# Maug
>[!rimg]+
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<div class="grid-container"><div class="MON">Maug</div>
<div class="CR">CR 3 (800 XP)</div>
<div class="SOU">Fiend Folio pg. 121</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LN Large Construct
**Init** +2
**Senses** darkvision 60 ft., low-light vision; **Perception** +2
#### defense
**AC** 26, 11 touch, 24 flat-footed (+8 armor, +2 Dex, +7 natural, -1 size)
**hp** 41 (2d10+30)
**Fort** +0, **Refl** +2, **Will** +0
**Feint** 12, **Demoralize** 12
**SR** 14
#### offense
**Speed** 40 ft. (cannot run)
**Melee** mwk two-bladed sword +4 (2d6+5/19-20), +4 mwk two-bladed sword (2d6+2/19-20) or slam +6 (1d8+7)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** pulverize
#### statistics
**Str** 20, **Dex** 15, **Con** —, **Int** 13, **Wis** 11, **Cha** 12
**BAB** +2, **CMB** +8 (+13 with Shoving Arm), **CMD** 20, **TA** +6, **RTA** +3
**Feats** [[Alertness ]]<sup>B</sup>, [[Two-Weapon Fighting]]
**Skills** Craft +7 (any one), Perception +2, Survival +2
**Racial Modifiers** +4 Craft, +4 Knowledge (engineering)
**Languages** Common, Draconic, Giant
**SQ** graft (shoving arm); rapid repair
#### special abilities
### Pulverize (Su)
Three times per day as a standard action, a maug can touch an object and negate its hardness for 1d4 rounds. This power can affect an object that fits with one 10-foot cube; if the object is larger, only a 10-foot cube of it is affected. Unattended non-magical objects do not receive a saving throw, though magic items may make a Fortitude save (DC 16) to resist the effect. The save DC is Strength-based.
If a creature holds, wears, or carries the object, the maug may use this ability in conjunction with a sunder attempt.
### Rapid Repair (Ex)
A maug that rests at 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a maug to regrow or reattach lost body parts. A character can assist a maug's self-repair with a Craft (stonemasonry) check (DC 15). If the check is successful, the maug repairs 2 hit points per hour of rest. Providing assistance to the maug counts as light activity for the assisting character, and a character can assist only one maug at a time. A maug cannot assist its own repair.
### Shoving Arm (Ex)
A shoving arm is a piston like stone appendage that ends in an upright, flattened stone hand. It is attached a creature’s torso along with a stone “belt” to secure it in place. The arm is useless for most activities, but once per round as an attack action it can attempt to bull rush against an adjacent foe. This maneuver does not provoke an attack of opportunity, and the maug gains a +5 bonus on this roll. The grafted creature may not move with the bull rushed creature.
#### ecology
**Terrain** Archeron
**Organization** Organization: Solitary, squad (4–7), warband (2–4maugs plus 4–9 hobgoblins), or company (10–40 maugs plus 1 sergeant of 1st or 2nd level per 5 maugs, 2–4lieutenants of 3rd–6th level, 1 leader of 7th–10th level,and 20–50 hobgoblins)
**Treasure:** Half standard
**Advancement** By character class
Maugs are tireless soldiers in search of battle. These con-structs from Acheron are used on battlefields across the planes as perfect mercenaries, since they remain unflinchingly loyal to their employer and are fearless in battle. Maugs serve any master willing to meet their price, and they do not trouble themselves with questions of right and wrong.
Maugs are hulking constructs of stone standing more than 9 feet tall and weighing almost 1,500 pounds. Their steel-gray bodies are cut from the pitiless stone of Acheron into massive, humanoid forms. Most maugs carry Huge two-bladed swords forged in the harsh foundries of their home plane and wear heavy iron breastplates of the same origin. A number of maugs are modified with grafts of stone and metal.
Scholars of planar matters suspect that maugs first served as shock troops in an ancient war between two long-lost empires. In the end, one empire or both discovered some means of transporting the maugs to Thuldanin, the second layer of Acheron and a junkyard of debris from all wars. Initially transported to Thuldaninas prisoners, the maugs ended up changing the layer into their fortress. The first maugs banished there used knowledge stolen from their creators to craft more maugs. These ancient maugs are known by their fellows as the Thulkarr, and they rule the maugs to this day. The Thulkarr and other maug spellcasters have the ability to travel to other planes, and they sometimes use plane shift or gate to call up squads and platoons of maugs to fight in conflicts across the multiverse. Since maugs are nonliving constructs and do not die unless destroyed in combat, many of these mercenaries remain on the Material Plane for centuries, seeking out wars to give meaning to their existence.
### Combat
Whether thundering across the battlefield on crushing rollers or whirling through the ranks of their enemies with their deadly two-bladed swords, maugs are juggernauts of destruction. Maugs view every confrontation as a battle in a war, so they always fight with a plan formulated for the battleground. If they have advance knowledge of the site of the conflict, they build traps, dig trenches, and try to control the flow of battle to their best advantage.
### Maug Society
Although created for war, maugs don’t fight each other. By accident rather than design, maugs sometimes end upon different sides of a conflict. Such wars have an atrocious number of casualties, since the maugs lead their armies to clash again and again until one side or both is ground down to nothing. The maugs may then band together to fight a new war as though they had never opposed one another.
The Thulkarr rule the maugs because they created most of them, and they are the oldest and most powerful of their kind. Maugs give the Thulkarr the deference soldiers give generals, but the Thulkarr, for all their power, have few orders to give. In their minds, their race exists to serve others in battle, and the Thulkarr simply try to obtain the best terms possible for the use of their fellows.
Hiring a maug mercenary generally costs about 5 gp per day, plus 2 gp per class level of the maug; the maugs prefer rare ores and magic items, paid in advance.
### Construction
Only the Thulkarr understand the secrets of a maug’s creation, but rumors persist that old ruins might conceal ancient tablets describing that process and the rites by which a whole race can be banished to Acheron. The Thulkarr sell the services of maug mercenaries for the express purpose of garnering the funds necessary to build more of their kind.
In addition to knowledge of the secret rites, it requires 10,000 gp to create a maug.