Super Fly (3.5e Creature)

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Super Fly
Size/Type: Tiny Outsider (Extra-Terrain)
Hit Dice: 1/8d8+1 (1 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square), fly 30 ft. (perfect)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/−13
Attack: Nose -2.875 melee (1 -5)
Full Attack: Nose -2.875 melee (1 -5)
Space/Reach: 2-1/2 ft./0ft.
Special Attacks: Burrow
Special Qualities: Darkvision 60ft., extra-terrain qualities, outsider traits
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 1, Dex 19, Con 11, Int 1, Wis 12, Cha 3
Skills: Hide +12, Listen +9, Spot +8
Feats: Improved Initiative
Environment: Any underground
Organization: Solitary, Pair, Gang (2-5), or Swarm (5-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral evil
Advancement: By HD: 1.125-0.25 HD (Tiny); 1.25-0.375 HD (Small)
Level Adjustment:
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More information...

A mosquito-like creature flies toward you and you swat it down. It falls from the air and emits a horrid screech. You hear a buzzing from a tunnel to your left. Suddenly, thousands surround you and tear you to pieces.

Super Flies are similar to over-sized mosquitoes with a peculiar habit of burrowing into their prey. The have long black bodies with red abdomens. Their long snouts make up half their length.

Combat

Super Flies pierce anything with blood in it, although they seem to get no sustenance from it.

Burrow (Ex): After piercing their opponent, a Super Fly will burrow into its opponent. It enters the skin and burrows underneath, causing 1 point of damage every round it remains in. It cannot penetrate creature with natural armor bonuses, but will slip through the cracks in armor. A burrowed Super Fly can only be removed with a successful Heal check, DC 8. Each attempt deals 1 point of damage to the victim, regardless of if it fails or not.

Society

Super Flies are the weakest of all the Extra-Terrain, and therefore, the first to be eaten.



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