http://en.wikipedia.org/wiki/Cattle_mutilation Cattle Mutilator Colossal Aberration
Hit Dice: 40d8+400 (580 hp)
Initiative: +6
Speed: Fly 240' ft. (48 squares), Perfect
Armor Class: 25 (-8 Size, +6 Dex, +10 Natural, +7 Deflection), touch 15, flat-footed 19
Base Attack/Grapple: +30/+63
Attack: Tendril +55 melee (1d6+17/18-20)
Full Attack: 8 Tendrils +55 melee (1d6+17/18-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Blood Drain, Experimental Weapons, Surgical Tendrils, Blight Area, Anesthesia Ray
Special Qualities: Flight, All-Around Vision, Immunities, SR 30, Fast Healing 5
Saves: Fort +23, Ref +25, Will +28
Abilities: Str 45, Dex 24, Con 30, Int 18, Wis 24, Cha 24
Skills: Disable Device +10, Heal +10, Knowledge (Arcana, Geography, Nature, The Planes) +12, Listen +10, Move Silently +10, Search +14, Spot +14
Feats: Ability Focus (Anesthesia Ray), Adroit Flyby Attack, Dodge, Epic Reflexes, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Lightning Reflexes, Mobility, Multisnatch, Power Climb, Snatch, Wingover
Environment: Temperate Plains
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 21
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 41+HD (Colossal)
Level Adjustment: ---
"What could do something like this?"Cattle Mutilators are horrifying aberrations created by alien races to conduct research and experiments on the livestock of the humanoid races in preparation fro something. it is assumed to be an invasion. Many cattle bear the signs of chemical or biological infection, or some other oddities. Predators will not touch their corpses, nor will herbivores touch the ground near the corpse (which soon rots all plant life in it). Appearance varies, but most resemble some sort of nightmarish jellyfish.
Blood Drain (Ex): Once a victim is paralyzed, the Mutilator extends a proboscis to drain the carcass of blood. As long as the victim is Paralyzed or Pinned in a grapple the proboscis does 1d4 temporary Constitution damage per round.
Experimental Weapons (Ex): The Mutilators often carry many experimental weapons for testing. These are either a 30' Cone or a 30' Radius, and may be used as a Standard Action. Anything within the Area of Effect must make a DC 40 Fortitude Save or take one of the following effects:
Contract a disease (see DMG page 292, all versions of the disease used are assumed to be Contact or Inhaled)
Become Poisoned (see DMG page 296, all versions of the poisons used are Inhaled or Contact).
Surgical Tendrils (Ex): The Mutilators Tendrils are razor sharp, and critical on an 18 or higher. They are considered Magical and Adamantine for purposes of overcoming Damage Reduction.
Blight Area (Ex): If a Mutilator spends more than 3 rounds hovering no more than 20' over a patch of vegetation, it kills all plant life there (creatures with the Plant Type get a Fortitude Save, DC 40 Fortitude Save, Save DC is Constitution based). Additionally it seems to permanently poison the ground, and nothing will grow there again until a Miracle or Wish spell is cast.
Anesthesia Ray (Su): Ray, range 240', target must make a DC 39 Fortitude Save or be Paralyzed for 2d6 rounds (Save DC is Charisma based).
Flight (Ex): The Mutilators fly through unknown means, and if they become unconscious they simply float where they were (i.e. they have a permanent Feather Fall spell on their person).
All-Around Vision (Ex): Mutilators can't be flanked, and gain a +4 Racial Bonus on Spot and Search checks.
Immunities (Ex): Mutilators are immune to the vacuum of space and are not required to breathe. They are also immune to Cold and Fire damage.
Combat: A Mutilator generally suddenly dives out of the sky towards livestock blasting them with the anesthesia ray. It then drains their blood and dices them up. If they should be troublesome it will flee before attention is drawn to it. The best defense Mutilators have is that no one knowing what they are, or what they're up to. They will not fight a determined foe, and will seek to escape and return later, unless ordered to by their superiors.