Ustilagor (CR 2)

Diminutive Aberration
Alignment: Always neutral
Initiative: +7; Senses: blindsight 60 ft.


AC: 21 (+4 size, +7 Dex), touch 21, flat-footed 17
Hit Dice: 3d8+6 (19 hp)
Fort +3, Ref +8, Will +4
Speed: 20 ft.
Space: 1 ft./0 ft. (5 ft. with tendril)
Base Attack +2; Grapple -12
Attack: Tendril +4 melee touch
Full Attack: Tendril +4 melee touch
Damage: Tendril 1d4 acid
Special Attacks/Actions: Acidic tendril, aversion, telempathic projection
Abilities: Str 7, Dex 25, Con 15, Int -, Wis 12, Cha 14
Special Qualities: fungus
Feats: -
Skills: Hide +19 and Jump +5
Advancement: 4-5 HD (Diminutive)
Climate/Terrain: Underground
Organization: Solitary or pod (2-3)
Treasure: No coins; double standard goods (gems only); no items

Source: Dragon #337

Combat

An ustilagor attacks by flicking out its flexible tendril, which secretes a deadly alkaline substance. It prefers to use its psionic powers to cause opponents to flee from battle.

Acidic Tendril (Ex): The tendril attack of an ustilagor deals 1d4 points of acid damage with a successful melee touch attack. The target must succeed on a DC 13 Reflex save to avoid having the acid stick to it; unless somehow neutralized the acid deals another 1d4 points of damage in the following round. The save DC is Constitution-based.

Aversion (Sp): An ustilagor can psionically create a compulsion effect targeting one creature within 30 feet. The target must succeed on a DC 13 Will save or gain an aversion to fungi for 3 minutes. Affected creatures must stay at least 20 feet from any fungi (including fungi covering an ustilagor), alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by fungi or an ustilagor, is overcome with revulsion. This revulsion reduces the creature's Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of fungi. This ability is otherwise similar to antipathy as the spell (caster level 3rd). The save DC is Charisma-based.

Telempathic Projection (Sp): An ustilagor can psionically alter a target's mood, affecting one creature within 30 feet. The target must succeed on a DC 13 Will save or the ustilagor can adjust the creature's attitude toward the ustilagor or another creature by one step in either a positive or negative direction. This effect is cumulative if used more than once on the same creature, but each use of this ability lasts only 3 minutes. This is a mind-affecting charm effect. The save DC is Charisma-based.

Fungus (Ex): An ustilagor is covered with a symbiotic fungal growth that keeps the creature from drying out. This fungus makes an ustilagor immune to the debilitating effects of cerebral parasites and to special attacks from fungus creatures, such as poison, disease, and spore or seed-based attacks.

Skills: An ustilagor has a +4 racial bonus on Jump checks and uses its Dexterity modifier instead of its Strength modifier for Jump checks.