Maedar (CR 4)

Medium Monstrous Humanoid
Alignment: Usually lawful evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +7, and Spot +7


AC: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Hit Dice: 6d8+12 (39 hp)
Fort +4, Ref +7, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +1
Attack: 2 slams +9/+4 melee
Full Attack: 2 slams +9/+4 melee
Damage: Slam 1d3+4
Special Attacks/Actions: Stone to flesh
Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Special Qualities: Stone walk, immunities, vulnerability, transfer to glyptar
Feats: Combat Expertise; Power Attack
Skills: Bluff +7, Disguise +5, Hide +7, Listen +7, Move Silently +7, and Spot +7
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or mated pair (medusa)
Treasure: Standard

Source: Converted

Combat

A maedar will enter combat unarmed, slamming opponents with its powerful fists.

Stone to Flesh (Su): Once every 30 minutes, by touch, stone to flesh as the spell cast by a 12th-level sorcerer (save DC 12 + spell level). The maedar can extent this touch ability into the Astral and Ethereal planes.

Stone Walk (Su): A maedar can pass through stone and rock at its normal movement rate without hindrance. Any type of wood or metal stops the maedar.

Vulnerability (Ex): A maedar that is the subject of a phase door spell while using its stone walk ability is instantly and irrevocably slain.

Immunities (Su): Maedar are immune to petrification and paralysis (including related spells, such as hold person and slow). They are immune to the poisonous bite of a medusa's serpentine hair.

Transfer to Glyptar (Su): When a maedar reaches 0 hp it can transfer its life force into the rocks where its spirit melds with a rock crystal known as a glyptar.

If the glyptar is removed intact from the ground, the maedar's spirit can animate the glyptar and any inorganic item or substance attached to it. Thus, if the glyptar is set in the eye of a stone statue, the maedar's life force animates it as a stone golem. Similarly, if the glyptar is set in the hilt or handle of a weapon, the weapon animates as a dancing weapon. The maedar retains all mental abilities while in glyptar form, including its ability to stone walk, which is granted to anything the glyptar is attached to (not held by).

A glyptar is immune to all mind-influencing, controlling, and contacting effects (such as telepathy and detect thoughts) and the phase door spell. The glyptar can perform a stone to flesh attack (Fortitude save DC 15) once every 30 minutes against any target touched by the glyptar or it's setting.

A glyptar as a hardness of 20 and 5 hit points. As an intelligent Item, the glyptar has the mental abilities of the maedar from which it was made. A glyptar's Ego score is 13.