Face Eater
Tiny Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 21 (+2 Size, +1 Dex, +8 Natural), touch 13, flat-footed 20
Base Attack/Grapple: +5/+11
Attack: Claw +9 melee (1d2+2) or Attach +11 (Grapple)
Full Attack: Claw +9 melee (1d2+2) or Attach +11 (Grapple)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Anesthetic, Attach, Bore
Special Qualities: Dark Vision 60 ft., Scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 15, Dex 13, Con 15, Int 1, Wis 12, Cha 2
Skills: Climb +4, Hide +9, Listen +3, Move Silently +3, Spot +3
Feats: Dodge, Mobility
Environment: Any Warm and Underground
Organization: Solitary, Swarm 3-6
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Small)
Level Adjustment: --
"Some things are better left alone Derek. I think it's time I tell you why I never go into the swamps east of here. Forget your friend. He won't be there when you go in looking for him."
Face Eaters are small Isopod like arthropods that have iron hard shells. They typically try to attack sleeping, wounded, or vulnerable prey by attaching themselves to the victims face and boring through it to eat his brain. They lay their eggs in what's left of the body. Left alone, they stay to their underground lairs. But if intruded upon, they will scent track escapees back to their home and set up new nests underground, provided there is a source of fresh water (or at least humid caves).
Anaesthetic (Ex): If the Face Eater finds a sleeping victim it will make a Move Silently roll to approach it. If successful it will then spray anaesthetic into the victims face once it is adjacent. Creatures immune to poison are immune to this ability. Range of the spray is 5 feet. Sprayed creatures must make a DC 14 Fortitude Save (Save DC is Constitution based), or lose all sense of touch for 1d6 rounds. Effectively it means the victim is immune to pain based effects during this time (such as Symbol of Pain), and damaging or touching him has no chance of waking him up. He can still make a Listen check vs his opponents Move Silently roll to notice something is going on.
Attach (Ex): Face Eaters have a +12 Racial Bonus to Grapple Checks. If they hit with a Grapple, they attach themselves to the victim. While attached it loses it's Dexterity Bonus to AC. To remove it it must be successfully Pinned in a Grapple or take damage that reduces it to less than half it's hp.
Bore (Ex): Face Eaters have a drill like radula they use to bore into opponents they've attached themselves to. If it can maintain being attached to a victim for 4 rounds the victim dies as its brain is pierced (it takes 1d6 piercing damage the first 3 rounds). This is not instantly fatal to foes with multiple heads; and is useless against constructs, elementals, oozes, plants, and undead. Targets with DR against piercing attacks will prevent the death effect if the 1d6 damage is low enough for the DR to stop it.
Combat: Face Eaters generally only fight unconscious victims. They will grapple with awake victims, but only as long as they aren't taking any real damage. If the opponent proves difficult they flee. If their anesthesia works on a sleeping victim, and it's allies wake up, it will let go and flee.