Rock Wyrm (CR 8)
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: scent and Listen +13
Languages: Common, Draconic
AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Hit Dice: 8d12+24 (76 hp)
Fort +9, Ref +7, Will +8
Speed: 30 ft., fly 50 ft. (clumsy)
Space: 10 ft./5 ft.
Base Attack +8; Grapple +17
Attack: Bite +13 melee, tail +11 melee, 2 wings +11 melee, 2 claws +11 melee
Full Attack: Bite +13 melee, tail +11 melee, 2 wings +11 melee, 2 claws +11 melee
Damage: Bite 2d6+5/19-20, tail-slap 1d8+7, wing 1d6+2, claw 1d8+2
Special Attacks/Actions: Paralyzing ray, pounce
Abilities: Str 20, Dex 14, Con 17, Int 12, Wis 14, Cha 11
Special Qualities: Fast healing 1, mimicry, camouflage
Feats: Combat Reflexes; Multiattack; Weapon Focus (bite)
Skills: Bluff +4 (+8 mimicking voices); Craft (trapmaking) +8, Hide +13 (+17 in rocky areas), Jump +16, Listen +13, Move Silently +13; Spot +13, and Use Magic Device +11
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Climate/Terrain: Cold and temperate hills and mountains
Organization: Solitary or pair
Paralyzing Ray (Su): A rock wyrm's third eye can emit a paralyzing ray once every 1d4 rounds. The ray has a range of 75 feet. The rock wyrm must succeed at a ranged touch attack (+10 attack bonus) against its target. Targets struck by the ray must make a Fortitude save (DC 17) or be paralyzed for 1d6+2 minutes.
Pounce (Ex): If a rock wyrm leaps upon a foe during the first round of combat it can make a full attack even if it has already taken a move action.
Fast Healing (Ex): A rock wyrm heals 1 point of damage each round so long as it has at least 1 hit point.
Mimicry (Ex): Rock wyrms can mimic most speaking voices perfectly, plus other vocal sounds ranging from coughing and retching to high bird-trills or deep, thunderous croakings. They can remember and perfectly reproduce phrases they have overheard, and they have a knack for echoing vocal mannerisms and catchphrases.
Skills: Rock wyrms can change the reflectiveness, color, and apparent texture of their hides, allowing them to blend into their surroundings like chameleons. They gain a +4 racial bonus on Hide checks. *In rocky areas, this bonus on Hide checks improves to +8.
*A rock wyrm's mimicry ability confers a +4 racial bonus on Bluff checks involving attempts to deceive foes by mimicking a particular voice or animal call.