Excremental

Excremental                                                                     CR 4

XP 1200


 * A Large Outsider (Elemental, Evil)

Init +0; Senses Darkvision 60ft; Perception +13

Auras Stench (DC 16, 1d3+6 rounds)

DEFENSE
AC 14, touch 9, flat-footed 14 (-1 size, +5 natural)

hp 51 (6d10+18)

Fort +5, Ref +5, Will +6

Immunities Bleed, Paralysis, Poison, Stun, Critical Hit, Flanking, Sneak Attack

OFFENSE
Speed 40 ft.

Melee 2 slams +9 (1d6+4 plus disease)

Space 10 ft.; Reach 10 ft.

Special Attacks Disease (Ex) (slam-injury save DC 16, Onset 1d3 days, frequency 1 day, effect 1d3 Con damage, cure 2 consecutive saves), Faith-Stealing Strike (DC 9)

STATISTICS
Str 19, Dex 10, Con 16, Int 10, Wis 12, Cha 1

Base Atk +6; CMB +11; CMD 21

Feats Cleave, Power Attack, Skill Focus (Perception)

Skills: Craft (choose one) +12, Diplomacy +2, Knowledge (planes) +9, Knowledge (religion) +9, Perception +10, Sense Motive +10

Languages Common

SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep, Stench

SPECIAL ABILITIES
Disease Attack (Ex)

A Excremental causes disease in those it contacts. A Excremental's disease has a fortitude save DC of 16, an onset of 1d3 days, a frequency of 1 day, causes 1d3 con damage, and takes two saves to cure. The save DC is constitution-based.

Faith-Stealing Strike (Su)

When a Excremental's natural attack or melee weapon damages a creature capable of casting divine spells, that creature must make a DC 9 will save or become unable to cast divine spells for 1 round. Once a creature makes this save, it is immune to further faith-stealing strikes from that particular Excremental The save DC is charisma-based.

Outsider Traits

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

-Darkvision 60 feet.

-Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

-Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Stench (Ex)

A Excremental secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with Stench) within 30 feet must succeed on a Fortitude save (DC 16) or be sickened for 1d3+6 rounds. Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is constitution based.

ECOLOGY
Environment: Sewers

Organization: Solitary, Pair, or Pile (3-6

Treasure: Incidental