Diatha
Source: Alien Archive 3
CR: 1/2 XP: 200
N Small vermin
Init.: +2 Senses: darkvision 60 ft. Perception: +4
Defense
HP: 13
EAC: 10 KAC: 12
Fort: +4 Ref: +2 Will: +0
Offense
Speed: 30 ft., burrow 10 ft.
Melee: bite +6 (1d4+1 S; critical burn 1)
Offensive Abilities: detonate, explosive charge
Statistics
Str: +1 Dex: +2 Con: +3 Wis: +0 Int: — Cha: -3
Skills: Athletics +9
Ecology
Environment: any land
Organization: solitary, pair, or rout (3–10)
Special Abilities
<p><b>Detonate (Ex)</b> While the diatha has 4 or fewer Hit Points, its energy-dense flesh becomes unstable. If, while in this state, the diatha takes acid, electricity, fire, piercing, slashing, or sonic damage, or uses its explosive charge ability, it dies, exploding in a 10-foot-radius burst, dealing 1d6 fire damage (Reflex DC 9 half).<br/><br/> <b>Explosive Charge (Ex)</b> While the diatha has 4 or fewer Hit Points, as a full action, the creature can move up to double its speed and make a bite attack. Its detonate ability then triggers.</p>