Faze (CR 5)
Huge Aberration (Extraplanar)
Alignment: Chaotic Evil
Initiative: +7; Senses: darkvision 60 ft., Listen +9, and Spot +9
AC: 18 (+2 Dex, +6 natural), 12 touch, flat-footed 16
Hit Dice: 5d8+24 (45 hp)
Fort +5, Ref +3, Will +5
Speed: Fly 80 ft. (good)
Space: 15 ft./10 ft.
Base Attack +3; Grapple +18
Attack: Tentacle slam +4 melee
Full Attack: 6 tentacle slams +4 melee (1d8+3)
Damage: Tentacle slams (1d8+3)
Special Attacks/Actions: Constrict, improved grab, mind drain, psionics
Abilities: Str 16 (+3), Dex 14 (+2), Con 18 (+4), Int 2, Wis -, Cha -
Special Qualities: SR 16
Feats: Improved Initiative; Toughness
Skills: Gather Information +6, Intimidate +6, Knowledge (arcana) +13, Knowledge (the planes) +13, Listen +9, Spot +9, and Survival +9
Advancement: 6-9 HD (Huge), 10-15 HD (Gargantuan)
Climate/Terrain: Astral Plane
Organization: Solitary, pair, or group (3-8)
A faze rarely enters into combat and instead prefers to float alongside its prey while it drains the chosen victim of its Intelligence. Many of its victims are unaware that they have suffered this damage and are transfixed by the exotic beauty of this creature.
When it must enter into combat, a faze attacks with its tentacles while continuing to drain Intelligence every few rounds. It feeds upon its victims until it has absorbed a total of 20 points of Intelligence. Once it has reached this threshold, if it is not threatened by its opponents, its malign nature causes it to continue draining its victim until the victim loses consciousness (see Dying), at which point it eats the victim. If a faze has absorbed the necessary number of points but is threatened, it withdraws at full speed.
Constrict (Ex): A faze deals 1d6+3 points of damage with a successful grapple check against a Large or smaller creature.
Improved Grab (Ex): If a faze hits a target size Large or smaller with 2 tentacles, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Fazes receive a +4 racial bonus on grapple checks, which is already included in the statistic block.
Mind Drain (Su): As a free action, a faze can drain 1d4 points of Intelligence from every creature within 50 feet. Any creature that comes within 50 feet of a faze must make a Will save (DC 15) or suffer 1d4 points of Intelligence damage. Creatures are allowed a Will save (DC 15) to negate the effect. Creatures that fail their saves often are unaware that they have lost Intelligence; the faze's victim can make a Wisdom check (DC 15) to note the loss. This is a mind-affecting effect.
Psionics (Su): 3/day -- daze monsters (DC 15), feather fall, and shatter (DC 15).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.