Carrion Wheel
Source: Alien Archive 4
CR: 6 XP: 2,400
NE Medium aberration
Init.: +5 Senses: darkvision (60 ft.) Perception: +18
Defense
HP: 90
EAC: 18 KAC: 20
Fort: +8 Ref: +10 Will: +6
Offense
Speed: 40 ft., burrow 10 ft.
Melee: tentacles +16 (1d8+8 B plus inflame)
Offensive Abilities: ambush, inflame
Statistics
Str: +2 Dex: +5 Con: +3 Wis: +0 Int: -4 Cha: -1
Skills: Acrobatics +13, Stealth +18, Survival +13
Languages: Aklo (can’t speak)
Ecology
Environment: any land
Organization: solitary, pair, or plague (3–15)
Special Abilities
<p><b>Ambush (Ex)</b> A carrion wheel can adeptly ambush its prey while concealed. A carrion wheel that can act during a surprise round can take its full round of actions. It gains a +2 bonus to any attacks it makes during a surprise round.<br/> <b>Inflame (Su)</b> Toxic enzymes on the carrion wheel’s tentacles cause targets’ skin to erupt in painful rashes and excruciating, acid-filled boils. A creature hit by a carrion wheel’s tentacle attack is sickened for 1 round and develops boils (Fortitude DC 14 negates both effects). The next time the creature takes bludgeoning, piercing, or slashing damage, the boils explode violently, dealing 2d8 acid damage to the target (no save) and 2d8 acid damage to each creature within 5 feet of the target (Reflex DC 14 for half). If not ruptured, the boils fade naturally after 10 minutes, and they can be removed magically with lesser remove condition. This ability is a disease effect.<br/> <b>Reflexive Rash (Su)</b> A creature that briefly touches a carrion wheel (such as with an unarmed attack or most combat maneuvers) is exposed to the carrion wheel’s inflame ability (Reflex DC 14 negates). Actions that involve longer contact, such as grapple combat maneuvers, automatically expose the creature to the inflame ability with no Reflex save.</p>