Groundling (CR 2)
Medium Monstrous Humanoid
Alignment: Always lawful Evil
Initiative: +1 (Dex); Senses: scent and Listen +3
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 3d8+6 (19 hp)
Fort +3, Ref +4, Will +4
Speed: 20 ft., burrow 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: 2 claws +4 melee, bite -1 melee
Full Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+1, bite 1d8
Special Attacks/Actions: Improved grab
Abilities: Str 13, Dex 12, Con 15, Int 5, Wis 12, Cha 6
Special Qualities: Resist magic, resist poison
Feats: Skill Focus (Survival); Track
Skills: Escape Artist +3, Listen +3, and Survival +6
Advancement: 4-9 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Pack (28)
Treasure/Possessions: None
Source:
Monster Compendium: Monsters of Faerûn
Grab (Ex): When a groundling hits its opponent with any two of its attacks in a single round, it tries to grab the enemy and drag it below the surface. The creature makes a free grapple check (provoking no attack of opportunity); if it wins the check, it drags the victim toward its burrow. Fighting within a groundling tunnel is an advantageous situation for the groundling (+2 to attack rolls) and a disadvantageous situation for any opponents (-2 to attack rolls).
Resist Magic (Ex): Like dwarves, groundlings gain a +2 racial bonus on saving throws against spells and spell-like effects.
Resist Poison (Ex): Groundlings also gain a +2 racial bonus on saving throws against all poisons.
Groundlings are cunning in combat, using their ability to burrow quickly through the earth to gain tactical advantage, attacking from below to gain surprise on their foes. They are known to use ambushes, feigned retreats, and attacks converging from various directions against a quarry whose location is known.