Neogi Spawn (CR 1/3)
Alignment: Usually lawful evil
Initiative: +3 (Dex); Senses: darkvision 60 ft. and Spot +1
Languages: Common and Undercommon, may speak Terran
AC: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Hit Dice: 1d8-2 (2 hp)
Fort -2, Ref +3, Will +2
Speed: 20 ft., climb 20 ft.
Space: 2-1/2 ft./0 ft.
Base Attack +0; Grapple -12
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d3-4 plus poison
Special Attacks/Actions: Poison
Abilities: Str 3, Dex 17, Con 7, Int 3, Wis 10, Cha 2
Special Qualities: neogi traits
Feats: Dodge; Weapon Finesse
Skills: Balance +4, Climb i-li, Jump +0, Move Silently +4, and Spot +1
Advancement: 2-3 HD (Small)
Climate/Terrain: Warm marshes
Organization: Pack (10-40) or blight (10-60 plus 10-20 adult neogi, 10-20 umber hulk slaves, and 1-2 great old masters)
Lords of Madness
Neogi spawn usually prey on each other, but if they notice other prey, they charge toward it. In combat, they swan over a single creature, biting until it succumbs to the poison. Thereafter, these little horrors devour their prey.
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).
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.