Small Vermin
Hit Dice: 1d8 (4 hp)
Initiative: -2
Speed: 5 ft. (1 square), climb 5 ft.
Armor Class: 17 (+1 size, -2 Dex, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +0/-3
Attack: Gore +2 melee (1d4+1/19-20)
Full Attack: Gore +2 melee (1d4+1/19-20)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Acid
Special Qualities: Darkvision 60 ft., vermin
Saves: Fort +2, Ref -2, Will +0
Abilities: Str 12, Dex 6, Con 11, Int –, Wis 11, Cha 4
Skills: –
Feats: Improved Critical (gore)BEnvironment: Any underground
Organization: Group (3-18)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium)
Level Adjustment: –

Acid (Ex): The Pincher’s soft underbelly is coated with a corrosive acid that deals 1d6 points of damage if it contacts exposed flesh.
Vermin: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills: Pinchers receive a +15 racial bonus to Hide checks in areas that contain stalactites and stalagmites.

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