Khargra (CR 4)

Small Outsider (Earth)
Alignment: Neutral
Initiative: +4 (Dex)


AC: 23 (+4 Dex, +1 size, +8 natural), touch 15, flat-footed 19
Hit Dice: 6d8+21 (48 hp)
Fort +10, Ref +9, Will +4
Speed: 5 ft., swim through earth and rock 35 ft.
Space: 3 ft. by 3 1/2 ft./5 ft.
Base Attack +6; Grapple -3
Attack: Grab/bite +11
Full Attack: Grab/bite +11
Damage: Grab/bite 3d6+4
Special Attacks/Actions: Improved grab, swallow metal
Abilities: Str 17, Dex 18, Con 16, Int 6, Wis 8, Cha 8
Special Qualities: Earth swim, earth type
Feats: Great Fortitude; Lightning Reflexes; Toughness; Weapon Finesse (grab/bite)
Skills: Climb +10, Survival +11, and Swim +20
Advancement: -
Climate/Terrain: Any underground (Earth)
Organization: Solitary or school (2-6)
Treasure/Possessions: Special

Source: Converted

Improved grab (Ex): Once a khargra has grabbed onto a foe with its claws, it can retain its grip, automatically striking with its bite each round. A successful Escape Artist (DC 17) or Strength (DC 13) check can break the khargra's grip. The khargra will only retain its grip for as long as the creature it holds is blocking its path towards metal in some way. It finds the taste of flesh foul, and will thus only continue to bite it for as long as it needs to.

Swallow metal (Ex): Khargra eat metal, and can bite of and swallow chunks up to 5 lbs in a single round. Their guts can hold up to 100 lbs pre-digestion. If threatened with a metal weapon, khargra will attempt to bite through it. In such cases, the khargra will direct its grab/bite attack at the metal weapon. Individuals in metal armor are also targeted, the khargra biting into the armor and tearing chunks away. One such bite is enough to render the armor useless for defense. Two bites render the armor irreparable. When attacking a victim's armor, rather than the victim itself, biting damage is effectively halved.

Earth swim (Ex): Khargra move through earth and stone by swimming, as if the substance was water, sometimes leaping across the surface as some fish do. Outside of this, their native environment, they are considerably slower, and must move by using their claws to drag themselves along. To make the transition out of their native environment and vice versa, khargra need to spend a full round integrating their structures. During this period of integration, a phase door spell will kill them, forcing their dead bodies to remain out of phase until the magic wears off or is dispelled.

Earth type (Ex): Khargra are attuned to elemental earth, which provides them with certain resistances, immunities, and vulnerabilities. Transmute metal to wood will kill them. They are immune to fire and cold based spells, with the exception of heat metal which always inflicts maximum damage to them. A move earth spell will stun them for one round, and then act as a confusion spell for 1d3 rounds thereafter.

If a dead khargra is cut open, 5d10 lbs of undigested metal and other substances (such as gemstones) that cannot be digested by these creatures will be found therein. This material will reflect the khargra's most recent diet, and metals may be of any kind, precious or otherwise.

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.