Dune Stalker (CR 9)
Medium Outsider (Earth)
Alignment: Always neutral evil
Initiative: +4 (Dex); Senses: Listen +13 and Spot +13
AC: 17 (+7 natural), touch 10, flat-footed 17
Hit Dice: 6d8+12 (39 hp); DR: 10/magic
Fort +7, Ref +5, Will +7
Speed: 40 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +9
Attack: Slam +9 Melee
Full Attack: Slam +9 melee
Damage: Slam 1d8+4
Special Attacks/Actions: Kiss of death, shout
Abilities: Str 16, Dex 10, Con 14, Int 13, Wis 15, Cha 11
Special Qualities: improved tracking, jump, outsider traits, SR 20
Feats: Alertness; Combat Expertise; Improved Initiative
Skills: Balance +11, Climb +20, Hide +9, Intimidate +4, Jump +5, Knowledge (nature) +10, Listen +13, Move Silently +9, Search +10, Spot +13, Survival +4, and Tumble +9
Advancement: 7-12 HD (Medium-size); 13-18 HD (Large)
Climate/Terrain: Any desert and underground
Monster Manual II
Kiss of Death (Su): The kiss of death is a sonic and death effect delivered with the dune stalker's face pressed directly against the victim's. If the dune stalker makes a successful melee touch attack (+9 melee), the opponent must attempt a Fortitude saving throw (DC 15). Success leaves the opponent stunned for 1 round; failure sets up lethal vibrations in the opponent's body that result in instant death. This ability is usable at will.
Shout (Sp): Three times per day, the dune stalker can create an effect identical to that of a shout spell (caster level 6th; Fort save DC 14), except that the actual sound produced resembles a loud, rasping cough.
Improved Tracking (Ex): A consummate tracker, the dune stalker tracks as well as an invisible stalker does. Like that creature, it uses Spot checks rather than Survival checks to follow its quarry's trail.
Jump (Ex): A dune stalker can produce a jump effect (caster level 6th) at will.
Outsider Traits: A dune stalker has darkvision (60-foot range). It cannot be raised or resurrected.
Skills: A dune stalker gains a +4 racial bonus on Intimidate checks.
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.