Needleman
Type: Medium Plant
Hit Dice: 5d8 + 5 (27 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +3 / +4
Attack Slam +7 melee (1d6+1); or 6 Needles +6 ranged (1d2, 20’range, no increment)
Full Attack: Slam +7 melee (1d6+1); or 6 Needles +6 ranged (1d2, 20’range, no increment)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Needles
Special Qualities: Vulnerability to Magic, Needle Defense
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 12, Dex 16, Con 13, Int 6, Wis 12, Cha 6
Skills: Move Silently +7, Hide +7*
Feats: Weapon Finesse, Weapon Focus (Slam), Improved Natural Attack(B)
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Environment: Temperate Forests
Organization: Clump (5 – 50)
Challenge Rating: 2
Treasure: Standard coins, 50% goods, 50% items (Shiny treasure only)
Alignment: Neutral
Advancement: 6 – 10 HD (Medium)
Flavor text

Descriptive text

Combat
Vulnerability to Magic (Su): Needlemen take an extra 50% damage from magic-based attacks. If a save for ½ damage is allowed, they take ½ damage on a successful save, and full damage plus and extra 50% on a failed save.

Needle Defense (Ex): Anyone grappling a needleman takes 1d2 points of damage from the needles each round the grapple is maintained.

Skills: Needlemen receive a +8 racial bonus to Hide and Move Silently checks when in forest terrain.