Maug (CR 3)
AC: 25 (-1 size, +1 Dex, +8 masterwork full plate armor, +7 natural), touch 10, flat-footed 24
Hit Dice: 2d10+30 (41 hp)
Fort +0, Ref +2, Will +0
Speed: 40 ft. (cannot run)
Space: 10 ft./10 ft.
Base Attack +1; Grapple +10
Attack: Masterwork two-bladed sword +5 melee, or slam +6 melee
Full Attack: Masterwork two-bladed sword +5 melee and +5 melee, or slam +6 melee
Damage: Masterwork two-bladed sword 2d6+5/19-20 and 2d6+2/19-20, slam 1d8+7
Special Attacks/Actions: Pulverize
Abilities: Str 20, Dex 15, Con -, Int 13, Wis 11, Cha 12
Special Qualities: Construct traits, grafts, rapid repair, SR 14
Feats: Alertness (B); Two-Weapon Fighting
Skills: Craft (blacksmithing) +6, Craft (stonemasonry) +10, Intimidate +6, Knowledge (architecture and engineering) +10*, Listen +7, Profession (siege engineer) +5, Profession (soldier) +5, Spot +7, and Survival +5
Advancement: By character class
Climate/Terrain: Any land and underground (Acheron)
Organization: Solitary, squad (4-7), warband (2-4 maugs plus 4-9 hobgoblins), or company (10-40 maugs plus 1 sergeant of 1st or 2nd level per 5 maugs, 2-4 lieutenants of 3rd-6th level, 1 leader of 7th-10th level, and 20-50 hobgoblins)
Treasure/Possessions: Half standard
Pulverize (Su): Three times per day as a standard action, a maug can touch an object and negate its hardness for 1d4 rounds (Fortitude DC 18 negates). This power can affect an object of up to 1,000 cubic feet in volume (a 10-foot cube); if the object is larger, only a 10-foot cube of it is affected. Unattended non-magical objects do not receive a saving throw, if a creature holds, wears, or carries the object, the maug must succeed on a melee touch attack. This attack does not provoke an attack of opportunity. Many maug fighters learn the Improved Sunder feat to use this power against dangerous foes.
Construct Traits: Maugs are immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless is also works on objects. They are not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. A maug cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A maug has darkvision (60-foot range).
Rapid Repair (Ex): A maug that rests at 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a maug to regrow or reattach lost body parts. A character can assist a maug's self-repair with a Craft (stonemasonry) check (DC 15). If the check is successful, the maug repairs 2 hit points per hour of rest. Providing assistance to the maug counts as light activity for the assisting character, and a character can assist only one maug at a time. A maug cannot assist its own repair.
Grafts (Ex): When maugs are created on the plane of Acheron, they are frequently equipped with special grafts. These grafts are described in the Maug Grafts section. A maug without class levels can have up to 2,000 gp worth of maug grafts. A maug with class levels can purchase additional grafts with treasure it amasses.
Skills: Maugs receive skills as though they were outsiders. *Due to their innate understanding of machinery and engineering, maugs have a +4 racial bonus on Craft (stonemasonry) and Knowledge (architecture and engineering) checks.
Whether thundering across the battlefield on crushing rollers or whirling through the ranks of their enemies with their deadly two-bladed swords, maugs are juggernauts of destruction. Maugs view every confrontation as a battle in a war, so they always fight with a plan formulated for the battleground. If they have advance knowledge of the site of the conflict, they build traps, dig trenches, and try to control the flow of battle to their best advantage.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.