Battleloth, Spiked Chain (CR 3)
Small Outsider (Evil)
Alignment: Always neutral evil
Initiative: +3 (Dex); Senses: Listen +6 and Spot +6
Languages: Telepathy 100 ft.
AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Hit Dice: 3d8 (13 hp); DR: 5/magic
Fort +3, Ref +6, Will +3
Speed: 20 ft.
Space: 5 ft./10 ft.
Base Attack +3; Grapple +2
Attack: 2 chains +7 melee
Damage: Chain 1d6+3
Special Attacks/Actions: Constrict 1d6+4, improved grab
Abilities: Str 16, Dex 17, Con 11, Int 10, Wis 11, Cha 10
Special Qualities: Battleloth traits, outsider traits, spiked chain form, SR 13, trip, yugoloth traits
Skills: Climb +9, Jump +9, Listen +6, and Spot +6
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or swarm (3-18)
Constrict (Ex): With a successful grapple check, a spiked chain battleloth in humanoid form can crush a grabbed opponent, dealing 1d6+4 points of slashing and bludgeoning damage.
Improved Grab (Ex): If a spiked chain battleloth hits a Medium-size or smaller opponent, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +7). If it gets a hold, it can also constrict in the same round. Thereafter, the creature has the option to conduct the grapple normally, or simply use its chain to hold the opponent (-20 penalty on grapple checks, but the spiked chain battleloth is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage for a chain attack, and also for constriction if the battleloth is in humanoid form.
Spiked Chain Form (Su): A spiked chain battleloth can use its improved grab and trip abilities while in weapon form. Otherwise, it functions as a +1 spiked chain.
Trip (Ex): Upon a successful hit, a spiked chain battleloth in either humanoid or weapon form can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the battleloth or its wielder.
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).