Maulgoth (CR 17)

Huge Aberration (Earth)
Alignment: Always neutral evil
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., tremorsense 60 ft., Listen +23, and Spot +22
Languages: Undercommon and Terran


AC: 39 (-2 size, +7 Dex, +24 natural), touch 15, flat-footed 32
Hit Dice: 20d8+60 (250 hp); DR: 15/magic adamantine
Fort +14, Ref +13, Will +17
Speed: 60 ft., burrow 60 ft., climb 60 ft.
Space: 15 ft./15 ft. (20 ft. with tentacle)
Base Attack +15; Grapple +32
Attack: Tentacle +22 melee
Full Attack: 4 tentacles +22 melee and bite +20 melee
Damage: Tentacle 2d6+9, bite 2d8+4
Special Attacks/Actions: Constrict, ethereal jolt, improved grab, spell-like abilities
Abilities: Str 29, Dex 25, Con 27, Int 16, Wis 16, Cha 18
Special Qualities: perfect climbing, SR 37, xorn movement
Feats: Combat Reflexes; Dodge; Improved Initiative; Iron Will; Mobility; Multiattack; Spring Attack
Skills: Concentration +25, Hide +13, Listen +23, Move Silently +13, Spot +22, and jump +16
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Climate/Terrain: Underground
Organization: Solitary
Treasure: -

Source: Fiend Folio

Combat

Fierce, inventive combatants, maulgoths hunt large stretches of caverns, answering to nothing but their own whims. Maulgoths love fighting from ambush, and their ability to move in and out of solid stone at will allows them to fight successful hit-and-run battles even against groups of powerful foes.

A maulgoth often begins battle against a dangerous group by using its Spring Attack feat and its ethereal jolt ability to force some of its foes onto the Ethereal Plane. Once it has whittled the opposition down in this manner, a maulgoth emerges in the center of the main combat area, attempting to keep all the remaining combatants in reach of its powerful tentacles.

Constrict (Ex): With a successful grapple check, a maulgoth can constrict a grabbed opponent, dealing 3d6+3 points of bludgeoning damage.

Ethereal Jolt (Ex): As a standard action, a maulgoth can attempt to force an opponent onto the Ethereal Plane. The maulgoth makes a touch attack with one of its tentacles, and if the attack hits, the creature struck must make a Fortitude saving throw (DC 29) to avoid being forced onto the Ethereal Plane.

Improved Grab (Ex): If a maulgoth hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32). If it gets a hold, it also constricts on the same round. Thereafter, the maulgoth has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the maulgoth is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle damage.

Spell-like Abilities: At will - calm animals, control plants, cure light wounds, dominate animal, soften earth and stone, stone tell, transmute mud to rock, transmute rock to mud; 5/day - cure serious wounds, true seeing, wall of stone. These abilities are as spells cast by a 13th-level druid (save DC 14 + spell level).

Perfect Climbing (Ex): A maulgoth moves with perfect ease while climbing. It can move at full speed across ceilings, overhangs, and other slanted or vertical surfaces without making Climb checks, and it does not have to make a Climb check to avoid losing its grip when it takes damage.

Tremorsense (Ex): A maulgoth can automatically sense the location of anything within 60 feet that is in contact with the ground.

Xorn Movement (Ex): A maulgoth can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does is create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing maulgoth pushes the maulgoth back 30 feet but has no other effect.

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.