Aurotyugh Working Draft
Aurotyugh
 Large Aberration
 Hit Dice: 18d8+90 (171 hp)
 Initiative: +0
 Speed: 20 ft. (4 squares)
 Armor Class: 20 (–1 size, +11 natural), touch 9, flat-footed 20
 Base Attack/Grapple: +13/+25
 Attack: Bite +18 melee (3d6+6/19-20) or tentacle +19 melee (1d4+3)
 Full Attack: Bite +18 melee (3d6+6/19-20)  and 2 tentacles +17 melee (1d4+3)
  Space/Reach: 10 ft./5 ft. (20 ft. with tentacle)
 Special Attacks: Constrict 1d4+4, gnaw 3d6+12, improved grab, soften
 Special Qualities: All-around vision, darkvision 90 ft., immunity to disease and poison, mimic hoard, rust sensitivity, scent, telepathy 60 ft.
 Saves: Fort +11, Ref +6, Will +12
 Abilities: Str 23, Dex 10, Con 21, Int 7, Wis 12, Cha 10
  Skills: Disguise +12* (+20 as treasure), Listen +17, Spot +17
 Feats: Alertness, Improved Initiative, Lightning Reflexes,   Multiattack,   Improved Critical (bite),   Power Attack,  Weapon Focus (tentacle)     
   Environment: Underground
 Organization: Solitary
 Challenge Rating: 10
 Treasure: Standard coins, triple goods (gems only), standard items
 Alignment: Usually neutral
 Advancement: 19-20 HD (Large); 21-35 HD (Huge); 36-48 HD (Gargantuan)
  Level Adjustment: —
 
The massive pile of gold suddenly stand up on three elephantine   legs, revealing itself to be a bizarre creature. Two powerful tentacles   whip from its sides, eager to pull victims towards a maw full of   crystalline teeth that suddenly gapes in its belly. From atop the   conical creature sprouts a stalk which branches into three huge golden   eyes. 
 
An aurotyugh is a rare relative of the otyugh with a body of "living  metal" instead of ordinary flesh. The touch of an aurotyugh can  magically soften almost any material, and  they have immensely powerful  jaws with teeth that are literally made of  diamond. This combination  means an aurotyugh can chew through almost  anything. Aurotyughs eat any  kind of metal or flesh, preferring mineral-rich organic materials like  bone. They do not wallow in rotting filth like a normal otyugh, but  collect piles of decaying bones and rusting metal. Aurotyughs collect  treasure, and their diamond teeth are also valuable — its teeth are the  "triple goods (gems)" in the Treasure entry.
 
     A typical aurotyugh has a body 8 feet in diameter and stands 6 feet  tall, not including its 7 foot long eyestalk or 20 foot long tentacles.  It weighs almost 4000 pounds.
 
 Aurotyughs speak Terran.
  
 COMBAT
 
   Aurotyughs disguise  themselves as piles of treasure to attract  victims,  lashing out at  surprised adventurers with their tentacles. An   aurotyugh  grapples its  opponents, uses its ability to soften armor  to make them  more  vulnerable, then begins to gnaw.
 
An outmatched aurotyugh will fight to the death rather than flee, but    may offer treasure to bribe it enemies into sparing its life.
 
All-Around Vision (Ex):  An aurotyugh's flexible eyestalk allows  it to look in any direction, providing a +4 racial bonus on Spot and  Search checks. An aurotyugh can't be flanked.
  
  Constrict (Ex): An aurotyugh deals automatic tentacle damage with a successful grapple check.
Improved Grab (Ex):  To use this ability, an aurotyugh must hit with a tentacle attack. It  can then attempt to start a grapple as a free action without provoking  an attack of opportunity. If it wins the grapple check, it establishes a  hold and can Constrict or Gnaw.
 
 Gnaw (Ex): An aurotyugh can deal automatic bite damage with a successful grapple check.
 
Mimic Hoard (Ex):  An aurotyugh can assume the form of a hoard of  gold that fills roughly 175 cubic feet (15 feet diameter by 1 foot  tall). This gold form can be of almost any appearance (a statue, mound  of coins, pile of raw  nuggets, stack of ingots, et cetera), including combinations like  several small gold statues mixed in a pile of coins. The creature cannot  substantially alter its size, though. An aurotyugh's body is hard and  has a rough texture, no matter what appearance it might present. Anyone  who examines the aurotyugh can detect the ruse with a successful Spot  check opposed by the aurotyugh's Disguise check. Of course, by this time  it is generally far too late.
 
 Rust Sensitivity (Ex): An aurotyugh's metallic biology is partly vulnerable to rusting attacks. The rusting grasp  spell affects an aurotyugh as if if were a ferrous creature. Rust  special attacks, such as the antennae of a rust monster, have the same  affect on an aurotyugh as a rusting grasp spell: 3d6 damage  +1  per caster level (max +15) per successful attack. If the rust attack has  no CL, use the HD of the attacker.     
Soften (Su): Aurotyughs can soften any material they touch,  including metal, stone, and hard living tissues such as bone or chitin.   The aurotyugh can soften any opponent or object it hits with an attack  roll. If the opponent is wearing any armor, the soften attack affects  the armor. If the opponent is not wearing armor, or armor that has been  completely softened by previous attacks, the opponent is softened  instead. A living creature or magic item can negate the soften attack  with a DC 24 Fortitude save. For each successful soften attack, the  target (or its armor) suffers a -2  penalty to its hardness, armor bonus,  natural armor bonus  and any damage reduction that is  bypassed  by any mundane material.  Note that this penalty can not reduce any enhancement bonus the target  might have on its armor or natural armor.  The effect last for 10 minutes. The save DC  is  Constitution-based.     
  
 Telepathy (Su): An aurotyugh can  automatically detect the presence of any conscious being with an  Intelligence score within a 60 foot radius of its position. It can sense  the direction of the mind, but not their intelligence or precise  location. The aurotyugh can not delve into the thoughts of the minds it  detects, but can sense their general emotional state.
 
An aurotyugh's telepathy allows it to comprehend the basic meaning of any  communications the minds it detects attempt to make, although only as  crude one to four word concepts. For example, if a person offers a  complicated peace treaty to an aurotyugh it would only understand "Me make  friends".
 
As well as receiving thoughts, an aurotyugh can project its own thoughts to  be "heard" by any unshielded mind within range of its telepathy. Its  ability to project thoughts is limited to the same crude concepts as its  ability to receive thoughts.
 
Aurotyugh telepathy can penetrate barriers, but 1 foot of stone, 1 inch of  common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.  It is useless against any effect that blocks mind-affecting powers,  such as thought shield or mind blank.
 
Skills: Aurotyughs  have a +4 racial bonus on Spot checks from its keen eyesight. *An aurotyugh has a+8 racial bonus on Disguise checks when mimicking treasure, due to its mimic hoard special ability.