# Pale Flenser >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >touchMelee/Ranged: +2/+5 > >Secondary: -3/+0 > >Multiattack: +0/+3 > >M/R_PA: +2/+5 > >2nd/PA: -3/+0 > >MA_PA: +0/+3 > >Itterative: 1 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 11; Dex: 14; Con: 13; Int: 10; Wis: 13; Cha: 11 > > xFeat:: 1/2 (1) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Pale Flenser</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Web</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Medium Plant **Init** +3 **Senses** blindsight 80 ft.; **Perception** +2 #### defense **AC** 15, 13 touch, 12 flat-footed (+3 Dex, +2 natural) **hp** 18 (3d8+6) **Fort** +5, **Refl** +4, **Will** +3 **Feint** 14, **Demoralize** 15 **Weakness** vulnerable to sunlight #### offense **Speed** fly 50 ft. (average) **Melee** incorporeal touch +38 (2d6 cha drain) **Ranged** ?? **Space** 5 ft., **Reach** 10 ft. **Special Attacks** augmented critical, disease, explosive, sunlight vulnerability #### statistics **Str** 10, **Dex** 17, **Con** 15, **Int** 8, **Wis** 15, **Cha** 10 **BAB** +2, **CMB** +2, **CMD** 15, **TA** +2, **RTA** +5 **Languages** #### special abilities ### Augmented Critical (Ex) A pale flenser threatens a critical hit on an 18-20 and deals ×3 damage on a successful critical hit. ### Disease (Ex) Flenser Spores (Ex) Slam—Injury; save Fort DC 13, onset 1d3 days, frequency 1/day, effect 1d3 Dex damage, cure 2 consecutive saves. ### Explosive (Ex) The gas filling the pale flenser's bags is quite explosive. If a pale flenser ever takes fire damage, it must make a Fortitude saving throw (DC 10 + half the fire damage it takes), or it explodes. This explosion has a burst of 20 feet and deals 3d6 points of fire damage to all in this area (Reflex DC 13 half). ### Sunlight Vulnerability (Ex) A pale flenser is susceptible to sunlight and takes 1 point of temporary Constitution damage per minute of exposure to such conditions (no saving throw allowed). A pale flenser reduced to 0 Constitution in this manner melts into a steaming puddle of noxious white paste. A pale flenser gains nourishment from feeding on the blood and other vital fluids of vertebrate creatures. It prefers to stalk and attack landbound creatures, and it takes advantage of its ability to fly and stay out of reach of dangerous melee attacks while lashing with its tendrils. Although a pale flenser has hundreds of tendrils, it can make a maximum of six attacks per round with them. The flenser's tendrils are treated as ranged attacks with a maximum range increment of 15 feet, similar to the way attacks with a whip are made. The flenser's tendrils inflict lethal damage on a hit and tend to carve large shallow wounds that provide the fungus with lots of blood to settle down on and soak up. A flenser feeds only on helpless targets; the act of feeding inflicts no additional damage on the victim since the flenser feeds so slowly. A pale flenser has no melee attacks; if it is confronted in melee it attempts to flee and resume making ranged attacks.