Fiery Sandhog (CR 4)
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft. and Spot +6
Languages: Cannot speak, may understand Common
AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Hit Dice: 4d8+4 (22 hp)
Fort +2, Ref +2, Will +4
Speed: 40 ft., burrow 20 ft. (sand and loose soil only), climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: 4 bites +5 melee and 2 claws +0 melee
Full Attack: 4 bites +5 melee and 2 claws +0 melee
Damage: Bite 1d4+2, claw 1d6+1
Special Attacks/Actions: Heat ray +4 ranged touch, poison
Abilities: Str 15, Dex 12, Con 12, Int 7, Wis 10, Cha 11
Special Qualities: Control sand, fire immunity
Skills: Climb +10, Hide +8, Jump +9, and Spot +6
Advancement: 5-8 HD (Medium-size), 9-12 HD (Large)
Climate/Terrain: Warm desert
Organization: Solitary, pair, or pack (3-12)
A fiery sandhog waits patiently under the surface of the sand for victims to come within range of its control sand ability so that it can immobilize them. Once its victims are caught, the sandhog burrows up as cautiously as possible to poison them. When the sandhog fights foes it cannot entrap with its control sand ability or affect with poison, it retreats and lashes out with its heat ray.
Heat Ray (Su): A sandhog collects heat from the sun in the spiny protrusions on its back and shoulders. It can focus this energy into a 70-foot-long ray of heat, which does 2d6 points of fire damage to the victim with a successful ranged touch attack.
Poison (Ex): The sandhog's poison causes the victim's muscles to burn with pain and cramp up, which reduces agility and eventually renders the victim immobile. A fiery sandhog delivers its poison (Fortitude save DC 13) with each successful bite attack. The initial and secondary damage is the same (1d4 points of temporary Strength damage).
Control Sand (Su): A fiery sandhog can control the density of sand, loose soil, and gravel to a range of 140 feet. It can affect a radius of 20 feet of sand. As a standard action, the sandhog can make the sand or soil in this area flow like water to a depth of 3 feet for a brief instant. Any Large or smaller creature in this area must make a Reflex saving throw (DC 13) to avoid losing its footing. Those who succeed stay atop the sand, while those who fail become trapped in the sand when it resumes its normal density a few seconds later. Such victims cannot move from their location and suffer a -2 circumstance penalty to their Dexterity scores until they escape. Escape from the sand is possible with a Strength check or an Escape Artist check (DC 21); each attempt requires a full round action.