Maulgoth

Huge Aberration (Earth)
Hit Dice: 20d8+160 (250 hp)
Initiative: +11
Speed: 60 ft. (12 squares), burrow 60 ft., climb 60 ft.
Armor Class: 39 (−2 size, +7 Dex, +24 natural), touch 15, flat-footed 32
Base Attack/Grapple: +15/+32
Attack: Tentacle +22 melee (2d6+9)
Full Attack: 4 tentacles +22 melee (2d6+9) and bite +20 melee (2d8+4)
Space/Reach: 15 ft./15 ft. (20 ft. with tentacle)
Special Attacks: Constrict, ethereal jolt, improved grab, spell-like abilities
Special Qualities: Darkvision 60 ft., DR 30/+4, perfect climbing, SR 37, tremorsense 60 ft., xorn movement
Saves: Fort +14, Ref +13, Will +17
Abilities: Str 29, Dex 25, Con 27, Int 16, Wis 16, Cha 18
Skills: Concentration +25, Hide +13, Jump +16, Listen +23, Move Silently +13, Spot +22
Feats: Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Multiattack, Spring Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always neutral evil
Advancement: 21–40 HD (Gargantuan); 41–60 HD (Colossal) ♊
Level Adjustment: —

Among the most dangerous terrors of the Underdark, maulgoths are solitary masters of stone. They move quickly over or through any stone substance. This great mobility enables a maulgoth to flee through solid stone in the rare instances when it finds itself overmatched.

Maulgoths look like horrid amalgamations of flesh and stone. The central body of a maulgoth is shaped like a large, malformed rhinoceros, with four powerful legs and four tentacles. Its greenish-gray body is covered with rocklike spikes and protrusions, and its hide feels like stone to all but the most experienced hand.

Although maulgoths exhibit a power over the natural world akin to that of a druid, they have none of the love for the environment that most druids share. They callously use the natural world as their first line of defense, controlling animals and plants to serve their needs.

Maulgoths speak Undercommon and Terran.

Combat

Fierce, inventive combatants, maulgoths hunt large stretches of caverns, answering to nothing but their own whims. Maulgoths love fighting from ambush, and their ability to move in and out of solid stone at will allows them to fight successful hit-and-run battles even against groups of powerful foes.

A maulgoth often begins battle against a dangerous group by using its Spring Attack feat and its ethereal jolt ability to force some of its foes onto the Ethereal Plane. Once it has whittled the opposition down in this manner, a maulgoth emerges in the center of the main combat area, attempting to keep all the remaining combatants in reach of its powerful tentacles.

Constrict (Ex): With a successful grapple check, a maulgoth can constrict a grabbed opponent, dealing 3d6+3 points of bludgeoning damage.

Ethereal Jolt (Ex): As a standard action, a maulgoth can attempt to force an opponent onto the Ethereal Plane. The maulgoth makes a touch attack with one of its tentacles, and if the attack hits, the creature struck must make a Fortitude saving throw (DC 29) to avoid being forced onto the Ethereal Plane.

Improved Grab (Ex): If a maulgoth hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32). If it gets a hold, it also constricts on the same round. Thereafter, the maulgoth has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (−20 penalty on grapple check, but the maulgoth is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle damage.

Spell-Like Abilities: At will⁠—​calm animals, control plants, cure light wounds, dominate animal, soften earth and stone, stone tell, transmute mud to rock, transmute rock to mud; 5/day⁠—​cure serious wounds, true seeing, wall of stone. These abilities are as spells cast by a 13th-level druid (save DC 14 + spell level).

Perfect Climbing (Ex): A maulgoth moves with perfect ease while climbing. It can move at full speed across ceilings, overhangs, and other slanted or vertical surfaces without making Climb checks, and it does not have to make a Climb check to avoid losing its grip when it takes damage.

Xorn Movement (Ex): A maulgoth can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing maulgoth pushes the maulgoth back 30 feet but has no other effect.

Source: Fiend Folio, page 123. Changes applied as per the D&D® v.3.5 Accessory Update.