Slithering Tracker (CR 4)
Alignment: Always neutral
Initiative: -5 (Dex)
AC: 6 (+1 size, -5 Dex), touch 6, flat-footed 11
Hit Dice: 5d10 (27 hp)
Fort +2, Ref -4, Will -4
Speed: 10 ft., climb 10 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -6
Attack: Slam +4 melee
Full Attack: Slam +4 melee
Damage: Slam 1d4 and paralysis
Special Attacks/Actions: Paralysis, plasma drain
Abilities: Str 10, Dex 1, Con 12, Int -, Wis 1, Cha 1
Special Qualities: Ooze, transparent
Advancement: 5-12 HD (Small); 13-15 HD (Medium-size)
Climate/Terrain: Any underground
Paralysis (Ex): Slithering trackers secrete an anesthetizing slime. A target hit by a tracker's slam attack must succeed at a Fortitude save (DC 13) or be paralyzed for 1d6 hours.
Plasma Drain (Ex): Once a creature is paralyzed, the tracker slowly covers its body, draining all plasma from it. This deals 1d2 points of temporary Constitution damage to the victim per round. A victim reduced to Constitution 0 dies.
Blindsight (Ex): The slithering tracker's entire body is a primitive sensory organ that can detect prey by scent and vibration within 60 feet.
Transparent (Ex): The slithering tracker is nearly impossible to see, even in ideal conditions, and it takes a successful Spot check (DC 17) to notice one.
The slithering tracker will not attack a creature immediately. Rather, it follows its prey back to the place it sleeps.
The slithering tracker attacks sleeping, immobile, or unconscious creatures using a paralyzing secretion. Once a creature is paralyzed, the tracker slowly covers it and drains plasma from the victim's body.>
The Slithering Tracker first appeared in the Monster Manual (Gary Gygax, 1977).