Gulgar (CR 9)
Large Monstrous Humanoid (Earth)
Alignment: Usually neutral
Initiative: -2 (Dex); Senses: darkvision 60 ft., tremorsense 30 ft., Listen +10, and Spot -3
AC: 22 (-1 size, -2 Dex, +8 natural, +5 breastplate, +2 heavy steel shield), touch 7, flat-footed 22
Hit Dice: 10d8+30 (75 hp); DR: 10/adamantine
Fort +6, Ref +5, Will +8
Speed: 30 ft. (20 ft. in breastplate)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +19
Attack: Warhammer +14 melee or slam +14 melee or composite longbow (+5 Str bonus) +7 ranged
Full Attack: Warhammer +14/+9 melee and gore +9 melee or 2 slams +14 melee and gore +9 melee or composite longbow (+5 Str bonus) +7/+2 ranged
Damage: Warhammer 2d6+5/x3 (or Powerful Charge 2d6+5/x3 plus 2d6), gore 2d6+2, slam 1d6+5, composite longbow (+5 Str bonus) 2d6+5/x3
Special Attacks/Actions: Crystalline bone, sonic pulse
Abilities: Str 20, Dex 7, Con 17, Int 10, Wis 12, Cha 13
Special Qualities: immunity to sonic, stability, subsonic speech
Feats: Improved Bull Rush; Improved Overrun; Improved Sunder; Power Attack; Powerful Charge
Skills: Handle Animal +7, Intimidate +6, Listen +10, Ride +10, and Spot -3
Advancement: By character class
Climate/Terrain: Temperate mountains
Organization: Gang (2-4), squad (8-16 plus 2 3rd-level sergeants and 1 leader of 4th-7th level), or scout (1 4th-level ranger mounted on a yrthak)
Monster Manual III
Crystalline Bone (Ex): A gulgar's slam and gore attacks are treated as adamantine for the purposes of overcoming damage reduction and hardness.
The protrusions of crystal from a gulgar's knuckles, chin, and shoulders are made of an organic material that is as hard as adamantine, but it turns as brittle as quartz when detached from the gulgar.
Sonic Pulse (Ex): As a standard action, a gulgar can emit a 30-foot cone of sound that deals 3d6 points of sonic damage and may deafen foes. Any creature in the area must succeed on a DC 18 Fortitude save or be deafened for 1 hour. Deafened creatures cannot be further deafened, but they still take the sonic damage from other sonic pulse attacks.
Once it has used this ability, a gulgar must wait 1d4 rounds before using it again. This is a sonic effect. The save DC is Constitution-based.
Stability (Ex): A gulgar gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, riding a flying mount, or otherwise nor standing firmly on the ground).
Subsonic Speech (Ex): A creature must have the tremorsense ability, or the blindsight or blindsense ability based on a keen sense of hearing or sensitivity to vibrations, to hear the subsonic speech of gulgars. Such creatures can hear the subsonic speech of gulgars using the normal listen check rules; they do not need to have the speaking gulgar within the range of their tremorsense, blindsense, or blindsight ability.
A gulgar's subsonic speech carries five times as well and as far as normal speech. This means that to hear a gulgar talking, a creature who can hear the subsonic speech takes a -1 penalty on Listen checks per 50 feet of distance from the speaker. A door increases the Listen DC by just 1, and a stone wall increases it by 3. These modifiers replace those given on page 78 of the Player's Handbook.
Creatures without the ability to hear the subsonic speech of gulgars can still read their lips using the Spot skill. The base DC to read a gulgar's lips is 20, and the creature reading lips must speak Terran.
Skills: Gulgars have poor vision but possess an excellent sense of hearing. They have a +4 racial bonus on Listen checks and a -4 racial penalty on Spot checks.
Gulgars prefer to ride yrthaks into combat. They tame and enslave these magical beasts using their sonic pulses and train them to take gulgar riders into battle. When mounted on a yrthak, a gulgar uses its longbow or a lance (2d6+7/x3, or 4d6+14/x3 on a mounted charge) to attack foes. It uses its sonic pulse only when it can do so without catching the yrthak in the blast.
On the ground, a gulgar charges boldly into combat, beginning combat with its Powerful Charge. In following rounds it strikes with its warhammer and uses its horn to gore a foe. Gulgars enjoy employing bull rush and overrun attacks to move about the battlefield and push foes off the cliffs of their mountain homes. If a foe possesses a weapon that easily pierces its crystalline skin, a gulgar might throw down its shield, grip its warhammer with both hands (for a total of +7 damage), and make a sunder attempt.
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.