Games: RE4
Tiny Aberration
Hit Dice: 2d8+4 (13HP)
Initiative: +2
Speed: 20’ (4 squares), Climb 10’ (2 squares)
Armor Class: 12 (+2 size, -2 Dex, +2 natural); touch 10; flat-footed 12
Base Attack/ Grapple: +2/-6
Attack: Tentacle Slam +4 melee (1d8+2)
Full Attack: Tentacle Slam +4 melee (1d8+2)
Space/Reach: 2½’/0’
Special Attacks: Acid Spray, Detach, Pounce
Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 13 (+1), Wis 14 (+2), Cha 7 (-2)
Skills: Hide +6, Jump +5, Profession (soldier) +6, Survival +7, Tumble +1
Feats: Improved Initiative
Environment: any
Organization: solitary, squad (2-8), or platoon (9-30)
Challenge Rating: 3
Treasure: N/A
Alignment: Lawful Evil
Advancement: 3-5 Hit Die (Tiny)
Level Adjustment: N/A
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Acid Spray (Ex): Plagas can emit a 20’ cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see
Las Plagas: Disease, above) for 10 rounds (1 minute)
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Detach (Ex): After partially emerging from the host body, a Gamma Plagas can remove itself from the host as a move-equivalent action; the host immediately loses the [Plagas Carrier] subtype, the Las Plagas template, & all benefits/ restrictions associated with both (& will most likely die, due to damage involved in emerging & the loss of a Constitution bonus)
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Pounce (Ex): If a Gamma Plaga charges an opponent, it can make a full attack, including an Acid Spray; this maneuver requires the Plaga to be detached from its host
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Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a
dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host
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Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host
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Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10’ radius are exposed to Plaga spores (see
Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a
daylight spell
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Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a
daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a
darkness spell, or while entirely within the body of a host