Piercer
Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 5 ft. (1 square), Climb 5 ft.
Armor Class: 19 (+2 Size, +7 Natural), touch 12, flat-footed 19
Base Attack/Grapple: +0/-8
Attack: Bite +0 melee (1 point)
Full Attack: Bite +0 melee (1 point)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Fall, Sweat
Special Qualities: Vermin traits, Darkvision 60 ft., Camouflage, Blindsight 120 ft.
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 1
Skills: Climb +8, Hide +8
Feats: ---
Environment: Underground
Organization: Colony (3-18)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small), 3-4 HD (Medium)
Level Adjustment: ---

"Snails?"

"Yes'm. Garbage scows of the Underdark they are."

"How exactly are these evil minions?"

"They wait for you to walk under them, and then fall trying to spear ya. Tricksy lil bastids they are."

"So less of a minion, and more of an occasional walking hazard."

Piercers are large snails whose shells bond with the naturally dripping mineral deposits found in the caves within their home. They look like naturally occurring stalactites when hanging from the cave ceiling.

Fall (Ex): As a Full Attack the Piercer may drop from the ceiling to impale a victim below. The attack does 1d6 damage, plus an additional 1d6 damage for every 10 ft. the Piercer falls. Additionally this attack threatens a critical on a natural 18-20. Once used it may not be used again until the Piercer climbs back up onto the ceiling again.

Sweat (Ex): At will as a Swift Action a Piercer can exude a mild acid doing 1 point of acid damage on contact. They can use a touch attack to damage opponents, but usually use it defensively. Anything attacking it with a grapple, natural weapon or unarmed strike takes the acid damage.

Camouflage (Ex): Identical to the Ranger ability of the same name (see PHB).

Skills: Piercers gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: If their initial hit doesn't kill opponents, Piercers are awful combatants who will immediately flee after sweating acid to discourage predators.