Skreesire
Source: Alien Archive 3
CR: 7 XP: 3,200
NE Large aberration
Init.: +4 Senses: darkvision 60 ft. Perception: +14
Defense
HP: 100
EAC: 19 KAC: 20
Fort: +6 Ref: +6 Will: +12
Offense
Speed: 30 ft., swim 20 ft.
Melee: bite +15 (1d8+9 P) or tentacle +15 (1d8+9 B plus grab)
Offensive Abilities: enthrall
Statistics
Str: +2 Dex: +4 Con: +1 Wis: +1 Int: +5 Cha: -2
Skills: Acrobatics +14, Athletics +19, Intimidate +14, Stealth +19 (+24 in rocky terrain), Survival +19
Languages: Aklo, Common (can’t speak any language); telepathy 100 ft.
Ecology
Environment: any hills or mountains
Organization: solitary
Special Abilities
<p><b>Camouflage (Ex)</b> A skreesire’s scaly skin has a mottled pattern that blends in well with their preferred surroundings of rocky hills and mountain terrains. In addition to a skreesire’s normal racial bonus to Stealth, when a skreesire remains stationary for 1 round in rocky terrain, it gains a +10 circumstance bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If the skreesire takes any action, it loses this bonus until it once again spends 1 round remaining stationary.<br/><br/> <b>Enthrall (Su)</b> Skreesires have powerful wills and can use them to change the course of an intelligent creature’s thoughts. Three times per day as a standard action, a skreesire can project its will into the mind of an intelligent creature within 40 feet. The target hears a mighty telepathic screech, and if it fails a DC 17 Will saving throw, it is affected as per suggestion. Whether or not it succeeds at its save, a creature can’t be affected by the same skreesire’s enthrall ability for 24 hours. This is a mind-affecting effect.</p>