Encounters by Locale: The Lowerdark (Underground, Wilderness)
Tomb Tapper (CR 13)
Alignment: Always neutral
Initiative: +0; Senses: Listen +16 and Spot +16
Languages: understand Common, Netherese, and Undercommon, cannot speak; telepathy 100 ft.
AC: 25 (-2 size, +2 Dex, +1S natural) touch 10, flat-footed 23
Hit Dice: 16d10+40 (128 hp); DR: DR 10/adamantine
Fort +5, Ref +7, Will +7
Speed: 40 ft., burrow 10 ft.
Space: 15 ft./15 ft.
Base Attack +12; Grapple +30
Attack: Adamantine +1 throwing returning maul +22 melee or slam +20 melee or adamantine +1 throwing returning maul +14 ranged
Full Attack: Adamantine +1 throwing returning maul +22/+17/+12 melee and bite +15 melee or 2 slams +20 melee (2d6+10) and bite +15 melee or adamantine +1 throwing returning maul +14 ranged
Damage: Adamantine +1 throwing returning maul 3d8+16/19-20/x3, bite 2d8+5, slams 2d6+10
Special Attacks: Maul, spell-like abilities
Abilities: Str 30, Dex 14, Con -, Int 14, Wis 11, Cha 16
Special Qualities: blindness immunities, construct traits, immunity to fire, repair, resistance to cold 10 and electricity 10
Feats: Cleave; Improved Critical (maul); Iron Will; Power Attack; Weapon Focus (maul)
Skills: Appraise +14, Listen +16, Search +18, Spot +16, and Survival +16 (+18 following tracks)
Advancement: 17-32 HD (Huge)
Organization: Solitary, pair, team (3-4), or dig (10-20)
Treasure: Double items, maul
Source: Lost Empires of Faerûn
Tomb tappers make good use of their tremorsense and burrowing abilities to approach potential enemies from all angles, often emerging from the rock in unexpected places.
Blindsight (Ex): A tomb tapper can ascertain all foes within 120 feet as a sighted creature would. Beyond that range, it treats all foes as having total concealment. Negating a tomb tapper's sense of hearing (for example, by using a silence spell) negates this ability.
Blindness Immunities (Ex): Because it is sightless, a tomb tapper is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Construct Traits: A tomb tapper has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but can be repaired. It has darkvision out to 60 feet and low-light vision.
Maul: Each tomb tapper is created with an adamantine +1 maul sized for it. In the hands of a tomb tapper, the weapon gains the throwing and returning special abilities. A thaalud that loses its maul searches tirelessly for it. If a maul is destroyed, the thaalud that created it can make a new one from 100 pounds of adamantine after one year.
Repair (Su): A stone shape effect repairs damage equal to 1d8 + caster level if used on a tomb tapper. The creature can use its own spell-like abilities to repair itself.
Spell-Like Abilities: At will-detect magic; 7/day-stone shape; 3/day-spike stones (DC 17). Caster level 8th.
Telepathy (Su): A tomb tapper can communicate with any creature within 100 feet that has a language.
Tremorsense (Ex): Tomb tappers can automatically sense the location of anything within 60 feet that is in contact with the ground.