I have converted the lesser peltast, but not the greater one yet. Let me know if you need the greater peltast done.
Peltast
Tiny Shapechanger
Hit Dice: 2d8+3 (11 hp)
Initiative: +1 (Dex)
Speed: 10 ft.
AC: 14 (+2 Dex, +2 size)
Attacks: touch +3 melee
Damage: Attachment
Face/Reach: 21/2 ft by 21/2 ft/0 ft
Special Attacks: Attach
Special Qualities: Symbiosis, disguise, contamination, blindsight 60 ft, immunities, SR 12
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 8, Dex 15, Con 12, Int 8, Wis 12, Cha 10
Skills: Hide +18, Move Silently +11
Feats: Weapon finesse (touch)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral
Advancement: -
Peltasts are tiny, amorphous creatures that have brown skin highly resembling that of well-made leather. They are fairly inoffensive creatures that masquerade as various small leather items such as bags and gloves in order to attract hosts to bond with. Humans and goblinoids are its only suitable hosts; it only uses other humanoid races as carriers to bring it into contact with humans and goblinoids. After a possible host picks it up and conveniently stores it away, it attaches itself to the host almost unnoticeably. Peltasts are indistinguishable from normal leather items, and a host has only a 1% chance of noticing a peltast as it attaches. Peltasts are silent and do not breathe, nor do they radiate heat or magic.
Combat
Peltasts do not engage in combat and are helpless except for fleeing. Fortunately, it is not likely to enter combat.
Attach (Ex): Upon coming in contact with exposed skin of a host, a peltast releases a natural anesthetic and “joins” with a host harmlessly. If the host is a human or goblinoid, he or she becomes symbiotically linked with the peltast.
Symbiosis (Ex): A peltast linked with a proper host drains 1 hp from the host each day it is bonded. It also functions in every way as part of the host. In return, the peltast neutralizes any poison introduced into the host’s system, effectively giving the host poison immunity. It also bestows its spell resistance upon the host assuming he or she does not already have spell resistance superior to that of the peltast. Once per day if the host is gravely wounded (driven to two hit points or less), the creature will give the host 1d4+2 hit points.
Disguise (Ex): A peltast can take the form of any tiny, mundane leather object. A successful Spot check (DC 25) is required to distinguish a peltast from a normal leather object.
Contamination (Ex): A peltast dipped into water releases toxic materials, rendering the water undrinkable. Any one who drinks such contaminated water must make a Fortitude Save (DC 12) or become nauseated for 2d4 rounds.
Blindsight (Ex): The peltast’s acute sense of smell and touch give it blindsight with a 60 ft range.
Immunities (Ex): A peltast is immune to bludgeoning and falling damage as well as poison.