Orc Earthshaker

Orc Earthshaker CR 14 XP 38,400 NE Medium humanoid (orc) Init +7; Senses  darkvision 60 ft., tremorsense 30 ft.; Perception +23; Aura antimagic stone (30 ft.)

DEFENSE

AC 29, touch 12, flat-footed 27 (+2 Dex, +17 natural) hp 195 (17d8+119) Fort +13, Ref +7, Will +13 DR 5/—; Immune acid, electricity, disease, mind-affecting, poison; Resist sonic 20; SR 25

OFFENSE

Speed 40 ft., burrow 20 ft., climb 40 ft. Melee 2 shards +23/+23/+23/+23 (3d8+11 & grab) Special Attacks breath weapon (90-foot line, 14d8 acid damage, DC 24 half, once every 1d4 rounds*), grind (1d8+11), earthquake SQ Powerful build

STATISTICS

Str 32, Dex 15, Con 23, Int 5, Wis 16, Cha 22 Base Atk +12; CMB +25 (+29 grapple); CMD 37 (49 vs. trip) Feats Awesome Blow, Hamatula Strike, Great Fortitude, Improved Grapple, Improved Initiative, Multiattack, Power Attack, Toughness, Weapon Focus (shards) Skills Climb +19, Perception +23; Languages Common, Orc;

SPECIAL ABILITIES

Breath Weapon (Su) By expending a charge from its antimagic stone, an orc earthshaker can breath a line of acid. This acidic breath weapon has no effect on inorganic or undead material. If the breath weapon deals damage to a living fleshy creature, the acid creates a transparent cloud of foul-smelling vapor that fills that creature’s space and persists for 1 round. Any creature in or passing through the cloud must make a DC 24 Fortitude save or be nauseated for 1d4 rounds. This cloud is a poison effect. The save DCs are Constitution-based.

Earth Spirit's Blessing (Su) The orc earthshaker is blessed by a spirit of earth and carries some of it's essence. Rocky and gem-like growths cover the earthshaker's body granting them a natural armor bonus equal to their hit dice. Large, sharp shards protrude from the arms, with which the earthbreaker may attack dealing 3d8+11 damage. These shards are treated as natural weapons.

Earthquake (Su) As a full-round action that does not provoke attacks of opportunity, an orc earthshaker can plunge its arms into the ground. At the start of the next round, it creates an effect identical to an earthquake spell (CL 17th). An earthshaker can maintain this zone of trembling earth indefinitely, as long as it continues to take full-round actions to maintain the effect.

Grind (Ex) After making a successful grapple check, an orc earthshaker can crush an opponent, dealing 1d8+11 bludgeoning damage. This damage is in addition to any other effects caused by a successful check, including additional damage.

Antimagic Stone (Su) A glowing crystal or gem grows from the orc earthshaker's chest, thrumming with stolen power. This stone is the source of the earthshaker's spell resistance. The stone emanates an aura in a 30-foot radius that acts as a targeted greater dispel magic (CL 17th) against the highest caster level magical effect that comes within its radius each round. Every effect dispelled in this way adds a charge to the stone.