Maeluth (CR 1/2)
Alignment: Usually lawful evil
Initiative: -1 (Dex)
AC: 13 (-1 Dex, +3 studded leather, +1 small shield), touch 9, flat-footed 13
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +1, Will +2
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Battleaxe +2 melee, or light crossbow +0 ranged
Full Attack: Battleaxe +2 melee, or light crossbow +0 ranged
Damage: Battleaxe 1d8, light crossbow 1d8
Special Attacks/Actions: -
Abilities: Str 11, Dex 8, Con 15, Int 10, Wis 11, Cha 10
Special Qualities: Dwarf traits, fiend hammer, outsider traits
Feats: Weapon Focus (battleaxe)
Skills: Appraise +0 (+2 stone or metal), Balance +3, Climb +4, Concentration +6, Craft (metalworking) +6, Craft (stonemasonry) +6, Jump +4, Knowledge (architecture and engineering) +4, and Survival +4
Advancement: By character class
Climate/Terrain: Any underground
Dwarf Traits (Ex): A maeluth has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus an Fortitude saves against all poisons, and a +4 dodge bonus against giants. It also has darkvision to a range of 60 feet, stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 feet and can use the Search skill to find stonework traps as a rogue can; intuit depth), and a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal.
Fiend Hammer (Su): Once per day, a maeluth can grant a melee weapon the unholy special ability. This effect lasts for 1 minute.
Outsider Traits: Planetouched have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life)
A maeluth's favored class is cleric.