Terraguhl
Large elemental magical beast (demon, earth, undead)
Level 8 Soldier XP 350
Initiative +9 Senses Perception +5; Darkvision, tremorsense 10
Grasping Corpses aura 1; any enemy that starts its turn within the aura is slowed until the start of its next turn.
HP 93; Bloodied 46
AC 24; Fortitude 22, Reflex 20, Will 18
Resist 10 necrotic, 5 variable (1/encounter)
Speed 5, burrow 5 see also plunge
(⚔) Claws (standard, at-will)
+15 vs Reflex; 2d6+2 damage, and the target is slowed (save ends).
ᗕ Entomb (standard, encounter) ✦ Reliable
Close burst 3; targets one slowed or immobilized creature; +11 vs Fortitude; the target is buried under the surface of the ground (save ends). While buried, the target is restrained and blind, and only creatures with burrowing can have line of effect to the target. Each time the target fails a save against this effect, it takes 5 damage and the terraguhl regains 5 hit points. Aftereffect: The target is half-buried (save ends). While half-buried, the target is immobilized and prone.
Combat Advantage
A terraguhl's melee attacks deal 1d6 extra damage to any target granting combat advantage to it.
Plunge (move; at-will)
The terraguhl shifts 1 square and burrows 2 squares.
Alignment Chaotic Evil Languages Abyssal
Str 16 (+7) Dex 16 (+7) Wis 11 (+4)
Con 21 (+9) Int 10 (+4) Cha 8 (+3)
Description: Among the most horrific creatures found in Codricuhn's employ, the terraguhls are sentient mounds of grave dirt, replete with twitching corpses trapped in their bodies and compelled by madness and wickedness to bury their enemies alive.
Published in Dungeon Magazine 172, page(s) 99.