Maur (Hunched Giant) (CR 11)
Large Giant (Earth)
Alignment: Often neutral
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +18, and Spot +18
AC: 23 (-1 size, +9 natural, +5 stonemail), touch 9, flat-footed 23
Hit Dice: 12d8+60 (114 hp)
Fort +13, Ref +4, Will +7
Speed: 40 ft. (30 ft. in stonemail), burrow 5 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +20
Attack: Huge warhammer +15 melee (2d8+10/x3)
Full Attack: Huge, warhammer +151+10 melee (2d8+10/x3)
Special Attacks/Actions: Spell-like abilities, tunnel scream
Abilities: Str 25, Dex 10, Con 20, Int 16, Wis 17, Cha 17
Special Qualities: oversized weapon, unfurled might
Feats: Awesome Blow; Cleave; Combat Reflexes; Improved Bull Rush; Power Attack
Skills: Climb +22, Escape Artist +15, Hide +14 [+10 unfurled], Listen +18, Spot +18, and Use Rope +0 (+2 bindings)
Advancement: By character class
Organization: Solitary, pair, gang (3-4), band (6-9 plus 35% noncombatants), hunting party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire cave bears)
Maurs use weapons and spell-like abilities instead of hurling rocks, since rock-hurling is difficult in constricted, twisted underground passages. While hunched, a maur is unable to use its full physical and spell-like abilities. When in a space at least 20 feet in height, however, it can unfold its crumpled form, dramatically increasing its reach and threat range, as well as its general morale and access to its inborn powers.
Spell-Like Abilities: 2/day - meld into stone, move earth, spider climb. Caster level 15th.
Tunnel Scream (Su): Once per day, a maur can scream within any enclosure of stone or natural earth (such as in an earthen tunnel or a stone building). Its scream fills a 60-foot cone with sonic energy. Any creature within this area is stunned for 1 round, deafened for 4d6 rounds, and takes 10d6 points of damage. A DC 21 Fortitude save negates the stunning and deafness effects and reduces the damage by half. The save DC is Constitution-based.
Oversized Weapon (Ex): A maur can wield a two-handed weapon as though it were one-handed and a one-handed weapon as though it were light.
Unfurled Might (Su): When in a space at least 20 feet high that offers sufficient room for a creature with a 15-foot space, a maur can unfurl from its stooped, hunched position as a standard action. Unfurling is an agonizing, joint-popping experience for the maur, though it relishes the change. While completely unfurled, the maur gains a +6 bonus to Strength, a +6 bonus to Constitution, and a +4 morale bonus to AC and saving throws. Its statistics change from the above as follows: Huge giant; 12d8+96; hp 150; AC 26 (touch 12, flat-footed 26), Grp +27, Atk +17 melee (2d8+15/x3, Huge warhammer); Full Atk +17/+12 (2d8+15/x3, Huge warhammer); Space/Reach 15 ft./15 ft.; SV Fort +20, Ref +8, Will +11; Str 31, Con 26; Climb +20, Hide +2. The save DC for its tunnel scream attack becomes 24. A maur can spend 10 rounds unfurled each day before it is forced back into its prior hunched conformation.
Unfurled Spell-Like Abilities: These abilities are available only while the maur is unfurled: 1/day - call lightning (DC 16), chain lightning (DC 19). Caster level 15th. The save DCs are Charisma-based.
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.