Feyr, Larval (CR 1/4)

Diminutive Aberration
Alignment: Always neutral
Initiative: +5 (Dex); Senses: darkvision 30 ft.


AC: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
Hit Dice: 1/2d8-1 (1 hp)
Fort -1, Ref +5, Will -2
Speed: 15 ft., climb 10 ft.
Space: 1 ft./1 ft.
Base Attack +0.; Grapple -15
Attack: Bite, -4 melee
Full Attack: Bite, -4 melee
Damage: Bite 1d3-4
Special Attacks/Actions: Cause fear
Abilities: Str 3, Dex 20, Con 9, Int 2, Wis 2, Cha 11
Special Qualities: fear immunity, light sensitivity
Feats: -
Skills: Climb +7 and Hide +8
Advancement: 1-2 HD (Tiny)
Climate/Terrain: Urban
Organization: Swarm (1d20)
Treasure: None

Source: Dragon Annual 5

Combat

A larval feyr clings to a wall or ceiling, avoiding sunlight. If four or more are present, they drop from their perches on a lone individual (usually a child or elderly person) and attack. After the attack, all the larvae flee the scene and seek new perches from which to hunt.

Fear Immunity (Ex): Larval feyrs are immune to magical and non-magical fear. Emotion controlling magic normally has no effect, but spells that cause or counter fear respectively act as cure spells or inflict spells of the equivalent level. Thus fear cast by a wizard is equivalent to cure critical wounds. Conversely, a spell that counters fear injures the feyr in a similar manner. (A 1st-level remove fear acts as inflict light wounds.)

Cause Fear (Sp): Any creature attacked by a larval feyr must make a Will save (DC 10) or be subject to the effects of a cause fear spell as though cast by a 1st-level sorcerer.

Sunlight Sensitivity: A larval feyr must make a Fortitude save (DC 15) every round it is exposed to direct sunlight or immediately die. With a successful save, it suffers 1d6 damage.