Dwarf Ancestor (CR 6)
AC: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 27
Hit Dice: 5d8+45 (67 hp); DR: 10/adamantine
Fort +13, Ref +3, Will +5
Speed: 20 ft.
Space: 10 ft.; Reach 10 ft.
Base Attack +5; Grapple +15
Attack: Melee: +7 greataxe +11 (1d12+10/x3)
Attack Options: Cleave, Power Attack
Abilities: Str 22, Dex 8, Con 28, Int 8, Wis 13, Cha 14
Special Abilities: Aura: ancestral spirit (30 ft.)
Special Qualities: blink out
Feats: Cleave, Power Attack,
Skills: Climb +14, Intimidate +10, Jump -4, Knowledge (history) +7, Knowledge (the planes) +7, Listen +9, Spot +9, and Survival +1 (+3 on other planes)
Advancement: 6-18 HD (Large)
Climate/Terrain: Underground dwarven complexes
Organization: Usually solitary
Monster Manual IV
Ancestral Spirit (Su): Any dwarf within 30 feet of a dwarf ancestor gains a +1 morale bonus on attack rolls and damage rolls.
Blink Out (Su): Once per day, a dwarf ancestor can become incorporeal until the beginning of its next turn. Activating this ability is a free action that does not provoke attacks of opportunity.
A dwarf ancestor is the spirit of an ancient dwarf hero brought back from the afterlife to serve by the will and prayers of a dwarf cleric. It comes to those who plead to Moradin the Soul Forger for aid. When first summoned, a dwarf ancestor takes up residence within a statue of a dwarf hero, animating it. As a result, many mistake the stony creatures for constructs on first encountering them.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.