Juvanile Metroid
This creature resembles a jelly fish with three nuclei pulsing in the mitts of its translucency. Its toothy maw twitches hungrily as it dashes towards you.
Juvanile Metroid CR 5
XP
N Medium Vermin
Init +2; Senses Dark vision 60' Life sense 60'; Perception +7
Defense
AC 21, touch 12, flat-footed 19 (+2 Dex, +0 size, +9 natural)
hp 49 (7d8+21 )
Fort +8, Ref +4, Will +4
SD Immune to immunity to all mind affecting effects (charms, compulsions, morale effects, patterns, and phantasms). All resistances 15 Dr 15/-
Weaknesses Icy Paralysis
Offense
Speed Fly 30 ft. (Perfect)
Melee Bite +7 (2d6+2 + Energy vampire. ),
Space 5 ft.; Reach 5ft.
SA Attach, Energy vampire.
Statistics
Str 14, Dex 10, Con 16, Int 3, Wis 14, Cha 10
Base Atk +5; CMB 0; CMD 0 ( 0 vs. trip)
Feats 4
Skills Perception +5
SQ Asexual Reproduction
Ecology
Environment Domesticated or City.
Organization solitary or clutch 2-6
Treasure none
Special Abilities
Icy Paralysis (ex): Whenever a Metroid takes ice damage it must roll a fortitude save (dc 10 + damage done) or become paralyzed for 1d4 rounds. While thusly frozen Its energy resistances and Damage reduction are negated.
Attach (Ex) When a Metroid hits with a touch attack, its barbed teeth latch onto the target, anchoring it in place. An attached Metroid is effectively grappling its prey. The Metroid loses its Dexterity bonus to AC and has an AC of 19, but holds on with great tenacity. A Metroid has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached Metroid can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the Metroid is removed.
Energy Vampipre (Ex) A Metroid drains energy at the end of its turn if it is attached to a foe, Draining 2d6 points of damage which is transferred to the Metroid in the form or healing or temporary hit points. If its victim dies from this damage she is reduced to a fine inert powder, effectively disintegrated.
Energy Transfer (ex): Instead of Draining an enemy from an attached creature a Metroid can instead transfer this energy to a creature healing it up 2d6 points of damage. This ability costs the Metroid the same amount of hit points.
This creature resembles a jelly fish with three nuclei pulsing in the mitts of its translucency. Its toothy maw twitches hungrily as it dashes towards you.
Juvanile Metroid CR 5
XP
N Medium Vermin
Init +2; Senses Dark vision 60' Life sense 60'; Perception +7
Defense
AC 21, touch 12, flat-footed 19 (+2 Dex, +0 size, +9 natural)
hp 49 (7d8+21 )
Fort +8, Ref +4, Will +4
SD Immune to immunity to all mind affecting effects (charms, compulsions, morale effects, patterns, and phantasms). All resistances 15 Dr 15/-
Weaknesses Icy Paralysis
Offense
Speed Fly 30 ft. (Perfect)
Melee Bite +7 (2d6+2 + Energy vampire. ),
Space 5 ft.; Reach 5ft.
SA Attach, Energy vampire.
Statistics
Str 14, Dex 10, Con 16, Int 3, Wis 14, Cha 10
Base Atk +5; CMB 0; CMD 0 ( 0 vs. trip)
Feats 4
Skills Perception +5
SQ Asexual Reproduction
Ecology
Environment Domesticated or City.
Organization solitary or clutch 2-6
Treasure none
Special Abilities
Icy Paralysis (ex): Whenever a Metroid takes ice damage it must roll a fortitude save (dc 10 + damage done) or become paralyzed for 1d4 rounds. While thusly frozen Its energy resistances and Damage reduction are negated.
Attach (Ex) When a Metroid hits with a touch attack, its barbed teeth latch onto the target, anchoring it in place. An attached Metroid is effectively grappling its prey. The Metroid loses its Dexterity bonus to AC and has an AC of 19, but holds on with great tenacity. A Metroid has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached Metroid can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the Metroid is removed.
Energy Vampipre (Ex) A Metroid drains energy at the end of its turn if it is attached to a foe, Draining 2d6 points of damage which is transferred to the Metroid in the form or healing or temporary hit points. If its victim dies from this damage she is reduced to a fine inert powder, effectively disintegrated.
Energy Transfer (ex): Instead of Draining an enemy from an attached creature a Metroid can instead transfer this energy to a creature healing it up 2d6 points of damage. This ability costs the Metroid the same amount of hit points.