Lichling, Juvenile (CR 1)
Alignment: Always chaotic evil
Initiative: +4 (Dex); Senses: darkvision 60 ft. and tremorsense 60 ft.
AC: 19 (+4 size, +4 Dex, +1 natural), touch 18, flat-footed 15
Hit Dice: 2d12 (13 hp)
Fort +0, Ref +4, Will +5
Speed: 10 ft., climb 10 ft., fly 60 ft. (good)
Space: 1 ft./0 ft.
Base Attack +1; Grapple +1
Attack: Bite +8
Damage: Bite 1d6-4 plus attach
Special Attacks/Actions: Attach
Abilities: Str 5, Dex 18, Con -, Int -, Wis 14, Cha 16
Special Qualities: Stench, Iron Mandibles, Undead Traits, Immune Cold, Electricity, DR 5/magic
Feats: Weapon Finesse(B)
Skills: Climb +16, Hide +24, and Move Silently +12
Advancement: 3-4 HD (Diminutive), 5-7 HD (Tiny), 8-11 HD (Small), 12-15 HD (Medium), 16-19 HD (Large), and specia
Climate/Terrain: Any land and underground
Organization: Pack (10-20)
Scuttling on the ground before you is an insect-like creature the size of a rat. As you get a good look at its fierce mouth, you notice that its head is a skull with no flesh! Then a wave of an overwhelming stench washes over you, probably from the black ichor dripping from its joints.
Lichlings are vicious but mindless undead created by undead spellcasters. The youngest lichlings found alone are the rodent-sized collections of bone with a nasty bite and grabbing limbs. These young lichlings are about six inches long and weigh less than a pound.
Skills A lichling has a +12 racial bonus on Climb checks, +8 racial bonus on Hide checks, and +8 racial bonus on Move Silently checks. Lichling use either their Strength modifier or Dexterity for Climb checks, whichever is higher. A lichling can always choose to take 10 on Climb checks even if rushed or threatened.
Advancement: An advanced lichling gains a cumulative +2 natural armor bonus each time it gains a size category from Diminutive to Medium, in addition to the usual natural armor bonus when increasing to Large. A lichling's base speed also increases by a cumulative 5 ft. each size category (to 30 ft. at Large). A lichling's flight maneuverability decreases to average when it reaches Medium size. Finally, a juvenile lichling that advances to 20HD becomes a mature lichling and develops new abilities.
Attach (Ex) A lichling that hits with its bite attack automatically attaches to its opponent and is considered to be grappling. Each round that it maintains a grapple, it deals bite damage. A lichling may be removed through grappling if its opponent achieves a pin against it. Lichlings killed while attached remain attached (but do not deal bite damage, of course). Removing an attached lichling (killed or not) deals 1d6 points of damage to the victim unless a simultaneous DC 14 Heal check is made (the DC is Charisma-based). Lichlings have a +16 racial bonus to grappling, which is already figured into the statistics above.
Iron Mandibles (Ex) Lichling mandibles are as strong as iron and therefore ignore any hardness less than 10.
Stench (Su) A lichling secretes an oily ichor that all forms of life find offensive. Any creature within 10 ft of a lichling must make a DC 13 Fortitude save or be nauseated for 1d4 rounds. Whether or not the save is successful, that creature may not be affected by any lichling's (or lichling swarm's) stench for an hour. The save DC is Charisma-based.
Tremorsense (Ex) A lichling can sense the position of any creature within 60 ft that is in contact with the ground (or wall).
Young lichlings simply charge toward their opponents and attach to them as soon as possible. Almost as if they can sense fear, they tend to attack the most frightened people first. Of course, young lichlings run in packs, so they end up attacking just about everyone soon enough.