ok, here are the new stat blocks:
Shimnus (Greater Spirit)
Medium Outsider (Native)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22
Base Attack/Grapple: +9/+14
Attack: Claw +14 melee (2d6+5) or +1 pincers +15 melee (2d8+6) or +2 warhammer +16 melee (1d8+7/x3)
Full Attack: 2 claws +14 melee (2d6+5) or +1 pincers +15 melee (2d8+6) or +2 warhammer +16 melee (1d8+7/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, rock throwing
Special Qualities: Damage reduction 10/cold iron and magic, immune to mind-affecting effects, rock catching, size change
Saves: Fort +12 Ref +7 Will +9
Abilities: Str 21, Dex 12, Con 18, Int 10, Wis 13, Cha 14
Skills: Bluff +16, Diplomacy +6, Disguise +14 (+16 acting), Intimidate +18, Jump +11, Knowledge (nature) +8, Knowledge (the planes) +6, Listen +10, Search +6, Sense Motive +7, Spot +10, Survival +7 (+9 aboveground, +9 on other planes, +9 following tracks), Swim +11
Feats: Exotic Weapon Proficiency (pincers), Great Fortitude, Iron Will, Persuasive
Shimnus – Huge Form
Huge Outsider (Native)
Hit Dice: 9d8+36 (76 hp)
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +9/+14
Attack: Claw +19 melee (4d6+13) or +1 pincers +20 melee (4d8+14) or +2 warhammer +21 melee (3d6+15/x3)
Full Attack: 2 claws +19 melee (4d6+13) or +1 pincers +20 melee (4d8+14) or +2 warhammer +21 melee (3d6+15/x3)
Space/Reach: 15 ft/15 ft
Special Attacks: Breath weapon, rock throwing
Special Qualities: Damage reduction 10/cold iron and magic, immune to mind-affecting effects, rock catching, size change
Saves: Fort +12 Ref +5 Will +9
Abilities: Str 37, Dex 8, Con 18, Int 10, Wis 13, Cha 14
Skills: Bluff +16, Diplomacy +6, Disguise +14 (+16 acting), Intimidate +18, Jump +19, Knowledge (nature) +8, Knowledge (the planes) +6, Listen +10, Search +6, Sense Motive +7, Spot +10, Survival +7 (+9 aboveground, +9 on other planes, +9 following tracks), Swim +11
Feats: Exotic Weapon Proficiency (pincers), Great Fortitude, Iron Will, Persuasive
Environment: Warm mountains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard coins; standard goods; double items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4