Slaymate (CR 2)
Alignment: Always lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +7, and Spot +7
AC: 16 (+1 Dex, +1 size, +4 natural), touch 12, flat-footed 15
Hit Dice: 4d12 (26 hp)
Fort +1, Ref +4, Will +5
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -
Attack: Bite +4 melee
Full Attack: Bite +4 melee
Damage: Bite 1d3+1 plus pale wasting
Special Attacks/Actions: Pale wasting disease
Abilities: Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Special Qualities: undead pale aura, undead traits
Feats: Alertness; Lightning Reflexes
Skills: Hide +8, Listen +7, Move Silently +8, and Spot +7
Advancement: 5-8 HD (Small)
Organization: Solitary or pairbond (1 3rd-level necromancer plus 1 slaymate)
This pale creature resembles a human child with slug-white skin. Its black eyes are too knowing for their size, and its too-wide mouth is home to rot and ruin.
Slaymates are undead creatures given a semblance of life when a guardian's betrayal, either outright or through negligence, leads to death. A slaymate's appearance is a weird and twisted reflection of the form it had in life. Slaymates are highly prized by necromancers, and thus are rarely encountered alone but instead are found in the presence of evil spellcasters and others who dabble in necromancy. Many a slaymate can be found riding, papoose style, on the back of a necromancer who values the slaymate's special abilities.
A slaymate is about the height and weight of an eight-year-old human child.
Slaymates speak Common.