# Maug >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >tentacles: 1d6 (×2) > >bite: 1d8 (×2) > >slam: 1d6 (×2) > >Melee/Ranged: +6/+3 > >Secondary: +1/-2 > >Multiattack: +4/+1 > >M/R_PA: +6/+3 > >2nd/PA: +1/-2 > >MA_PA: +4/+1 > >Itterative: 1 > > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2 > > xDCs:: Str: 16; Dex: 13; Con: 11; Int: 12; Wis: 11; Cha: 12 > > xFeat:: 1/1 (0) > > > > > > xLang:: 0/1 (1) <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 **Perception** +2 #### defense **AC** 26, 11 touch, 24 flat-footed (+8 armor, +2 Dex, +7 natural, -1 size) **hp** 40 (2d10+30) **Fort** +0, **Refl** +2, **Will** +0 **Feint** 12, **Demoralize** 12 **SR** 14 #### offense **Speed** 40 ft. (cannot run) **Melee** 4 tentacles +22 (1d8+9 plus grab), bite +22 (1d8+9) or slam +6 (1d8+7) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** grafts, pulverize, rapid repair #### statistics **Str** 20, **Dex** 15, **Con** —, **Int** 13, **Wis** 11, **Cha** 12 **BAB** +2, **CMB** +8, **CMD** 20, **TA** +6, **RTA** +3 **Skills** Craft +3 (any one), Perception +2, Survival +2 **Languages** #### special abilities ### Grafts (Ex) When maugs are created on the plane of Acheron, they are frequently equipped with special grafts. These grafts are described in the Maug Grafts section. A maug without class levels can have up to 2,000 gp worth of maug grafts. A maug with class levels can purchase additional grafts with treasure it amasses. ### Pulverize (Su) Three times per day as a standard action, a maug can touch an object and negate its hardness for 1d4 rounds (Fortitude DC 18 negates). This power can affect an object of up to 1000 cubic feet in volume (a 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, if a creature holds, wears, or carries the object, the maug must succeed on a melee touch attack. This attack does not provoke an attack of opportunity. Many maug fighters learn the Improved Sunder feat to use this power against dangerous foes. ### 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. #### ecology **Terrain** Archeron **Organization** Organization: Solitary, squad (4–7), warband (2–4maugs plus 4–9 hobgoblins), or company (10–40 maugsplus 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) **Advancement** By character class Maugs are tireless soldiers in search of battle. These con-structs from Acheron are used on battlefields across theplanes as perfect mercenaries, since they remain unflinch-ingly loyal to their employer and are fearless in battle.Maugs serve any master willing to meet their price, andthey do not trouble themselves with questions of rightand wrong.Maugs are hulking constructs of stone standing morethan 9 feet tall and weighing almost 1,500 pounds. Their steel-gray bodies are cut from the pitiless stone ofAcheron into massive, humanoid forms. Mostmaugs carry Huge two-bladed swords forged inthe harsh foundries of their home plane and wear heavyiron breastplates of the same origin. A number ofmaugs are modified with grafts of stone and metal.Scholars of planar matters suspect that maugsfirst served as shock troops in an ancient warbetween two long-lost empires. In the end, oneempire or both discovered some means oftransporting the maugs to Thuldanin,the second layer of Acheron and ajunkyard of debris from all wars.Initially transported to Thuldaninas prisoners, the maugs ended upchanging the layer into theirfortress. The first maugs ban-ished there used knowledgestolen from their cre-ators to craft moremaugs. These ancientmaugs are known bytheir fellows as the Thul-karr, and they rule the maugs to thisday. The Thulkarr and other maugspellcasters have the ability totravel to other planes, and theysometimes use plane shift or gateto call up squads and platoonsof maugs to fight in con-flicts across the multiverse.Since maugs are nonliving constructs and do not die unlessdestroyed in combat, many of these mercenaries remain onthe Material Plane for centuries, seeking out wars to givemeaning to their existence.Maugs speak Common, Draconic, and Giant.MAUG SOCIETYAlthough 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 atro-cious number of casualties, since the maugs lead theirarmies to clash again and again until one side or both isground down to nothing. The maugs may then bandtogether to fight a new war as though they had neveropposed one another.The Thulkarr rule the maugs because they created mostof them, and they are the oldest and most powerful of theirkind. Maugs give the Thulkarr the deference soldiers givegenerals, but the Thulkarr, for all their power, have few orders to give. In their minds, their race exists to serveothers in battle, and the Thulkarr simply try to obtain thebest terms possible for the use of their fellows. Hiring amaug mercenary generally costs about 5 gp per day, plus 2gp per class level of the maug; the maugs prefer rare ores andmagic items, paid in advance.