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D’karr’morat, Skinhusker (Blade Fiend)
A skinhusker demon resembles a frightfully muscular, 9-foot-tall human with red skin and a bestial muzzle full of sharp fangs. Each of its two arms ends in a wicked, 3-foot-long, serrated bone blade. A skinhusker revels in combat and enjoys inflicting pain.
Large Outsider
Hit Dice: 7d8+21(hp 65)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 22 (-1 size, -1 Dex, +14 natural)
Attacks: Arm Blade +11 melee x 2
Damage: Arm Blade 1d10+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Death Explosion, Improved Critical (18-20)
Special Qualities: Immune to fire and poison, electricity resistance 20,
Damage reduction 10/+1, telepathy, darkvision 60ft
Saves: Fort +8, Ref +4, Will +7
Abilities: Str 21, Dex 8, Con 17, Int 13, Wis 14, Cha 14
Skills: Intimidate +11, Knowledge (planes, arcane, and religion) +10, Listen +11, Search +10, Spot +11, Survival +11.
Feats: Cleave, Power Attack
Challenge Rating: 7
Treasure: None
Alignment: Chaotic evil
Improved Critical (Ex): A skinhusker threatens a critical hit on a natural roll of 19 or 20.
Death Explosion (Su): When a skinhusker is reduced to –1 or fewer hit points, it explodes in a ball of flame. All creatures in adjacent squares take 2d6 points of fire damage; a successful Reflex save (DC 12) halves the damage.
Immunities (Ex): A skinhusker is immune to fire and poison
Electricity Resistance 20 (Ex): A skinhusker ignores the first 20 points of damage from any attack that deals electricity damage.
Immunities (Su): A skinhusker can speak telepathically with any creature within 60’. The creature must share a common language.