Asag (CR 11)
AC: 22 (-2 size, -2 Dex, +16 natural), touch 6, flat-footed 22
Hit Dice: 17d8+34 (110 hp)
Fort +12, Ref +8, Will +10
Speed: 30 ft., burrow 30 ft.
Space: 15 ft./15 ft.
Base Attack +17; Grapple +33
Attack: Slam +23 melee
Full Attack: 2 slams +23 melee
Damage: Slam 3d8+8 plus disease
Special Attacks/Actions: Disease, spell- like abilities, stunning fist, summon xorn
Abilities: Str 26, Dex 6, Con 15, Int 13, Wis 10, Cha 14
Special Qualities: camouflage, plane shift
Feats: Awesome Blow; Cleave; Combat Casting; Combat Reflexes; Improved Bull Rush; Power Attack
Skills: Appraise +11, Bluff +22, Concentration +15, Hide +10*, Intimidate +21, Knowledge (the planes) +11, Listen +20, Move Silently +18, Search +15, Sense Motive +12, Spellcraft +9, and Spot +24
Advancement: 18-29 HD (Huge); 30-43 HD (Gargantuan)
Climate/Terrain: Any land
Organization: Solitary, pair, or band (6-15)
Treasure/Possessions: Standard, double gems
Disease (Su): Those struck by an asag's slam risk contracting a horrible dehydrating illness. Dry Death-slam, Fortitude DC 20, incubation period 1 day, damage 1d6 Con. Those who have taken Constitution damage from this disease are considered dehydrated, regardless of the temperature or their intake of water, and must make a Constitution check each hour (DC 10+1 for each previous check) or take 1d6 points of nonlethal damage. Those who take nonlethal damage from this illness are fatigued. Getting in a cool environment or drinking lots of fluids does nothing to end this condition. This condition can only be removed by curing the disease. The save DC is Constitution-based.
Spell-Like Abilities: At will - detect magic, endure elements; 3/day - stone shape, stoneskin; 1/day - major creation (created mineral matter is permanent), passwall. Caster level 17th.
Stunning Fist (Ex): Whenever it rolls a natural 20 on a slam attack, an asag stuns its opponent for 1 round, regardless of whether the critical hit is confirmed or not. A DC 26 Fortitude save avoids this effect. The save DC is Strength-based.
Summon Xorn (Sp): An asag can summon 1d4 minor xorns or 1 average xorn for 1 hour up to three times per day. This summoning requires a full-round action.
All-Around Vision (Ex): An asag's many eyes allow it to look in all directions at once, providing a +4 racial bonus on Search and Spot checks. An asag cannot be flanked.
Camouflage (Ex): Asags are able to blend in with any type of natural or worked stone, earth, sand, or clay. They gain a +8 racial bonus on Hide checks in such circumstances. An asag can hide in such environments without the need for cover or concealment.
Plane Shift (Sp): An asag can plane shift (as per the spell) to any of the elemental planes (except earth), the Astral Plane, or the Material Plane. This ability transports the asag and up to six other creatures, provided they all link hands with the asag and are willing.
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.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).