Minwhelgo (CR 4)

Medium Monstrous Humanoid
Alignment: Usually chaotic good
Initiative: +1 (Dex); Senses: low-light vision


AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Hit Dice: 6d8 (27 hp)
Fort +2, Ref +6, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +2
Attack: Greatclub +11 melee; Claw +11 melee
Full Attack: Greatclub +11 melee; Claw +11 melee
Damage: Greatclub 1d10+7; claw 1d4+5
Special Attacks/Actions: Spell-like Abilities
Abilities: Str 20, Dex 13, Con 11, Int 9, Wis 10, Cha 14
Special Qualities: Antennae lights, poison immunity
Feats: Track
Skills: Climb +14, Jump +10, and Survival +10
Advancement: By character class
Climate/Terrain: Underground
Organization: Family (2-4), band (5-50), or tribe (30-60 plus 4 elders of 3rd-10th level)
Treasure: Standard

Source: Dragon #281

Combat

Minwhelgos carry crude but hefty clubs crafted from stalagmites. They use these heavy weapons upon threats to their homes and evil creatures of the Underdark. Minwhelgos are the bane of drow and illithid communities, as they crusade against these tyrannical races. Minwhelgos prefer to strike quickly, killing as many foes as possible in surprise sweeps through enemy strongholds. They do not seek the downfall of a community in one battle but instead continually harry it with random guerrilla attacks. When minwhelgos decide a community is too weak to be a considerable threat to the area, they leave it and move on to another.

Minwhelgos use a similar strategy when confronting a smaller number of creatures, but individuals or creatures equal in number to the minwhelgos are often fought to the death.

Spell-like Abilities: 3/day - magic missile, protection from evil, and spider climb. These abilities work as the spells cast by a 4th-level sorcerer (save DC 12 + the level of the spell).

Antennae Lights (Su): Minwhelgos can use their antennae to produce light as bright as a torch at will.