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Xenopterid

What appears to be this creature's cloak unfurls into bug wings, and its apparently human face is merely patterns on its head.

Xenopterid CR 7

XP 3,200
N Medium vermin
Init +3; Senses darkvision 60 ft., lifesense; Perception +1

DEFENSE

AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 93 (11d8+44)
Fort +11, Ref +6, Will +4
Defensive Abilities ferocity; Immune mind-affecting effects

OFFENSE

Speed 40 ft., climb 20 ft., fly 20 ft. (clumsy)
Melee 2 claws +13 (1d6+5 plus grab), bite +13 (1d6+5 plus poison)
Special Attacks blood drain (1d2 Constitution), poison

STATISTICS

Str 20, Dex 17, Con 19, Int —, Wis 12, Cha 7
Base Atk +8; CMB +13 (+17 grapple); CMD 26 (34 vs. trip)
Feats Improved CriticalB (claw)
Skills Climb +13, Disguise +6 (+14 when disguised as a humanoid), Fly –5, Stealth +11; Racial Modifiers +8 Disguise (+16 when disguised as a humanoid), +8 Stealth
SQ entangling slime

SPECIAL ABILITIES

Entangling Slime (Ex)

A xenopterid can produce a sticky, slimy secretion it uses to protect its territory and eggs. The xenopterid can slime up to a 10-foot-square area per day at a rate of 1 square foot per minute. For 1 week thereafter, any creature coming in direct contact with the slime must succeed at a DC 19 Strength check or be entangled and glued to it as if it had failed its save against a tanglefoot bag. The save DC is Constitution-based.

Poison (Ex)

Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. The save DC is Constitution-based.