Mulcher (CR 2)
Alignment: Always neutral
Initiative: -5 (Dex)
AC: 9 (-5 Dex, +4 natural), touch 5, flat-footed 9
Hit Dice: 2d10+14 (25 hp)
Fort +7, Ref -5, Will -5
Speed: 10 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Slam +1 melee
Full Attack: Slam +1 melee
Damage: Slam 1d4 plus 1d4 acid
Special Attacks/Actions: Stench, trip
Abilities: Str 10, Dex 1, Con 24, Int -, Wis 1, Cha 1
Special Qualities: camouflage, immune to acid and cold, ooze traits
Feats: Improved Trip (B)
Skills: Hide -5* and Jump -12
Advancement: 3-6 HD (Medium)
Climate/Terrain: Temperate forests
Organization: Solitary, pair, or colony (3-8)
A mulcher's attack consist of a thin tendril that tries to wrap around a creature's leg and unbalance it. The acid exuded by a mulcher eats away only flesh and bone; it has no effect on vegetable matter or wood, stone, metal, or other substances.
Stench (Ex): When a mulcher moves, its body exudes a powerfully unpleasant acrid stink. All living creatures within 5 feet of a mulcher that make at least a move or a standard action must make a DC 18 Fortitude saving throw or be sickened for 1 round. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
Trip (Ex): Whenever a mulcher hits a creature that is flat-footed, or critically hits any creature, it can immediately make a free trip attack against the creature.
Camouflage (Ex): The mulcher's body is transparent, almost like water, and as such it is quite difficult to notice it when it is not in motion. A mulcher gains a +20 racial bonus on Hide checks in natural areas as a result.