Neogi, Great Old Master (CR 6)
Alignment: Usually chaotic evil
Initiative: -1 (Dex); Senses: darkvision 60 ft. and Spot +6
Languages: Common and Undercommon, may speak Terran
AC: 13 (-2 size, -1 Dex, +6 natural), touch 7, flat-footed 14
Hit Dice: 10d8+20 plus 3 (68 hp)
Fort +7, Ref +2, Will +9
Speed: 20 ft., climb 10 ft.
Space: 15 ft./10 ft.
Base Attack +7; Grapple +19
Attack: Bite +9 melee
Full Attack: Bite +9 melee
Damage: Bite 2d6+6 and poison
Special Attacks/Actions: Poison, spit spawn
Abilities: Str 19, Dex 8, Con 14, Int 4, Wis 15, Cha 13
Special Qualities: neogi traits
Feats: Cleave; Great Fortitude; Power Attack; Toughness
Skills: Balance +1, Climb +12, Intimidate +3, Jump +2, Move Silently +2, and Spot +6
Climate/Terrain: Warm marshes
Organization: Blight (1-2 plus 10-60 spawn, 10-20 adult neogi, and 10-20 umber hulk slaves)
Lords of Madness
Poison (Ex): Injury, Fortitude DC 20, initial damage 1d4 Dex, secondary damage 1d4 Wis.
Neogi poison is exceptionally virulent, considering that the creature itself is so frail. A neogi delivers its poison with each successful bite attack. The initial damage is 1d4 points of Dexterity damage, and the secondary damage is 1d4 points of Wisdom damage. The save DC is Constitution-based and includes a +3 racial bonus.
Spit Spawn (Ex): As a standard action, a great old master can spit out 2d4 neogi spawn, which can attack the moment they land. The great old master can place the spawn anywhere within a range of 30 feet, but no two spawn can land more than 10 feet apart.
Also, when a great old master takes damage, it can release 2d4 spawn. This version of the spit spawn ability is usable once per round as a free action.
Neogi Traits: The tactics of these monsters vary according to the kind of neogi involved. No neogi is particularly brave, but all of them are ruthless. They all share the following abilities.
Immunity to Mind-Affecting Spells and Abilities (Ex): Neogi are immune to all mind-affecting spells and abilities.
Skills: Neogi have a +8 bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
A great old master attempts to eat anything in encounters, biting ferociously and spewing forth spawn.