Deminith
The Deminith are primarily subterranean creatures who have made homes for themselves in many abandoned dwarven mines. In general they are harmless creatures, preferring to keep to their own devices and stay out of the way of other races as much as possible. They have gained a reputation for being slow witted, mainly because they tend not to invent or create artwork, but this is far from the truth. Deminith are actually quite clever, they simply do not see the point of creating. It could be said that the Deminith’s only concern is maintaining their own existence. They are generally not ambitious, and typically tend to their algae farms as much as possible. Even when there is plenty of food to go around the Deminith still farm, stockpiling food for later. However, there are a few rare cases of Deminith that were corrupted, became ambitious and evil, and they were truly a force to be reckoned with.
Deminith appear to be made entirely out of stone. They have four long, spider-like legs and two shorter arms. Their entire body is one, large cone with four eyes, one facing in all four directions. Deminith have one, tiny mouth that is only used to nibble on algae. Deminith cannot speak in the languages of humanoids; to communicate with one another they emit sonic pulses. Humanoids can hear these pulses, and some have learned to understand them, but speaking this language is not naturally possible for most creatures. To communicate with a Deminith, magic of some sort is usually required.
Deminith society is very family oriented. One family stays in a mine for as long as is possible, usually for four or more generations. When they outgrow one mine, a branch of the family moves out to find another home. Deminith are completely nonsexual, each one can reproduce without a mate, but only once every century. However, Deminith still pair off into couples, and maintain these relationships for life. Deminith never die of old age, and the death of one is cause for great mourning among the family. The murder of a Deminith is rarely retaliated, they are naturally peaceful creatures. Instead they honor their dead relative with a year of silence by his closest family. Some families have a tradition of still preparing algae for their relative for an indefinite amount of time, until every member has accepted his death. For especially revered Deminith, this can take centuries. Deminith are known for worshiping a god they simply call The Provider, who they pray to for good crops and water. What few Deminith take class levels usually train as clerics to provide for their family. Deminith are also known for being fair traders, as they have no value for any gold they find in their mines, and good hosts. They always grant sanctuary and any food they can offer to any who ask it of them, even their greatest enemy can expect a place at their table. They are not foolish, however, and are willing to fight in self defense if they must.
Medium Aberration
Hit Dice: 8d10+40 (80)
Initiative: -2
Speed: 10 ft
Armor Class: 20 (-2 dex, +12 natural)
Base Attack/Grapple: +6/+14
Attack: Slam +9
Damage: Slam (1d4+3)
Space/Reach: 5ft/5ft
Special Attacks: Eye Beam
Special Qualities: Damage Reduction 5/-, Spell Resistance 15, Immunities
Saves: Fort +14, Ref +0, Will +8
Abilities: Str 16, Dex 6, Con 21, Int 14, Wis 14, Cha 13
Skills: Survival +15, Craft (Carpentry) +15, Climb +14
Feats: Track, Skill Focus (Survival), Skill Focus (Craft (Carpentry))
Environment: Any Subterranean
Organization: Solitary, Pair of Family (4-10)
Challenge Rating: 7
Treasure: None
Alignment: Usually Neutral
Advancement: None
Level Adjustment: -
Eye Beam: Deminith have the supernatural ability to fire an beam of energy from their eyes, requiring a ranged touch attack (+8.) Any creature struck must make a save against a Hold Monster spell as though cast by a 13th level cleric. Once per a day, a Deminith can replace one of these eye beams with a Disintegrate spell, as though cast by a 13th level cleric.
Immunities: Deminith are immune to poisons, Hold effects, paralysis and polymorph.
