Manhack (3.5e Creature)

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Size/Type: Tiny Outsider (Xenotheric)
Hit Dice: 2d8+1 (9 hp)
Initiative: +10
Speed: fly 20 ft. (good)
Armor Class: 19 (+6 Dex, +2 size, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +1/+11
Attack: Slash 1d4+1 (+5 melee)
Full Attack: 2 Slashes 1d4+1 (+5 melee)
Space/Reach: 2 ft./0 ft.
Special Attacks:
Special Qualities: Blindsight 60 ft., Construct Traits
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 10, Dex 22, Con -, Int 3, Wis 11, Cha 11
Skills: Hide +12 (+16 in total darkness), Move Silently +6, Listen +4, Spot +4
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary, Group(2-5), Swarm(6-15)
Challenge Rating: 1/2
Treasure: none
Alignment: always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment:

These small constructs are employed by Civil Protection to flush refugees out of hiding places and for exploring tight spaces. A manhack appears to be little more than a spinning shuriken with a dome on the top and bottom, and two glowing red eyes stacked on top of each other.

Tough Grapple: Due to the way manhacks are built, they are very hard to get hold of with bare hands. When an opponent attempts to grapple with a manhack with its bare hands, the manhack gains +10 to the grapple check. When bare hands are not used, it gains no bonus.

Manhacks As Familiars: A manhack may be selected as a familiar. It grants its master blindsense out to 5 feet

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