Slenderman

This impossibly tall, gaunt human-like figure is dressed in black finery. He seems to stare with a completely blank face, and four long tentacles unfurl from between his shoulders.
Slenderman taken from the Creature Codex
Slenderman is a unique creature intimately associated with madness and ruin. Although Slenderman is more than capable of bringing bloody destruction to those he encounters, he seems to prefer corruption to outright slaughter. He will often leave his victims alive but permanently deformed, driven insane or turned forever to evil.
His attacks seem to occur without pattern, although he may stalk an individual for days, taunting them with telepathic threats and promises until they are on the brink of madness. Slenderman always attacks from ambush if he is able, striking from cover of fog or vegetation. His favorite tactic against a lone opponent is to trap them in his maddening maze, taking his victim to a world outside of reality and warping their mind until it is a mirror of his own.
Although Slenderman can be found wherever there is despair and pain to spread, he seems to have a strong affinity for forests. This has led some scholars to suppose that Slenderman was once a fey entity tainted by some foul external power. Others link Slenderman to the worship of the Great Old Ones, consider him to be a mortal ascended into a demonic form, or any number of other theories.
Slenderman himself has never commented on his origin, but is willing to work with the most demented and depraved mortals regardless of their allegiances, if their goals and Slenderman’s coincide. Slenderman is always seen wearing high quality clothing, but its style changes depending on the lands where he travels. Those who have survived close encounters with Slenderman suggest that this clothing is merely an extension of his rubbery flesh.
Despite his origins on the Material Plane, Slenderman does not need to eat, sleep or breathe. In addition, worshippers of chaotic evil deities can call Slenderman with the greater planar ally spell. The price for his services is always in the form of mortal captives, with more souls required for longer, more onerous tasks.
Slenderman CR 15
XP 51,200
CE Large outsider (native)
Init +6; Senses blindsight 100 ft, Perception +27
Defense
AC 26, touch 15, flat-footed 20(-1 size, +6 Dex, +11 natural)
hp 225 (18d10+126); fast healing 10
Fort +13, Ref +17, Will +17
DR 15/magic and cold iron; SR 26
Defensive Abilities internal derangement, no breath, rejuvenation; Immune death effects, disease,gaze attacks, illusions, mind-influencing effects, poison, visual effects and attacks based on sight; Resist acid 10, cold 10
Offense
Speed 40 ft., climb 30 ft.
Melee 2 slams +24 (1d6+7), 4 tentacles +22 (1d8+3 plus grab)
Space 10 ft; Reach 10 ft. (15 ft. with tentacles)
Special Attacks constrict (1d8+10), deforming grasp, soothing susurrus
Spell-like Abilities CL 18th, concentration +25
Constant—tongues
At Will—fog cloud, touch of idiocy, transport via plants, tree shape
3/day—confusion (DC 21), dominate person (DC 22), fear (DC 21), greater dispel magic, phantasmal killer (DC 21), plant growth
1/day—demand (DC 25), insanity (DC 24), maddening maze (DC 26)
Statistics
Str 24, Dex 23, Con 25, Int 21, Wis 22, Cha 24
Base Atk +18; CMB +26; CMD 42
Feats Combat Casting,Combat Expertise, Combat Reflexes, Dodge, Mobility, Multiattack, Persuasive, Spring Attack, Whirlwind Attack
Skills Bluff +28,Climb +33, Diplomacy +32, Knowledge (arcane) +23, Knowledge (local) +26, Knowledge (planes) +26, Intimidate +32, Perception +27, Sense Motive +27, Spellcraft +26, Stealth +31; Racial Modifiers +8 Stealth
Languages Abyssal, Aklo, Common, Sylvan,tongues, telepathy 100 ft.
SQ improved woodland stride
Ecology
Environment any land or underground
Organization unique
Treasure double standard
Special Abilities
Deforming Grasp (Su)Â He can warp and deform the shapes of those he grapples, dealing 1d4 points of Constitution drain every round he maintains a grapple. Each round he successfully drains Constitution, Slenderman gains 5 temporary hit points
Improved Woodland Stride (Su)Â He can move through all natural or magically manipulated undergrowth without taking damage or movement penalties.
Internal Derangement (Ex)Â His organs do not follow any sane pattern, granting him a 50% chance to ignore extra damage dealt by critical hits or sneak attacks.
Maddening Maze (Sp) Once per day, Slenderman can affect an opponent within 60 ft. with the spell maze. Unlike other mazes, however, each round an opponent remains in the maddening maze, it takes 1d8 points of Wisdom damage; a successful DC 26 Will save prevents damage each round. Slenderman can follow an opponent into the maddening maze, if he so chooses.
If an opponent’s Wisdom is reduced to 0, he does not fall unconscious; rather, his Wisdom is restored, but his alignment permanently changes to chaotic evil, and he is permanently charmed by Slenderman. The charm effect can be removed in the normal fashion, but the opponent’s alignment can only be restored with an atonement, limited wish, wish or miracle spell. The Wisdom damage is a mind-influencing effect. The save DC is Charisma based. This is the equivalent of a 9th level spell.
Rejuvenation (Su)Â When Slenderman is killed, his body reforms within 2d4 days, appearing at least 10d100 miles from the location of his death. Slenderman can only be permanently killed using an elaborate ritual (subject to GM discretion).
Soothing Susurrus (Su)Â Slenderman can radiate an aura of captivating telepathic energy as a standard action. When Slenderman uses its soothing susurrus, all creatures within 300 feet must succeed a DC 26 Will save or become captivated. A creature that successfully saves is not subject to the soothing susurrus for 24 hours. A victim under the effects of the soothing susurrus moves toward Slenderman using the most direct means available.
If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of Slenderman simply stands and offers no resistance to his attacks. This effect continues for as long as Slenderman maintains the effect and for 1 round thereafter.