Storoper (CR 4)
Medium Magical Beast
Alignment: Chaotic Evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: Listen +7 and Spot +7
AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Hit Dice: 6d10 (33 hp)
Fort +7, Ref +6, Will +6
Speed: 5 ft.
Space: 5 ft./50 ft. (tentacles)
Base Attack +6; Grapple +1
Attack: 6 strands +9; bite +8
Full Attack: 6 strands +9; bite +8
Damage: Strands poison; bite 1d10+2
Special Attacks/Actions: Strands, attach, weakness, poison
Abilities: Str 15, Dex 12, Con 10, Int 14, Wis 13, Cha 12
Special Qualities: Missile immunity
Feats: Great Fortitude; Improved Initiative; Multiattack; Weapon Focus (tentacle)
Skills: Climb +8, Hide +9*, Intimidate +8, Listen +7, and Spot +7
Climate/Terrain: Any subterranean
Strands (Ex): Storopers possess six tentacle-like strands, which may shoot forth to attack victims up to 50' away (no range increment).
Attach (Ex): If a strand strikes, it attaches itself to its target. This deals no damage, but the victim is subsequently drawn 10 ft. closer to the creature's maw each round thereafter. A successful Escape Artist (DC 20) or Strength (DC 15) check will allow a victim to break free. Any strike made against an individual strand inflicting 10 points of damage or more will sever that strand (AC 20). Once a victim is drawn to the maw, the storoper can attack with its bite with a +4 bonus to hit.
Weakness (Ex): A storoper's strands sap Strength. Each hit by a strand drains 2d6 temporary Strength unless a Fortitude save is made (DC 13).
Poison (Ex): Instead of grasping with their tentacles, storopers can use the sharp tips of their strands to inject poison into an enemy. It can only attempt this twice per day, since the creature's glands take time to replenish the venom once used. If struck, the victim must make a Fortitude save (DC 13) or become paralyzed for one round, taking on a stony-grey pallor that, to uninitiated observers, makes the victim look as if he has been turned to stone. One round thereafter, the paralysis will wear off, but the victim will fight to defend the storoper. This is not a form of charm, since the storoper has no control over the actions of a poisoned victim. Instead, the victim possesses an overwhelming desire to protect the storoper. The venom wears off after two hours. If the storoper is slain in the mean time, the affected victims will wander aimlessly until the poison is negated by time or spell. Storopers usually use this venom against the first two opponents in a group that come within range of its strands.
Missile immunity (Ex): The hide of a storoper is tough and irregular, effectively deflecting away normal missiles. Only enchanted missiles, spells, and melee weapons can thus harm it.
*Storopers gain a +8 racial bonus to Hide checks in subterranean, stony areas.
Once slain, the gizzard of a storoper may be cut open. Within, metallic objects and gems as yet undigested by the creature may be found.
Storopers hunt by imitating stalagmites, and waiting for victims to approach within range of their strands.