Neogi, Adult (CR 3)
Alignment: Usually lawful evil
Initiative: +3 (Dex); Senses: darkvision 60 ft. and Spot +6
Languages: Common and Undercommon, may speak Terran
AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Hit Dice: 5d8-5 (18 hp)
Fort +0, Ref +4, Will +6
Speed: 30 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -3
Attack: Bite +7 melee or light crossbow +7 ranged
Full Attack: Bite +7 melee and 2 claws +2 melee, or light crossbow +7 ranged
Damage: Bite 1d4-2 plus poison, claws 1d3+2, Light crossbow 1d6/19-20
Special Attacks/Actions: Enslave, poison
Abilities: Str 6, Dex 17, Con 9, Int 15, Wis 14, Cha 16
Special Qualities: neogi traits
Feats: Dodge; Mobility; Weapon Finesse
Skills: Appraise +6, Balance +7, Climb +11, Disable Device +7, Intimidate +7, Jump +7, Move Silently +7, Search +6, and Spot +6
Advancement: By character class
Climate/Terrain: Warm marshes
Organization: Solitary (1-2 plus 0-3 umber hulk slaves), nest (3-8 plus 3-8 umber hulk slaves), or blight (10-20 plus 10-20 umber hulk slaves plus 10-60 spawn and 1-2 great old masters)
Treasure: Double standard
Lords of Madness
Adult neogis are not tremendous fighters, and they know it. Wherever possible, they have their umber hulk slaves (see Neogi Society, below) fight for them while they linger nearby looking for opportunities to use their enslave ability. Adult neogis often try to make foes more vulnerable to enslavement by using their poison first, usually delivered via a crossbow bolt (see below). These creatures are nimble and difficult to corner.
Poison (Ex): Neogi poison is exceptionally virulent, considering that the creature itself is so frail. A neogi delivers its poison (Fortitude save DC 14 for all neogis) with each successful bite attack. The initial and secondary damage is the same (1d4 points of Wisdom damage). As a standard action, an adult neogi can coat a weapon with poison from its fangs. The poison remains active for 1 minute after application and functions as it does when delivered by means of a bite.
Enslave (Su): Three times a day, a neogi can attempt to enslave any one living creature within 30 feet. This ability functions similarly to a dominate monster spell (caster level 16th; Will save DC 15). An enslaved creature obeys the neogi's telepathic commands to the letter. The subject can attempt a new Will save (DC 15) every 24 hours to break free. Otherwise, the neogi's control is broken only by the death of either the neogi or the enslaved creature, or by a remove curse or dispel magic effect, or if the neogi travels more than 1 mile from the enslaved creature.
This ability is not needed for neogis to subdue or control their umber hulk slaves (see Neogi Society, below).
Immune to Mind-Affecting Effects: Neogis are immune to all mind-affecting effects.
Skills: A neogi uses its Dexterity score instead of its Strength score for Climb and Jump checks.