Sand Drummer (CR 5)

Large Magical Beast (Psionic)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, tremorsense 60 ft., and Listen +10


AC: 17 (-1 size, -2 Dex, +10 natural), touch 7, flat-footed 17
Hit Dice: 7d10+35 (73 hp); DR: 5/bludgeoning
Fort +10, Ref +3, Will +2
Speed: 30 ft., burrow 5 ft.
Space: 10 ft./5 ft.
Base Attack +7; Grapple +19
Attack: Slam +14 (1d8+12)
Full Attack: Slam +14 (1d8+12)
Special Attacks/Actions: Psionics
Abilities: Str 26, Dex 6, Con 21, Int 6, Wis 10, Cha 9
Special Qualities:
Feats: Improved Bull Rush; Improved Initiative; Power Attack
Skills: Listen +10
Advancement: 8-11 HD (Large); 12-16 HD (Huge); 17-21 HD (Gargantuan)
Climate/Terrain: Warm desert
Organization: Solitary or herd (3-18)
Treasure/Possessions: None

Source: Web

Psionics (Sp): 3/day - concussion (DC 17), dowsing. The save DCs are Constitution-based. (Dowsing can be found in the article "Psionic Monster Mayhem: Not Quite 20,000 Leagues Under the Sea.")

Attack/Defense Modes (Sp): At will - id insinuation/thought shield

Tremorsense (Ex): Sand drummers can detect any motion within 60 feet of themselves, so long as the motion is in contact with the ground.

For the most part, sand drummers don't participate in combat. Being a scavenger, they don't actively hunt anything, and few creatures see the drummer as food. On the rare occasions sand drummers are provoked, they use bull rushes and their psionics to drive off the opponent. If this proves to be unsuccessful, they attempt to flee.