Waste Crawler (Anhydrut) (CR 9)
AC: 27 (-1 size, +10 natural, +8 plate barding), touch 9, flat-footed 27
Hit Dice: 8d10+30 (74 hp); DR: 10/chaotic
Fort +4, Ref +2, Will +5
Speed: 30 ft., burrow 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +18
Attack: Pincer claw +13 melee or tail sting +13 melee
Full Attack: 2 pincer claws +13 melee (2d6+8) and tail sting +11 melee
Damage: Pincer Claw 2d6+8, tail sting 1d6+4 plus 1d6 fire
Special Attacks/Actions: Spell-like abilities
Abilities: Str 26, Dex 11, Con -, Int 10, Wis 17, Cha 15
Special Qualities: Construct traits, fast healing 5, SR 20
Feats: Great Fortitude; Improved Overrun; Power Attack; Multiattack
Skills: Diplomacy +4, Intimidate +4, Listen +9, Search +9, Sense Motive +12, Spot +9, and Survival +3
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Climate/Terrain: Clockwork Nirvana of Mechanus
Spell-Like Abilities: At will - clairaudience/clairvoyance, desert diversion, dispel magic, halo of sand, locate creature, true seeing; 1/day - hold monster (DC 17); 1/century - global warming. Caster level 8th.
Skills: An anhydrut has a +4 racial bonus on Search and Sense Motive checks.
Upon discovering any creature that would despoil the desert sands, an anhydrut uses its pincers, fiery sting, and spell-like abilities to dispatch the guilty party.
An anhydrut's natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction.
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.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).