Roving Mauler (CR 3)
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 4d10+8 (30 hp)
Fort +6, Ref +7, Will +2
Speed: 40 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +7
Attack: Claw +8 melee
Full Attack: Claw +8 melee
Damage: Claw 1d8+4
Special Attacks/Actions: Tumbling attack 2d8+4
Abilities: Str 17, Dex 16, Con 14, Int 2, Wis 13, Cha 17
Special Qualities: fast healing 1, immunity to disease and poison, SR 10
Feats: Skill Focus (Tumble); Weapon Focus (claw)
Skills: Balance +12, Climb +11, Jump +16, Listen +8, Search +1, Spot +8, and Tumble +15
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Climate/Terrain: Warm land or underground
Organization: Solitary, pair, or pride (6-10)
Tome of Magic
Tumbling Attack (Ex): A roving mauler can literally run over opponents - even those larger than itself. As a full-round action it can move up to 40 feet, tumbling over any creatures in its path. Any creature that occupies a space through which a roving mauler tumbles is subject to a claw attack regardless of its size.
If a roving mauler tumbles over part of an occupied space, the creature within it can make an attack of opportunity against the mauler at a -4 penalty. A roving mauler can negate the attack of opportunity if it succeeds on a DC 25 Tumble check to move through the creature's space and reach. A failed check does not cause a roving mauler to stop, but it does allow the target an attack of opportunity.
A roving mauler can attack each target only once per round, no matter how many times its movement takes it through a target's square.
Around Vision (Ex): A roving mauler's two faces and four eyes allow it to look in any direction, granting it a +4 bonus on Search and Spot checks. Opponents gain no benefits when flanking a roving mauler.
Skills: A roving mauler has a +4 racial bonus on Listen checks, and its all-around vision grants it a +4 racial bonus on Search and Spot checks. A roving mauler also has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A roving mauler rolls into combat and never stops moving. Although it can stand in place and fight, it prefers to tumble over its foes, raking with its claws as it goes. If a fight goes poorly, a roving mauler tumbles away to heal, then returns to finish the combat. Both of a roving mauler's faces possess sharp teeth, but it can't bring them to bear in combat. Similarly, the orientation of its legs allows it only one claw attack in melee or a grapple.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.