# Ekolid
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >stings: 1d3 (×2)
> >bite: 1d4 (×2)
> >Melee/Ranged: +7/+10
> >Secondary: +2/+5
> >Multiattack: +5/+8
> >M/R_PA: +7/+10
> >2nd/PA: +2/+5
> >MA_PA: +5/+8
> >Itterative: 2
> > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0
> > xDCs:: Str: 13; Dex: 16; Con: 15; Int: 13; Wis: 17; Cha: 14
> > xFeat:: 3/3 (0)
> > xClasSkil:: Acrobatics, Climb, Fly, Perception, Sense Motive, Stealth
> > SaveDiff:: +/- 3
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Ekolid</div>
<div class="CR">CR 4 (1,200 XP)</div>
<div class="SOU">Fiendish Codex 1</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Small Outsider (chaotic, evil, obyrith)
**Init** +3
**Senses** darkvision 60 ft., true seeing; **Perception** +13
#### defense
**AC** 14, 14 touch, 11 flat-footed (+3 Dex, +1 size)
**hp** 42 (6d10+12)
**Fort** +4, **Refl** +10, **Will** +9
**Feint** 23, **Demoralize** 20
**DR** 5/cold iron or lawful
**Immune** mind-affecting, poison; **Resist** acid 10, cold 10, electricity 10, fire 10
#### offense
**Speed** 30 ft., climb 30 ft., fly 60 ft. (average)
**Melee** 6 stings +10 (1d3 plus implant egg), bite +10 (1d3)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** form of madness, implant, quickness
#### statistics
**Str** 10, **Dex** 16, **Con** 15, **Int** 10, **Wis** 18, **Cha** 13
**BAB** +6, **CMB** +5, **CMD** 18, **TA** +7, **RTA** +10
**Feats** [[Combat Reflexes]], [[Lightning Reflexes]], [[Weapon Finesse]]
**Skills** Acrobatics +9, Climb +14, Fly +14, Perception +13, Sense Motive +13, Stealth +14
**Languages**
#### special abilities
### Form of Madness (Su)
A creature within 60 feet that observes an ekolid must attempt a DC 14 Will save, or begin hallucinating that tiny biting insects are infesting its hair, skin, and clothes. The victim takes a -1 penalty on skill checks and must succeed on a DC 10 Concentration check in order to cast any spells. This madness is permanent, and can be removed with any effect that removes madness or insanity. A creature that makes the save is immune to that particular ekolid's form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders. The save DC is Charisma-based. Looking at multiple ekolids requires a separate save for each one's form of madness, but the effects are not cumulative.
### Implant (Ex)
Each time a creature takes damage from an ekolid's sting attack, it must attempt a DC 15 Fortitude save. Failure indicates that the ekolid implants an egg just under the creature's skin. An implanted egg hatches at the start of the ekolid's next turn, at which point a ravenous ekolid grub gnaws its way out of the victim. This deals 1d6 points of damage per egg that hatches and nauseates the victim for 1 round (no matter how many eggs hatch), after which the grub is free. Remove disease or a similar effect destroys any unhatched eggs, but immunity to disease does not prevent infestation. Newly hatched ekolids are otherwise harmless, but grow to maturity quickly over the course of only a few hours. A grub has 1 hit point and is considered helpless. The save DC is Constitution-based.
### Quickness (Su)
An ekolid is supernaturally quick. It can take an extra move action during its turn each round.