Saltor

Saltor
CR 5 LE Aberration
This creature resembles a hairless monkey the size of a goat, with a long canine muzzle surrounded by thin, flexible tentacles. It carries a spear in its hands, tipped with a stone point.
Saltors are illithidae that are fairly close relatives to mind flayers themselves, being the equivalent to an illithid as a monkey is to a human. Unlike true mind flayers, saltors do not have extreme sexual dimorphism—males and females look functionally identical to each other. They do undergo a form of ceremorphosis, however, raising tadpoles in pools and placing them in the partially emptied skulls of humanoids. Saltors use small humanoids as their hosts and do not compete with illithids for corpses.
Saltors typically live and travel in groups. A troop will have a central hub containing its breeding pool, and then bands will split off in order to forage. They are omnivorous with a taste for fungi and meat, and especially prey on small humanoids such as derro or svirfneblin in order to use their corpses to reproduce as well. Saltors prefer to attack from ambush and keep at range, hurling magic missiles and javelins to weaken prey before closing to melee. Their terrible scream acts as both weapon and alarm call, and a lone saltor that screams will likely have a half dozen of its fellows close behind to back it up.
Of the various kinds of illithidae, saltors are among the most likely to be found in a mind flayer colony. Mind flayers see them as just the right combination of useful and disposable, and saltors for their part view illithids as something like demigods. In addition to acting as foot soldiers and laborers, saltors may be found serving mind flayers as experimental subjects, sacrificial victims or emergency rations, all of which the saltors accept as their rightful place.
A saltor stands about three feet tall. Their own technology is at a Stone Age level, and they covet metal weapons and tools. Saltors advance by class level, and often take levels in barbarian or psychic.
Saltor CR 5
XP 1,600
LE Small aberration
Init +4; Senses darkvision 60 ft., Perception +10
Defense
AC 17, touch 16, flat-footed 12 (+1 size, +4 Dex, +1 dodge, +1 natural)
hp 51 (6d8+24)
Fort +6, Ref +6, Will +6
Resist sonic 10; SR 16
Weakness light blindness, sunlight sickness
Offense
Speed 30 ft., climb 30 ft.
Melee 2 slams +7 (1d4+2 plus grab), bite +7 (1d6+2) or masterwork spear +8 (1d6+3/x3), bite +5 (1d6+1)
Ranged javelin +9 (1d4+2)
Special Attacks pith (bite), screech
Spell-like Abilities CL 5th, concentration +7
3/day—blur, magic missile
1/day—haste (self only)
Statistics
Str 14, Dex 18, Con 19, Int 11, Wis 12, Cha 14
Base Atk+4; CMB +5; CMD 21
Feats Deadly Aim,Dodge, Multiattack
Skills Acrobatics +17, Climb +19, Perception +10, Stealth +17; Racial Modifiers +4 Acrobatics, +4 Perception
Languages Undercommon
Ecology
Environment underground
Organization solitary, pair, band (3-10) or troop (10-40)
Treasure standard (Small masterwork spear, 5 Small masterwork javelins, other treasure)
Special Abilities
Pith (Ex)A saltor can make a coup de grace attempt with its bite attack as a full round action without provoking attacks of opportunity against a helpless or pinned opponent. This coup de grace does not function against creatures that have no head or no brain, and creatures with multiple heads are not killed if they fail the save (although that head is no longer functional).
Screech (Su) Once per day as a standard action, a saltor can give a terrible screech. All creatures in a 30 foot cone take 3d6 points of sonic damage and are stunned for 1 round. A successful DC 15 Fortitude save negates the stunning effect. The save DC is Charisma based.
Sunlight Sickness (Ex) In an area of natural sunlight, a saltor is sickened.