Pech
Small Outsider (Earth)
Hit Dice: 4d8+4 (22 hp’s)
Initiative: +0
Speed: 25ft
Armor Class: 18 (+7 natural, +1 Size)
Attacks: Heavy Pick +8 (melee), or +4 (ranged)
Damage: Heavy Pick 1d6+4 (melee only)
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Group Spells, Great Damage
Special Qualities: Spells, Group Spells, Dark Vision (120ft), Immunities
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 19, Dex 10, Con 12, Int 12, Wis 12, Chr 10
Skills: Knowledge (Mining) +3, Listen +3, Search +3
Feats: Weapon Focus: Heavy Pick
Climate/Terrain: Underdark
Organization: Clan numbering anywhere from 5 to 20 individuals
Challenge Rating: 3
Treasure: Half standard
Alignment: Neutral Good
Advancement Range: By character class

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Pechs are equipped with heavy picks (their preferred weapon) and sometimes warhammers as well.  

Spells: Each pech can cast four stone tells and four stone shape spells per day.  

Group Spells: A group of four pechs can band together to cast a wall of stone spell as a 16th level wizard.  Eight can cast a stone to flesh spell.  

Immunities: Pechs are immune to petrification attacks and spells.

Great Damage: When fighting lithic creatures like gargoyles, stone golems, and galeb duhr each successful attack does the maximum amount of damage, even without non-magical weapons.  

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.

Characters:
Pechs prefer the class of fighter over all others, though some also go on to become druids.