I hope you enjoy the ghost maw, and I'll see you again with another monster. Thanks for reading!
A ghostly worm of
incredible size and featuring a gnashing, toothy mouth emerges from the
surrounding stone.
Ghost Maw CR 14
XP 38,400
NE Colossal undead (incorporeal)
Init +6; Senses
darkvision 60 ft., tremorsense 120 ft.; Perception +17
DEFENSE
AC 26, touch 26,
flat-footed 23 (+21 deflection, +2 Dex, +1 dodge, –8 size)
hp 210
(20d8+120); fast healing 5 (while underground)
Fort +12, Ref +8, Will +14
Defensive Abilities
incorporeal, malevolent mantle, rejuvenation; Immune undead traits
OFFENSE
Speed fly 90 ft.
(poor)
Melee incorporeal
touch +18 (6d6+8 negative energy/19–20)
Space 30 ft.; Reach 30 ft.
Special Attacks
incorporeal terrain, trample (6d6+11 negative energy, DC 22)
STATISTICS
Str —, Dex 15, Con —, Int 1, Wis 14, Cha 23
Base Atk +15; CMB +33; CMD 57 (can't be tripped)
Feats Critical
Focus, Dodge, Exhausting Critical, Improved Critical (incorporeal touch),
Improved Initiative, Mobility, Skill Focus (Fly), Skill Focus (Perception),
Tiring Critical, Weapon Focus (incorporeal touch)
Skills Fly +10,
Perception +17, Stealth –6 (+10 underground); Racial Modifiers +8 Stealth (+24 underground)
ECOLOGY
Environment any
underground
Organization
solitary
Treasure none
SPECIAL ABILITIES
Incorporeal Terrain
(Su) As a standard action, a ghost maw can transform force solid terrain
equal to its space to become incorporeal. Creatures on the transformed terrain
must succeed at a DC 26 Reflex save or fall 30 feet (taking 3d6 points of
damage). As a free action at the beginning of the ghost maw’s next turn, it can
return the terrain to corporeality. Creatures caught in the reconstituted
terrain take 8d6 points of damage, as if buried in a cave-in (DC 26 Reflex save
for half damage). The creature takes damage as per being buried in a cave-in
(1d6 points of nonlethal damage per minute, and then 1d6 points of lethal
damage on a failed DC 15 Constitution check each minute after falling
unconscious). The save DCs are Charisma-based.
Malevolent Mantle
(Su) A ghost maw has a +16 deflection bonus (which stacks with the
deflection bonus provided by its Charisma modifier). It also has a +8 racial
bonus on its attack and damage rolls.
Rejuvenation (Su)
When a ghost maw is destroyed, it only remains destroyed for 2d6 days. After
this time, the creature reforms where it was destroyed, fully healed. The only
way to permanently destroy a ghost maw is to destroy its corpse and cover the
remains in a gallon of holy water (or use a spell such as consecrate).
The malevolent spirit of a burrowing worm which dies while
trapped in the earth, a ghost maw seeks to entomb other creatures in the earth
and watch them slowly die due to lack of lack of oxygen and the press of earth
upon their bodies. It achieves this by rendering ground it intersects with into incorporeality,
pulling victims into the ground, and then restoring the earth to reality,
crushing all those unable to escape the trap. Failing to harm its prey through
its preferred method, it passes over them and drains the life from those unable
to move out of the way.
Intelligent incorporeal creatures lure ghost maws to groups
of victims and wait for the ghostly worms to entomb the victims within rock
where they make easy targets. Ghost maws attack anything that moves, so
incorporeality is no guarantee of safety from the creatures. However, the worms
prefer flesh and blood creatures to incorporeal prey, so they attack available
corporeal creatures, especially those rooted to the ground. Ghost maws are
instinctively aware of their connection to the earth and usually stay within
reach so they can benefit from its embrace.