Pale Flenser (CR 3)

Medium Plant
Alignment: Usually neutral evil
Initiative: +3 (Dex); Senses: blindsight 80 ft.
Languages: no apparent interest in speaking


AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Hit Dice: 3d8+6 (19 hp)
Fort +5, Ref +4, Will +3
Speed: Fly 50 ft. (average)
Space: 5 ft./10 ft.
Base Attack +2; Grapple -3
Attack: 6 tendrils +5 ranged (1d4/18-20/x3)
Special Attacks/Actions: Augmented critical, disease, explosive
Abilities: Str 10, Dex 17, Con 15, Int 8, Wis 15, Cha 10
Special Qualities: plant traits, sunlight vulnerability
Feats: -
Skills: -
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Climate/Terrain: Any underground
Organization: Solitary, pair, cluster (2-5), or swarm (7-12)
Treasure/Possessions: None

Source: Web

Augmented Critical (Ex): A pale flenser threatens a critical hit on a natural attack roll of 18-20. On a successful critical hit with a tendril attack, it deals triple damage.

Disease (Ex): Anyone wounded by a pale flenser must succeed at a Fortitude saving throw (DC 13) or become infected by its spores. Pale flenser spores have an incubation period of 1d3 days, after which their growth manifests as itchy pale streaks just under the skin. The growth deals 1d3 points of temporary Dexterity damage (see Disease in Chapter 3 of the Dungeon Master's Guide).

Explosive (Ex): The gas filling the pale flenser's bags is quite explosive. If a pale flenser ever takes fire damage, it must make a Fortitude saving throw (DC 10 + half the fire damage it takes), or it explodes. This explosion has a burst of 20 feet and deals 3d6 points of fire damage to all in this area (Reflex DC 13 half).

Blindsight (Ex): A pale flenser is blind, but it maneuvers and fights as well as a sighted creature by detecting heat and subtle shifts in air currents. This ability enables it to discern objects and creatures within 80 feet. The pale flenser usually does not need to make Spot or Listen checks to notice living creatures within range of its blindsight.

Sunlight Vulnerability (Ex): A pale flenser is susceptible to sunlight and takes 1 point of temporary Constitution damage per minute of exposure to such conditions (no saving throw allowed). A pale flenser reduced to 0 Constitution in this manner melts into a steaming puddle of noxious white paste.

A pale flenser gains nourishment from feeding on the blood and other vital fluids of vertebrate creatures. It prefers to stalk and attack landbound creatures, and it takes advantage of its ability to fly and stay out of reach of dangerous melee attacks while lashing with its tendrils. Although a pale flenser has hundreds of tendrils, it can make a maximum of six attacks per round with them. The flenser's tendrils are treated as ranged attacks with a maximum range increment of 15 feet, similar to the way attacks with a whip are made. The flenser's tendrils inflict lethal damage on a hit and tend to carve large shallow wounds that provide the fungus with lots of blood to settle down on and soak up. A flenser feeds only on helpless targets; the act of feeding inflicts no additional damage on the victim since the flenser feeds so slowly. A pale flenser has no melee attacks; if it is confronted in melee it attempts to flee and resume making ranged attacks.