Type: 11th Level Outsider (Earth)
Size: Large
Speed: 20 ft., burrow 20 ft.
Abilities: Str +9, Dex +2, Con +7, Int +2, Wis -1, Cha +0
Skills: Concentration 14 (+13), Disable Device 14 (+16), Escape Artist 14 (+16), Jump 14 (+23), Knowledge () 14 (+16), Notice 14 (+13), Sense Motive 14 (+13), Stealth 14 (+12)
Feats: Improved Initiative, Iron Will, Power (x5)B, Quicken Power, Trackless
Traits: Adamantine Bite, Darkvision 120 ft., Earth Glide, Immunity to Fire and Poison, Powers (rank 14, Cha, save Difficulty 15, Earth Shaping +14, Fire Shaping +14, Illusion +14, Mind Touch +14, Shadow Shaping +14), Rend Equipment, Resistance to Acid and Cold 4, Searing Spew, See In Darkness
Combat: Attack +12 (+11 base, +2 Dex, -1 size), Damage +15 (bite) or +12 (claws) or +11 (bite), Defense Dodge/Parry +12/+19 (+11 base, -1 size, +2 Dex, +9 Str), Initiative +6
Saving Throws: Toughness +16 (+7 Con, +7 natural, +2 size), Fortitude +14 (+7 base, +7 Con), Reflex +9 (+7 base, +2 Dex), Will +8 (+7 base, -1 Wis)
Adamantine Bite: A scanderig’s primary bite attack is considered to be adamantine for the purpose of overcoming damage reduction and penetrating hardness.
Earth Glide: A forgefiend can glide through stone, dirt, or almost any other sort of earth except metal. Its burrowing leaves behind no tunnel or other signs of its presence. A use of Earth Shaping used on an area containing a burrowing forgefiend flings the outsider back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Rend Equipment: If a scanderig hits with its primary bite attack, it chews any armor worn by its foe if the victim fails a DC 24 Reflex save. This attack deals +15 bite damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. The save DC is Strength-based. As a standard action, a scanderig can attempt to bite a foe’s weapon or shield. For the purposes of this attack the scanderig is treated as though it had the Improved Sunder feat and deals +15 bite damage.
Searing Spew: A scanderig can belch forth a searing pile of slag from its gigantic body maw, burning foes and filling an area with molten iron. This slag can affect any 10-by-10-foot area adjacent to the scanderig. Any creature in the area takes +14 fire damage (Reflex DC 22 save for half). This slag quickly cools, forming a rugged pile of misshapen metal, which is treated as difficult terrain. A scanderig can use this ability once every 2 rounds. The save DC is Constitution-based.
See in Darkness: Scanderigs can see perfectly in darkness of any kind, even that created by supernatural powers.