine (Ex): An infernal has maximum hit points for its Hit Dice.
Uncanny Dodge (Ex): This particular shadow creature gains Uncanny Dodge, as per the rogue's class feature. 

NOTES
Note The typical infernal has Str 43 and Con 28.
Note In some cases where this creature would have been entitled to an epic feat, two non-epic feats were chosen to replace it.
Note The entry for the infernal (ELH 164) is modified to include a Challenge Rating of 27 along with the Change Shape, Nondetection, Pounce, Reaving Strikes, Rend, See in Darkness and Touch of the Divine abilities. It includes resistance to acid 20, cold 30, electricity 20, fire 30 and sonic 10, as well as Spell Resistance 39. The modified entry also reflects a Charisma score of 31.
Note The entry for the infernal is modified to include a revised and amended repertoire of spell-like abilities at a caster level of 27th. Some spell-like abilities without a use limit and/or possessing a long duration were updated to constant spell-like abilities. A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.
Drafted for the campaign purposes.

d20 Future Extrapolations

MELEE WEAPON MODIFICATIONS

Oscillating (Ex): Inside the blade itself, and controlled by a switch on the hilt of the weapon, are microscopic machines that cause the blade to vibrate at incredibly high speeds. Though the wielder of the weapon is shielded from these vibrations by a soft hilt, any character or object struck by the high frequency weapon finds that the weapon is given extra cutting power thanks to its technological enhancements.
This ability can be applied to any masterwork slashing weapon, causing it to deal damage as if it were one size larger than it really is.

Mono-Edge (Ex): This ability can be applied to any masterwork slashing weapon, causing it to deal damage as if it were four sizes larger than it really is.

Electro (Ex): This ability can be added to any conductive masterwork weapon, causing it to deal additional electricity damage equal to the unmodified base damage of the weapon.

Impact (Ex): This weapon has one or more miniature artificial gravity generators embedded within it, which increase in mass at the instant of impact.
This ability can be added to any masterwork weapon, causing it to deal additional concussion damage equal to the unmodified base damage of the weapon.

Ginzumaul

A villain in need of background development.

MARRUSPAWN ABOMINATION CR 21
NE Medium Outsider (Extraplanar);
Templates Dark, Shadow, Variable Half-Fiend;
Init +4; Senses darkvision 120 ft., true seeing, discriminating hearing,
blindsight 120 ft., superior low-light vision, Mindsight, Listen +36, Spot +32;
Languages Common, Celestial, Infernal, Abyssal plus any 2, telepathy 200 ft.

DEFENSE
AC 44, touch 24, flatfooted 44 (+20 natural, +10 insight, +4 Dex);
hp 460 (20d8+300);
Fort +35, Ref +18, Will +33 (with +2 luck);
SR 32 (base CR + 12);  DR 10/magic and adamantine;
Defensive Abilities Evasion, Fast healing 15, Touch of the Divine, Uncanny Dodge;
Resist 10 acid, 20 cold, 10 dessication, 10 electricity;
Immune ability damage, ability drain, energy drain, fire, involuntary mind-affecting effects, involuntary polymorph effects, massive damage, petrification, poison;

OFFENSE
Speed 105 ft. fly 105 ft. (average);
Space 5 ft.; Reach 5 ft.;
Base Atk +20; Grp +36;
Melee 2 claws +36/+31/+26 (2d8+16),
unarmed strike +34/+29/+24/+19 (2d6+8), and bite +34 (4d6+8);
Special Attacks Magic Strike, Adamantine Strike, Rend, Pounce, Howl of Dissolution;
Spell-like Abilities (CL 20th, Cha-based DC 17 + spell level)
Constant—nondetection, touch of thirst, true seeing; 3/day—flesh to salt, sandform,
summon monster IX (Gargantuan fiendish monstrous scorpion only); 1/day—symbol of thirst;
Half-Fiend Spell-like Abilities (CL 20th, Cha-based DC 17 + spell level)
3/day—bite of the werebear, blood wind, heart of water, heroics, girallon's blessing, greater plane shift, righteous might, greater teleport, wraithstrike; 1/day—gate, miracle;

STATISTICS
Str 43, Dex 18, Con 32, Int 20, Wis 29, Cha 25;
Feats Mindsight, Darkstalker, Rapidstrike, Improved Rapidstrike,
Improved Unarmed Strike, Superior Unarmed Strike, Multiattack;
Skill Ranks Balance 16 ranks, Bluff 15 ranks, Concentration 23 ranks, Escape Artist 16 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 23 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 5 ranks, Move Silently 23 ranks, Spellcraft 23 ranks, Listen 23 ranks, Search 15 ranks, Sense Motive 15 ranks, Spot 23 ranks, Survival 6 ranks, Tumble 15 rank, Use Magic Device 23 ranks;
Synergy +3 Balance, +3 Disguise (to act), +6 Diplomacy, +2 Gather Information, +3 Intimidate, +3 Jump;
Racial +4 Listen, +8 Hide, +12 Move Silently;
SQ Hide in Plain Sight, Ferocity, Shadow Blend

ABILITIES
Adamantine Strike (Ex): A marruspawn abomination's natural weapons and unarmed strikes are considered adamantine for the purpose of overcoming damage reduction.
Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet.
When a marruspawn detects a noise, the exact location of the source is not revealed—only its presence somewhere within range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move—in any round when they move, they are detectable by the sound they make while moving through the air or shuffl ing along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected.
Evasion (Ex): This shadow creature gains Evasion, as per the rogue's class feature.
Ferocity (Ex): A marruspawn abomination is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. 
Hide in Plain Sight (Ex): A dark creature can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Howl of Fossilization (Su): Once every 1d4 rounds, a marruspawn abomination can loose a fossilizing howl as a free action. All creatures within 30 feet must succeed on a DC 27 Fortitude save or become fossilized. This effect functions as the flesh to stone spell (see page 232 of the Player’s Handbook). The save DC is Charisma-based. Even a creature that makes its save is subject to the abomination’s howl of fossilization ability in later rounds.
Magic Strike (Su): A marruspawn abomination's natural weapons and unarmed strikes are considered magic for the purpose of overcoming damage reduction.
Pounce (Ex): If a marruspawn abomination charges, it can make a full attack.
Rend (Ex): If this marruspawn abomination hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+24 points of damage.
See in Darkness (Su): This shadow creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will. 
Touch of the Divine (Ex): A marruspawn abomination has maximum hit points for its Hit Dice.
Uncanny Dodge (Ex): This particular shadow creature gains Uncanny Dodge, as per the rogue's class feature. 

NOTES
Note  Added the ferocity, pounce and rend abilities, to fill out thematic effectiveness.
Drafted for the campaign purposes, this creature has yet to have a custom template applied.