House of Stone Monster Stats

The description below is taken from the Earth Elemental monster which is the creature that formed the House (See the History).
This is maybe the most strange creature the players will encounter. It is a house that is a gigantic creature that has a consciousness and can react to what happens inside its body. The Wax Stone is the fleash of this creature and is somewhat under control of the thinking part of the house. The material of the walls and floor can become alive and change itself. Normally the house is unaware and uncaring of what happens inside it. But there are things that will awaken the House and focus its attention on the area where the disturbance occurs.
Like all earth elementals it is sensitive to vibrations.
Tremorsense (Ex) A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. The ability's range is specified in the creature's descriptive text.
Simply walking on the floor is not enough to rise to a conciseness of the house. Below is a list of activities that will focus the attention of the house on a specific room:
Causing damage to the house - hitting a wall with a weapon (even accidentally!), driving a spike into the stone, any destructive area of effect spell, more than 100' of anything dropping to the floor (including bodies and furnishings) or even a group of more than 3 people who jump up and down in unison.
If the house walls, ceiling or floor is damaged, the house will attempt to retaliate. It will take 1d4 rounds to grow an eye, ear or nose (which ever is the most useful) to see what's happening. If it sees furniture or fixture damage it will do nothing but continue to watch. If the house sees the party as intruders it will attack.Then it will begin growing appendages that will be able to respond. No doubt the party will find new and unpredictable ways of messing with the house. When in doubt, the DM should think about what the party has done and respond as a monster nearby would react.

Damaging the walls, floors or ceiling will provoke an immediate reaction. The house will grow a perception appendage, locate the spot where the damage occured and strike back. As it couldn't see the specific person who caused the damage so it will attack anyone within reach of an appendage.

Attacking Appendage
The house can form up to 4 appendages per 10'x10'surface. That is 4 per wall (x4 walls), 4 per floor and 4 on the ceiling. If the party is successful at "killing" all the appendages in a room, it will become a safe area for 1 week. After 1 week the house has repaired itself completely and will attack the party at full strength again! Although the appendages can move (10'), usually they simple appear in one spot and then in another as the house grows them at will.
The House has a number of different attacking options based on how it initially appears will be best. This is left to the DMs option. However, rolling 1d4 will produce a random appendage.
The crack in the ground begins to open. It opens fully in 2 rounds. After 30 seconds having a 6' deep V shaped opening in the floor that slams shut after 30s second.
An attacking appendage is a psudopod like extrusion from a surface. It looks something like a "Lava Lamp" blob that springs out from the wall and then retreats back in. It leaves a "dimple" in the surface after it's attack is over. This happens so quickly that only a Swift action or a readied action will have an opportunity to attack one. Once it has become a dimple, it won't take damage. The house will feel pain however and will get more aggressive about how many appendages to grow. AC below assumes a Swift or readied action. Yes, the IS the whack a mole encounter!
When an appendage is "killed" it shatters into white gravel that falls to the floor scabs over then is reabsorbed into the rock floor.
Arm - Its not really an arm at all, just a stone psudopod. - Slam: BAB 8, AC 16,  Touch: 10 HD (2d12+2) 15 HP, Dam: 2d6+2  only one per 5' area can appear any 1 round
Leg - These grow on the floor. Slam: BAB 8, AC 16,  Touch: 10 HD (2d12+4) 17 HP, 2d8+2   only one per 5' area can appear any 1 round
Lips - These grow on the floor suddenly and will attempt to grab a character and hold them so they can be hit by another appendage. BAB 4, AC 12, Touch 10, HD (2d8+2) HP 10, Damage: 1d4, 1 per 10' of floor will form. CMB 20 CMD 20. The mouth will try to grab a character:--- attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature.
Asshole - These grow on the ceiling. A spicture will form and a Wax Rock stone shard will be "spit" at someone. This is as an arrow. BAB 6, AC 12, Touch 10, HD (2d6+2), HP 8 Damage: 1d8. It shits stone spikes! I love it!
It may be that the characters in the HOS are killing off the appendages. In that event the house will try to kill everyone at one time. A crack in the floor begins where each character is standing and then begins joining the small cracks into one giant one. The crack in the ground opens fully in 2 rounds forming itself into a 6' deep V shaped opening in the floor that slams shut after 30s second. Any character trapped in the pit takes 5d12 crushing damage.

Grow Eyes and Ears and Nose:
If something attracts the attention of the house it will grow a body part in 1d4 that will try to detect the party. Until they are "grown", the house does not have information about where the party is besides a particular room, so they will appear at a random spot in the room (see below).  Growing a body part is silent. If the party is not using all their attention to be looking for something on the wall or ceiling, they have no chance of detecting that it has happened. If they are consciously watching for something, the must make a Perception roll DC 18.
Once an eye an ear or a nose is grown, the house has a "Perception" skill of 19, so it's hard to hide from it
A perception appendage has the following stats:
AC 23 -  HD 2 (2d6+2) - HP: 8 - Immune elemental traits -  Move: 10' - Perception: 19
Consult the chart below for the spawning location of an perception body part:

Roll d20
  1. Ceiling - 10' from NW corner
  2. Ceiling - 10' from NW corner
  3. Ceiling - 10' from NW corner
  4. Ceiling - 10' from NW corner
  5. N. Wall - d10' from right hand wall - d10' from floor
  6. N. Wall - d10' from left hand wall - d10' from floor
  7. N. Wall - d5' from right hand wall - d10' from floor
  8. N. Wall - d5' from left hand wall - d10' from floor
  9. N. Wall - d10' from right hand wall - d10' from floor
  10. S. Wall - d10' from left hand wall - d10' from floor
  11. S. Wall - d5' from right hand wall - d10' from floor
  12. S. Wall - d5' from left hand wall - d10' from floor
  13. E. Wall - d10' from left hand wall - d10' from floor
  14. E. Wall - d10' from left hand wall - d10' from floor
  15. E. Wall - d5' from right hand wall - d10' from floor
  16. E. Wall - d5' from left hand wall - d10' from floor
  17. W. Wall - d10' from right hand wall - d10' from floor
  18. W. Wall - d10' from left hand wall - d10' from floor
  19. W. Wall - d5' from right hand wall - d10' from floor
  20. W. Wall - d5' from left hand wall - d10' from floor



Growing

House of Stone - The Heart of the House

Languages Terran
Ecology
Environment any (Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure none
Special Abilities
Grow body parts for attack, defense and perception
XP 12,800
N Huge outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
hp 368 (16d10+280)
Fort +15, Ref +4, Will +10
DR 10/—; Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +26 (2d10+12/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks earth mastery
Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +30; CMD 39
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Knowledge (dungeoneering) +19, Knowledge (planes) +19, Knowledge (History) +14, Survival +10,  Perception +19