# Maulgoth >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ <div class="grid-container"><div class="MON">Maulgoth</div> <div class="CR">CR 17 (102,400 XP)</div> <div class="SOU">Fiend Folio pg. 123</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Huge Aberration (earth) **Init** +11 **Senses** darkvision 60 ft., tremorsense 60 ft.; **Perception** +26 #### defense **AC** 40, 16 touch, 32 flat-footed (+7 Dex, +1 dodge, +24 natural, -2 size) **hp** 250 (20d8+160) **Fort** +14, **Refl** +13, **Will** +17 **Feint** 33, **Demoralize** 33 **DR** 15/adamantine; **SR** 28 #### offense **Speed** 60 ft., burrow 60 ft., climb 60 ft., earthglide **Melee** 4 tentacles +22 (2d6+9 plus grab), bite +22 (2d8+9) **Space** 15 ft., **Reach** 15 ft. (20 ft. with tentacle) **Special Attacks** constrict (2d6+9), ethereal jolt **Spell-Like Abilities** (CL 13th, Concentration +17) > **At will**— _calm animal_, _control plants_, _cure light wounds_, _dominate animal_, _soften earth and stone_, _stone tell_, _transmute mud to rock_, _transmute rock to mud_ > **5/day**— _cure serious wounds_, _true seeing_, _wall of stone_ #### statistics **Str** 29, **Dex** 25, **Con** 27, **Int** 16, **Wis** 16, **Cha** 18 **BAB** +15, **CMB** +26, **CMD** 43, **TA** +22, **RTA** +20 **Feats** [[Combat Reflexes]], [[Dodge]], [[Greater Vital Strike]], [[Improved Initiative]], [[Improved Vital Strike]], [[Iron Will]], [[Mobility]], [[Power Attack]], [[Spring Attack]], [[Vital Strike]] **Skills** Acrobatics +30, Climb +40, Escape Artist +30, Intimidate +27, Perception +26, Sense Motive +23, Stealth +26 **Languages** Aklo, Terran, Undercommon #### special abilities ### Ethereal Jolt (Ex) As a standard action, a maulgoth can attempt to force an opponent onto the Ethereal Plane. The maulgoth makes a touch attack with one of its tentacles, and if the attack hits, the creature struck must make a Fortitude saving throw (DC 24) to avoid being forced onto the Ethereal Plane. The save DC is Charisma-based. #### ecology **Terrain** Underground **Organization** Solitary **Treasure** None **Advancement** 21–40 HD (Gargantuan); 41–60 HD (Colossal) Among the most dangerous terrors of the Underdark, maulgoths are solitary masters of stone. They move quickly over or through any stone substance. This great mobility enables a maulgoth to flee through solid stone in the rare instances when it finds itself overmatched. Maulgoths look like horrid amalgamations of flesh and stone. The central body of a maulgoth is shaped like a large, malformed rhinoceros, with four powerful legs and four tentacles. Its greenish-gray body is covered with rock-like spikes and protrusions, and its hide feels like stone to all but the most experienced hand. Although maulgoths exhibit a power over the natural world akin to that of a druid, they have none of the love for the environment that most druids share. They callously use the natural world as their first line of defense, controlling animals and plants to serve their needs. ### Combat Fierce, inventive combatants, maulgoths hunt large stretches of caverns, answering to nothing but their own whims. Maulgoths love fighting from ambush, and their ability to move in and out of solid stone at will allows them to fight successful hit-and-run battles even against groups of powerful foes. A maulgoth often begins battle against a dangerous group by using its Spring Attack feat and its ethereal jolt ability to force some of its foes onto the Ethereal Plane. Once it has whittled the opposition down in this manner, a maulgoth emerges in the center of the main combat area, attempting to keep all the remaining combatants in reach of its powerful tentacles.