UrglidCreature 13
Source Pathfinder #184: The Ghouls Hunger
Perception +20 (darkvision, tremorsense (imprecise) 60 feet, true seeing)
Languages Abyssal, Celestial, Common, Draconic, Necril, Telepathy 100 Feet
Skills Lore +24, Athletics +27, Crafting +24, Deception +22, Intimidation +27, Religion +24, Society +22, Stealth +27
Str +9, Dex +4, Con +8, Int +4, Wis +3, Cha +4
AC 31; Fort +26; Reflex +20; Will +20; +1 status to all saves vs. magic
HP 290
Speed 30 feet (burrow 40 feet, climb 20 feet)
Weaknesses Coldiron 10, Good 10
Claw +27 (+23, +19) to hit (agile, deadly 2d10, evil, magical, reach 10) 3d10+16 Slashing
Leg +25 (+21, +17) to hit (agile, evil, magical, reach 15) 3d12+21 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Tremorsense (Imprecise) 60 feetTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Consecration VulnerabilityDedicated to the desecration of graves, an urglid takes 3d6 + 6 mental damage each round it's within the area of an effect with the consecration trait. In addition, the demon takes triple the damage from Holy Water.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. MagicEarth GlideThe urglid can Burrow through any earthen matter, including rock. When they do so, the urglid moves at their full burrow Speed, leaving no tunnels or signs of its passing unless they choose to do so.
Gravechoke (concentrate, conjuration, divine, earth, olfactory)The urglid emits a putrid pulse that targets all living creatures within a 30-foot emanation. Creatures in this area that fail a DC 30 fortitude save become Sickened 1 (Sickened 2 on a critical failure).
Ravenous Earth (concentrate, conjuration, earth, evil)With a single, devious thought, the urglid causes a mound of grave soil to well up at a creature's feet. A creature failing a DC 30 reflex save is Restrained. The restrained creature then begins sinking below the ground into a spontaneously formed grave. A creature restrained by this ability for three rounds is buried 6 feet deep in the ground and begins suffocating within 1 minute. A buried creature must be dug up to be freed. A creature who is slain by Ravenous Earth rises as a ghoul the next midnight.
Divine Innate Spells (DC 30, +22 to hit)
3rd Level: Earthbind (At Will)
5th Level: Passwall (At Will), Wall of Stone
6th Level: True Seeing (Constant)
8th Level: Earthquake
1st Level: Abyssal Pact
The hulking monstrosities known as urglids form from the souls of murderous undertakers, sadists who buried their victims alive, and intentionally neglectful grave keepers who gave up their watch over the dead. Standing over 30 feet tall and weighing over 3,000 pounds, the demon's head seems sunken into its torso, and a gaping, toothy mouth opens at the top of its chest.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.