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