Peltast
Tiny Aberration
Hit Dice: 1d8+5 (9 hp)
Initiative: +2
Speed: 15 ft. (3 squares)
Armor Class: 17 (+2 Size, +2 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +0/-10
Attack: Touch +4 melee (blood drain)
Full Attack: Touch +4 melee (blood drain)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Anesthetic Touch, Blood Drain, Poison Water
Special Qualities: Darkvision 60 ft., Immune to Poison, DR 10/slashing and piercing, SR 16, Change Shape, Tremorsense 30 ft., Fire Resilience, Symbiosis
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 6, Dex 14, Con 20, Int 8, Wis 12, Cha 10
Skills: Disguise +0 (+8 leather objects), Hide +10, Move Silently +4, Spot +3
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: ---

"So it's evil purses and jewelry now?"

"Strictly speakin' they hain't evil. They is minions though."

"Do they come in white?"

Peltasts are amorphous symbiotes looking for a 'master' to bond with who will exchange blood for their services. They can appear as any leather object of the appropriate size, while Greater Peltasts appear as any gem or crystalline object roughly the size of a human fist.

Anesthetic Touch (Ex): The Peltast can make a melee touch attack against an adjacent opponent. If it is successful the victim must make a DC 15 Fortitude Save. If it successful, the area of skin the Peltast is touching is numbed, and not only does the victim realize contact has been made, it will not feel the Peltast's Blood Drain attack. All it must do to drain blood is reroll to maintain the touch attack each round. The numbness lasts as long as the Peltast touches it's opponent, plus 1d6 rounds.

Blood Drain (Ex): The Peltast can drain one hit point in damage with a successful touch attack. It only needs one hit point a day to survive, but can do more if it wishes.

Poison Water (Ex): A Peltast submerged in water rids itself of it's bodily wastes, effectively poisoning the water. Anything drinking the water (the toxin is invisible), must make a DC 18 Fortitude Save (Save DC is Con based with a +2 Racial Bonus). If it fails, it becomes Nauseated for 2d4 rounds.

Change Shape (Ex): A Peltast can change to resemble any Tiny leather object as a Swift Action. It gains a +8 Racial Bonus to Disguise Checks to appear as any object made of leather).

Fire Resilience: Peltasts gain a +1 Racial Bonus on Saving Throws vs. Fire.

Symbiosis: Peltasts can become Symbiotes with Humans and Goblinoids, and will remain so long as the host is disease free and feeds it once a day. In return the Peltast can cast Neutralize Poison at will, and Cure Light Wounds 1/Day on it's host as a Spell-Like Abilities. In addition the host gains the Peltasts Spell Resistance.

Combat: Peltasts don't initiate combat, they stealthily sneak up to targets to drain blood until they find a master they can bond with.

Greater Peltast
Tiny Aberration
Hit Dice: 2d8+10 (19 hp)
Initiative: +2
Speed: 15 ft. (3 squares)
Armor Class: 21 (+2 Size, +2 Dex, +7 Natural), touch 14, flat-footed 19
Base Attack/Grapple: +1/-9
Attack: Touch +5 melee (blood drain)
Full Attack: Touch +5 melee (blood drain)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Anesthetic Touch, Blood Drain, Poison Water, Spell-Like Abilities
Special Qualities: Darkvision 60 ft., Immune to Poison, DR 10/slashing and piercing, SR 20, Change Shape, Tremorsense 30 ft., Fire Resilience, Symbiosis
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 6, Dex 14, Con 20, Int 16, Wis 14, Cha 16
Skills: Climb +3, Concentration +8, Disguise +5 (+13 to appear as gem), Hide +12, Knowledge (Dungeoneering, Nature) +5, Move Silently +5, Spot +5, Survival +5
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-6 HD (Tiny)
Level Adjustment: ---

Anesthetic Touch (Ex): The Peltast can make a melee touch attack against an adjacent opponent. If it is successful the victim must make a DC 16 Fortitude Save (Save DC is Con based). If it successful, the area of skin the Peltast is touching is numbed, and not only does the victim realize contact has been made, it will not feel the Peltast's Blood Drain attack. All it must do to drain blood is reroll to maintain the touch attack each round. The numbness lasts as long as the Peltast touches it's opponent, plus 1d6 rounds.

Blood Drain (Ex): The Peltast can drain one hit point in damage with a successful touch attack. It only needs one hit point a day to survive, but can do more if it wishes. The Greater Peltast also heals one hit point in damage for every point of damage it drains in this manner.

Poison Water (Ex): A Peltast submerged in water rids itself of it's bodily wastes, effectively poisoning the water. Anything drinking the water (the toxin is invisible), must make a DC 18 Fortitude Save (Save DC is Con based with a +2 Racial Bonus). If it fails, it becomes Nauseated for 2d4 rounds.

Spell-Like Abilities (Sp): A Greater Peltast may cast the following 1/day as Spell-Like Abilities: Slow, Suggestion, Summon Monster VI.

Change Shape (Ex): A Greater Peltast can change to resemble any Tiny gem or crystalline object as a Swift Action. It gains a +8 Racial Bonus to Disguise Checks to appear as any object made of crystal).

Fire Resilience: Peltasts gain a +1 Racial Bonus on Saving Throws vs. Fire.

Symbiosis: Peltasts can become Symbiotes with Humans and Goblinoids, and will remain so long as the host is disease free and feeds it once a day. In return the Peltast can cast Neutralize Poison at will, and Cure Light Wounds 1/Day on it's host as a Spell-Like Abilities. In addition the host gains the Peltasts Spell Resistance.

Combat: Pretty much the same as a regular Peltast, though it will use it's Spell-like Abilities to create bloodshed to feed if it has to.