Lock Lurker (CR 1)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., tremorsense 30 ft., Listen +2, and Spot +6
AC: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Hit Dice: 1d8+3 (7 hp)
Fort +5, Ref +3, Will +0
Speed: 20 ft.
Space: 1 ft./0 ft.
Base Attack +0; Grapple -
Attack: Bite +7 melee
Full Attack: Bite +7 melee or sting +7 melee
Damage: Bite 1d2-4 , sting 2d4-4 and venom
Special Attacks/Actions: Venom
Abilities: Str 2, Dex 17, Con 16, Int 6, Wis 10, Cha 8
Special Qualities: partial etherealness, resistance to cold 10 and fire 10
Feats: Weapon Finesse
Skills: Climb +7, Hide* +19, Listen +2, Move Silently +5, and Spot +6
Advancement: 2-3 HD (Diminutive)
Climate/Terrain: Any land and underground
Lock lurkers attack with their silent stinger and bite attacks. These attacks are surprisingly powerful for a creature of this size, and can even pierce armor. Creatures of Small or smaller size hit by the stinger are stunned for 1-2 rounds. The bite is much less powerful, and cannot chew through anything tougher than leather armor. If the lock lurker loses its stinger, it will regenerate over a period of two weeks.
Venom (Su): The venom of a lock lurker's stinger can paralyze opponents. In the round after a creature suffers a sting attack, the victim must succeed at a Fortitude save (DC 13) or be affected as if by the slow spell. In the next round, if the victim failed its initial saving throw, it must succeed at another Fortitude save or be paralyzed for 1d6 hours. Success on this second saving throw means the victim continues to be affected by the slow effect for one more round, then recovers fully. Successfully saving against this venom does not grant the victim immunity to subsequent stings. A lock lurker can strike up to 40 times per day before its venom is exhausted. The save DC is Constitution-based.
Partial Etherealness (Su): The stinger of the lock lurker exists wholly on the Ethereal plane. It can be materialized on the Material plane as a free action once per round, and returns to the Ethereal at the end of that round. Only creatures on the Material plane can attack the stinger, and only after the lock lurker has used a sting attack in a particular round. If the lock lurker is encountered on the Ethereal Plane, the entire creature will be visible and can be attacked. The stinger can always attack creatures on the Ethereal plane no matter where the lock lurker is.
Venom and food eaten are held in expandable body sacs on the Ethereal plane and brought to the Material plane as needed, in the same manner as the stinger.
Skills: A lock lurker receives a +4 racial bonus to Climb, Hide, Move Silently, and Spot checks. It also uses its Dexterity modifier for Climb checks. *A lock lurker receives a +6 circumstance bonus to Hide checks if it is in or near a pile of coins.