Avalancher (CR 5)

Large Magical Beast (Earth)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: all-around vision, darkvision 60 ft., low-light vision, and Spot +10


AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Hit Dice: 6d10+30 (63 hp)
Fort +12, Ref +6, Will +3
Speed: 40 ft., burrow 10 ft., climb 20 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +16
Attack: Slam +11 melee
Full Attack: Slam +11 melee
Damage: Slam 1d8+9
Special Attacks/Actions: Cause avalanche, transmute rock to mud
Abilities: Str 22, Dex 12, Con 21, Int 5, Wis 12, Cha 11
Special Qualities: immunity to bludgeoning damage
Feats: Great Fortitude; Improved Bull Rush; Power Attack
Skills: Climb +14, Hide +1*, Search +1, and Spot +10
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Cold mountains
Organization: Solitary, pair, or burial (3-12)
Treasure: None

Source: Monster Manual III

Combat

While not particularly bright, avalanchers possess a deep cunning and use their intimate knowledge of mountainous terrain to their advantage. An avalancher's preferred tactic is to hide on a rocky slope above a game trail or other path, using its cause avalanche ability to send a torrent of rocks down on its prey. It also bull rushes opponents, knocking them off cliffs to their deaths on the rocky crags below. It will use its transmute rock to mud ability against opponents that would not otherwise be affected by a sliding avalanche. If losing a combat, an avalancher will trigger its cause avalanche ability and "ride" the rocks down to safety - being immune to bludgeoning damage, it is not harmed using this tactic.

Cause Avalanche (Su): Three times per day, an avalancher can let loose a low, rumbling noise that causes avalanches. This avalanche originates within 30 feet of the avalancher and must take place on terrain that has both loose rock and a significant slope (DM's discretion).

The avalanche moves down a 45-degree slope at a speed of 30 feet per round (slower on a gentler slope, faster on a steeper one).

It spreads outward in a cone, dealing 2d6 points of damage to anyone caught in its path (DC 15 Reflex half). Creatures that fail this save must make a DC 20 Reflex save or become buried beneath the rocks. Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage every minute thereafter until freed or dead.

Transmute Rock to Mud (Sp): Once per day, an avalancher can use transmute rock to mud as the spell. Caster level 9th.

All-Around Vision (Ex): An avalancher is exceptionally alert and circumspect, giving it a +4 racial bonus on Spot checks and Search checks. An avalancher can't be flanked.

Skills: An avalancher has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. An avalancher gains a +4 racial bonus on Hide checks when in areas of rocky or mountainous terrain.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.