Parasight
Tiny Elemental (Flesh, Extraplanar)
Hit Dice: ˝d8-1 (1HP)
Initiative: +5
Speed: 30’ (6 squares), Fly 40’ (8 squares, perfect maneuverability)
Armor Class: 19 (+2 size, +5 Dex, +2 natural); touch 17; flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Tentacle -1 melee (1d3-3 plus Energy Drain)
Full Attack: Tentacle -1 melee (1d3-3 plus Energy Drain)
Space/Reach: 2˝’/0’
Special Attacks: Energy Drain, Improved Grab
Special Qualities: Elemental traits, Fast Healing 1, Rapid Growth
Saves: Fort -1, Ref +7, Will +0
Abilities: Str 4 (-3), Dex 20 (+5), Con 8 (-1), Int -- (+0), Wis 11 (+0), Cha 11 (+0)
Skills: N/A
Feats: N/A
Environment: Elemental Plane of Flesh
Organization: solitary, spawn (2-8), brood (9-20), or infestation (21-50)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: 1 HD (Tiny), 2-5 HD (Small)
Level Adjustment: N/A

An odd creature, with the appearance akin to a miniature hexapodal squid, lands nearby. It tucks in its rubbery wings & begins to crawl forward with what seems to be aggressive intent. A large central eye looks around constantly.

These tiny parasites are the bane of all other life on the Flesh Plane, & are a particular nuisance to the plane-body itself. In large numbers, Parasights pose a serious threat to even the mightiest of native creatures. Their actions are directed by the adult Paraminds, who command hosts of these pests in cunning & destructive ways.
An individual Parasight is not terribly impressive, however. A tiny mindless being with a pale violet hue, it resembles a one-eyed octopus. It has no bones, except for a toothy maw on its underside, which it uses to drain vital fluids from its victims. It is aggressive, ravenous, & territorial, pursuing prey without patience or strategy.

A Parasight is about 18” across (including its tentacles) & weighs about 6 pounds. Being mindless, it speaks no language.

Energy Drain (Su): any living creature pinned by a Parasight gains 1 negative level; the DC is 10 for the Fortitude save to remove a negative level; the save DC is Intelligence-based; for each such negative level bestowed, the Parasight gains 5 temporary hit points, which last 24 hours

Improved Grab (Ex): to use this ability, a Parasight must hit with a Tentacle attack; it can then attempt to start a grapple (with a +12 bonus) as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Energy Drain

Rapid Growth (Ex): a Parasight gains 1 Hit Die every 24 hours, until it reaches 6 Hit Die, at which point it becomes a Paramind (see above); this growth can only take place if permitted by the Parasight’s commanding Paramind, & cannot occur otherwise