Calpina Larva

System: Pathfinder | SRD

Calpina Larva CR 3
XP 800
Init +7 ; Senses low-light vision; Perception +9
Defense
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 27 (5d6+10)
Fort +3, Ref +7, Will +5
DR 5/cold iron
Offense
Speed 20 ft., fly 40 ft. (good)
Melee bite +6 (1d4 plus grab)
Special Attacks ego drain (1d4 Cha), fragrant haze, grab (Medium)
CMB +4 (+6 grapple) CMD 14 (16 vs. grapple)
Statistics
Str 10,, Dex 17,, Con 14,, Int 11,, Wis 12,, Cha 15
Base Atk +2
Feats Agile Maneuvers , Improved Grapple , Improved Initiative, Weapon Finesse
Skills Bluff +10, Fly +17, Knowledge (nature) +8, Perception +9, Perform (dance) +10, Stealth +15
Languages Common, Sylvan
Special Abilities
Ego Drain (Su) A calpina grappling a foe feeds on her target’s ego at the end of its turn, dealing 1d4 points of Charisma damage. Once a calpina has dealt an amount of Charisma damage equal to her Constitution score, she is fully sated and cannot use this ability again for 24 hours.
Fragrant Haze (Su) As a standard action, a calpina can release magical vapors that cause stupor and vertigo in creatures other than calpinas or their larvae. Each living creature within 20 feet must succeed at a DC 14 Will save or be exhausted for 1d4 rounds. A creature that succeeds at its save is immune to that calpina’s fragrant haze for 24 hours. The save DC is Charisma-based.
, Pathfinder #95: Anvil of Fire pg. 82

Add to encounter | Back to Monsters