Maur (Hunched Giant)
Large Giant (Earth) — CR 11
Maur (Hunched Giant) is a D&D 3.5 monster from —. CR 11, HD 12d8+60 (114 hp).
- Hit Dice
- 12d8+60 (114 hp)
- Initiative
- +0
- Speed
- land 40 ft, 40 ft. (30 ft. in stonemail), burrow 5 ft.
- Base Attack / Grapple
- +9/+20
- Attack
- Huge warhammer +15 melee (2d8+10/x3)
- Full Attack
- Huge, warhammer +151+10 melee (2d8+10/x3)
- STR
- 25
- DEX
- 10
- CON
- 20
- INT
- 16
- WIS
- 17
- CHA
- 17
- Fort / Ref / Will
- +13 / +4 / +7
- Challenge Rating
- 11
- Alignment
- Often neutral
- Organization
- Solitary, pair, gang (3-4), band (6-9 plus 35% noncombatants), hunting party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire cave bears)
- Treasure
- Standard
- Level Adjustment
- +5
Special Abilities
Tunnel ScreamOversized WeaponUnfurled Might
Feats
Description
Maurs use weapons and spell-like abilities instead of hurling rocks, since rock-hurling is difficult in constricted, twisted underground passages. While hunched, a maur is unable to use its full physical and spell-like abilities. When in a space at least 20 feet in height, however, it can unfold its crumpled form, dramatically increasing its reach and threat range, as well as its general morale and access to its inborn powers.
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.