Malgoren (CR 13)

Large Fey (Earth)
Alignment: Always lawful evil
Initiative: +3 (Dex); Senses: darkvision 120 ft., low-light vision, tremorsense 60 ft., Listen +22, and Spot +22
Languages: Terran and Sylvan


AC: 25 (-1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Hit Dice: 19d6+76 (142 hp); DR: 10/cold iron
Fort +10, Ref +14, Will +13
Speed: 40 ft., burrow 20 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +20
Attack: Claw +16 melee (1d8+7)
Full Attack: 2 claws +16 melee (1d8+7)
Damage: Claw +16 melee (1d8+7)
Special Attacks/Actions: Improved grab, frightful presence, rend 2d8+10
Abilities: Str 25, Dex 16, Con 18, Int 12, Wis 10, Cha 12
Special Qualities: earth glide, immunities (cold, fire poison)
Feats: Awesome Blow; Combat Reflexes; Improved Bull Rush; Improved Natural Attack (claw); Iron Will; Power Attack; Weapon Focus (claw)
Skills: Hide +21, Jump +11, Knowledge (dungeoneering) +23, Listen +22, Move Silently +25, Search +23, Spot +22, and Survival +22 (+24 underground and following tracks)
Advancement: 20-36 (Huge)
Climate/Terrain: Underground
Organization: Solitary or hunting party (4-10)
Treasure/Possessions: None

Source: Web

Frightful Presence (Ex): 30 ft. radius, HD 18 or less, Will save DC 20 negates. A malgoren can unsettle foes with its mere presence. The ability takes place automatically whenever a malgoren attacks or charges. (providing the being attacked can see the malgoren) Creatures within a 30-foot radius of the malgoren are subject to the effect if they have fewer HD then the malgoren. A potentially affected creature that succeeds in a Will save (DC 10 + 1/2 the malgoren's HD + the malgoren's Cha modifier) remains immune to that malgoren's frightful presence for 24 hours. On a failure, creatures with 10 or less Hit Dice become panicked for 4d6 rounds and those with 11 or more Hit Dice become shaken for 4d6 rounds. Malgoren ignore the frightful presence of other malgoren.

Improved Grab (Ex): A malgoren that hits with a claw attack may start a grapple as a free action without provoking an attack of opportunity. If it succeeds in its grapple a malgoren can rend an opponent on its next turn with a successful grapple check.

Rend (Ex): If a malgoren hits with both claw attacks, it can latch onto its opponent's body and tear the flesh. This attack automatically deals an extra 2d8+10 points of damage. It also can rend with a successful grapple check once it has established a grappling hold.

Spell-Like Abilities: At will -- darkness. Caster level 9th

Earth Glide (Ex): A malgoren can glide through stone as easily as a fish swims through water. It leaves behind no tunnel, nor does it leave behind any evidence of its presence. A move earth spell cast on a space containing a malgoren flings the malgoren back 20 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

In combat, a malgoren is a cunning adversary, moving silently through stone until it can set up an ambush on the creatures that have invaded its space. It casts darkness as it exits the stone and rushes to grapple or rend the creatures with its two powerful arms.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.