Scatterkills

Scatterkills are minute little monsters, scurrying around and chasing after the flesh of living creatures. Some villains tame them to attack intruders, or just throw a bunch of them in a pit and feed would-be heroes to the beasts. Scatterkills themselves lack the intelligence to be evil, and are really just looking for food, but they are still a danger to any who run across them.

Scatterkills have four, crab like legs that carry an upstanding sack of flesh and organs. Male Scatterkills have skin with an orange hue, and females have skin with a red hue. Scatterkills have no eyes, and have a small, circular mouth beneath its legs.

Tiny Magical Beast
Hit Dice: 3d10+12 (33)
Initiative: +5
Speed: 40 feet
Armor Class: 17 (+2 size, +5 dex)
Base Attack/Grapple: +3/-2 (+10 when attached)
Attack: Bite +6, Touch +9
Damage: Bite (1d6+3 (x3))
Space/Reach: 2-1/2 feet/0 feet
Special Attacks: Attach, Devour, Evasion
Special Qualities: Blind, Tremorsense 60 feet
Saves: Fort +7, Ref +8, Will -2
Abilities: Str 16, Dex 20, Con 18, Int 3, Wis 3, Cha 3
Skills: Hide +16
Feats: Weapon Focus (touch), Dodge
Environment: Any
Organization: Solitary, Family (3-10) or Colony (10-30)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Attack: If a Scatterkill hits with a touch attack, it can dig into its prey with its crab-like feet. An attached Scatterkill is effectively grappling its prey. The Scatterkill loses its dexterity bonus to AC, giving it an AC of 12. An attached Scatterkill can be struck with a weapon or grappled itself. To remove an attached Scatterkill with grappling, the opponent must achieve a pin.

Devour: So long as a Scatterkill is attached (including the round it first achieves the attach) it can automatically hit with its bite attack. The Scatterkill is considered to have rolled a natural twenty and can roll again to confirm the critical.

Evasion: As the rogue ability.

Blind: Scatterkills are blind and cannot see, so they rely on their Tremorsense.

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