N'gatispawn (CR 12)

Large Aberration
Alignment: Chaotic neutral
Initiative: +3; Senses: blindsight 60 ft., tremorsense, scent, Listen +15, and Spot +15
Languages: Does not speak but understands any spoken language

AC: 8 (-1 size, -1 Dex), touch 8, flat-footed 9
Hit Dice: 12d8+36 (90 hp); DR: 5/-
Fort +7, Ref +3, Will +11
Speed: 20 ft., fly 160 ft. (perfect, on Astral Plane only)
Space: 5 ft./5 ft.
Base Attack +9; Grapple +13
Attack: 4 spikes +13 melee
Full Attack: 4 spikes +13 melee
Damage: Spike 10d10+5 plus burrowing
Special Attacks/Actions: Burrowing spikes, maddening gaze
Abilities: Str 21, Dex 8, Con 17, Int 16, Wis 13, Cha 10
Special Qualities: Amorphous form, immunities (acid, cold, sonic); fire resistance 20, SR 26
Feats: Alertness; Improved Critical (spike); Improved Initiative; Iron Will; Power Attack
Skills: Hide +10, Listen +15, Move Silently +12, and Spot +15
Advancement: 13-24 HD (Large), 25-36 HD (Huge)
Climate/Terrain: N'gati
Organization: Solitary, pair, or swarm (3-20)
Treasure: None

Source: Dragon #305


A n'gatispawn attacks by releasing a storm of long, thin spikes from the dark hollow that serves as its head. The creature is straightforward in its tactics, focusing all its attacks on a single target until it implants at least one spike. It never retreats from battle, yet it does not light stupidly. Groups of these creatures often orchestrate their attacks with shocking intelligence - flanking opponents, focusing an enemies that can harm them, and pursuing foes through complicated mazes and defenses.

Burrowing Spikes (Ex): Any corporeal creature hit by the n'gatispawn's spike attack must attempt a Reflex saving throw (DC 19). Success indicates that the spike deals the indicated damage, then retracts back into the n'gatispawn's body. Failure indicates that the spike breaks off and becomes flexible, coiling and dithering like a snake as it burrows into the victim's body. The broken spike flenses away skin and punctures internal organs as it progresses, dealing 1 point of Constitution damage per round at burrowing. During this time, the victim can take only partial action per round. This Constitution Jamage is cumulative for multiple spikes; that is, a creature with four spikes in its body takes 4 points of Constitution damage per round. however, additional spikes do not further reduce the victim's allowed actions.

A burrowing spike can be stopped by cutting it out of the victim's body with a slashing weapon. Doing so requires a full-round action and the attempt deals 1d6 points of damage to the victim regardless of success. A successful heal check (DC 20) or the application of a cure spell or some other healing effect (heal, healing circle or the like) stops all spikes in a nature s body from burrowing and turns them into fluid, which quickly drains away. If not stopped by either of these methods, the spikes continue to burrow until the victim dies. A victim that dies while a spike is burrowing into its body is transformed into a new n'gatispawn in 24 hours.

Maddening Gaze (Su): The inky depths of a n'gatispawn's interior seem like a limitless void. The thoughts of any creature viewing this void become mired in its infinity and are transmitted to the N'gati itself in the form of dreams.

Anyone within 30 feet of a n'gatispawn who meets its gaze must succeed at a Will saving throw (DC 16) or suffer 1d4 points of Intelligence drain. The n'gatispawn heals 5 points of damage whenever it drains Intelligence.

Amorphous Form (Ex): A n'gatispawn is immune to paralysis, stunning, and polymorphing. It is not subject to critical hits, sneak attacks, or flanking.

Blindsight (Ex): A n'gatispawn is blind, but blindsight allows it to maneuver and fight as well as a sighted creature. Through this ability, it can discern objects and creatures within 60 feet. The n'gatispawn usually does not need to make Spot and Listen checks to notice creatures within range of its blindsight

Scent (Ex): A n'gatispawn can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Tremorsense (Ex): A n'gatispawn can automatically sense the location of anything within 60 feet that is in contact with the ground.