Battleloth, Pick (CR 2)
Small Outsider (Evil)
Alignment: Always neutral evil
Initiative: +2 (Dex)
Languages: Telepathy 100 ft.
AC: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Hit Dice: 2d8 (9 hp); DR: 5/magic
Fort +3, Ref +5, Will +3
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -2
Attack: Bite +5 melee
Damage: Bite 1d3 plus blood drain
Special Attacks/Actions: Attach, blood drain
Abilities: Str 11, Dex 14, Con 10, Int 7, Wis 11, Cha 10
Special Qualities: Battleloth traits, outsider traits, pick form, SR 12, yugoloth traits
Feats: Weapon Finesse (bite)
Skills: Bluff +5, Diplomacy +2, Hide +11, and Intimidate +4
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or mob (3-12)
Attach (Ex): When a pick battleloth in either weapon or humanoid form scores a hit on a target, it latches onto the opponent's body, automatically grappling it. An attached pick battleloth begins draining blood when that it assumes humanoid form (see below). While attached, the pick battleloth has an AC of 13. An attached pick battleloth can be struck with a weapon or grappled itself. To escape a grapple with an attached pick battleloth, the opponent must achieve a pin against it.
Blood Drain (Ex): Once it is attached, a pick battleloth in humanoid form can drain the opponent's blood, automatically dealing 1d4 points of Constitution damage per round of attachment. The creature does not willingly detach until it has killed the victim.
Pick Form (Su): While in weapon form, a pick battleloth functions as a +1 heavy pick. As soon as it scores a hit in combat, it attaches to the victim's body as noted above. Thereafter, it usually assumes humanoid form and begins draining blood. Many a victim has been horrified to see the pick head embedded in its flesh transform into the proboscis of a monstrous creature.
Weapon Form: A battleloth can change to or from its weapon form as a standard action that does not provoke an attack of opportunity. While in its weapon form, a battleloth functions as a weapon of the appropriate type with the indicated enhancement bonus. It can use only those movement forms and attacks specifically noted in its weapon form description, but all of its special qualities apply to both its weapon and its humanoid forms. A battleloth can perceive the world around it and communicate normally while in weapon form. Since it lacks limbs, however, it cannot use spells that require material or somatic components.
In all other respects, the battleloth functions as a creature, not an object. It gains no hardness or additional hit points in weapon form, and any spells, attacks, or effects that specifically target it are resolved as if they had been used against the creature's humanoid form except that the battleloth benefits from a +2 size bonus to AC.
Outsider Traits: A battleloth has darkvision (60-foot range). It cannot be raised or resurrected.
Yugoloth Traits: A battleloth is immune to poison and acid. It has cold, electricity, and fire resistance 20. Battleloths can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).