Tatterdemanimal (CR 1)
Alignment: Usually chaotic neutral
Initiative: +5 (Dex)
Languages: Cannot speak
AC: 16 (+1 size, +5 Dex), touch 16, flat-footed 11
Hit Dice: 1d10+10 (15 hp)
Fort +0, Ref +5, Will +4
Speed: 40 ft., fly 40 ft. (clumsy)
Space: 5 ft./5 ft.
Base Attack +0; Grapple -9
Attack: Slam +1 melee
Full Attack: Slam +1 melee
Damage: Slam 1d4
Special Attacks/Actions: Control host, improved grab, wrap
Abilities: Str 10, Dex 21, Con -, Int 10, Wis 19, Cha 15
Special Qualities: Construct traits, immunity to blunt weapons
Skills: Hide +15 and Move Silently +11
Advancement: 2-3 HD (Small)
Organization: Solitary, pair, or gang (3-6)
Monster Manual II
Control Host (Su): A raggamoffyn can attempt to take control of any creature it has wrapped (see below). This ability functions like the dominate monster spell (caster level 18th; Will save DC 12). As a free action, the monster may relinquish control over its host by physically and mentally disengaging itself from the latter's body. Use the captured one template for a creature under the control of a raggamoffyn.
Improved Grab (Ex): If a raggamoffyn hits an opponent that is its own size or smaller with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +1). If it gets a hold, it can attempt to wrap (see below) in the next round. Alternatively, the raggamoffyn has the option to conduct the grapple normally, or simply use its appendage to hold the opponent (-20 penalty on grapple check, but the raggamoffyn is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.
Wrap (Ex): With a successful grapple check, a raggamoffyn can wrap itself around any foe it has already grabbed with another successful grapple check. The monster forms a skintight layer around the wrapped creature, covering it from head to toe but leaving enough space for the creature to breathe through its mouth and nose. Attacks on such a target deal half their damage to the monster and half to the wrapped creature. An affected creature can extract itself by making a successful grapple check. Once it has wrapped a creature, the raggamoffyn can attempt to control it on its next action.
Immunity to Blunt Weapons (Ex): A tatterdemanimal takes no damage from bludgeoning weapons.
Construct Traits: A raggamoffyn is immune to mind affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A raggamoffyn has darkvision (60-foot range).
Above all, a raggamoffyn seeks to acquire a host that it can dominate. The creatures refrain from harming potential hosts as long as possible, so they work quickly by rushing in with touch attacks. A foe that is successfully dominated is wrapped by the raggamoffyn, which then uses its host to defend itself and other raggamoffyns. Raggamoffyns unleash their full melee attack capabilities against foes that are resistant to their mind controlling powers, fearing rightfully that an escaped foe will warn others of the raggamoffyn's existence.
Tatterdemanimals often take animals as hosts because they are the easier to capture.