This material originates in a 3PP Source
Small Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 12d8+24 (78 hp)
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 26 (+1 size, +7 Dex, +8 natural), touch 18, flatfooted 19
Base Attack/Grapple: +12/+11
Attack: Bite +20 melee (1d4+3)
Full Attack: 3 bites +20 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, spinelatch, puppetmaster, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., resistance to electricity 10 and fire 10, spell resistance 18
Saves: Fort +10, Ref +15, Will +8
Abilities: Str 16, Dex 24, Con 14, Int 12, Wis 10, Cha 8
Skills: Climb +18, Concentration +17, Escape Artist +22, Hide +26, Listen +15, Move Silently +22, Search +16, Spot +15, Survival +0 (+2 following tracks), Swim +18, Use Rope +7 (+9 with bindings)
Feats: Combat Reflexes, Dodge, Flyby Attack, Mobility, Weapon Finesse
Environment: The Abyss
Organization: Solitary or clutch (2–5)
Challenge Rating: 8
Alignment: Always chaotic evil
Advancement: 13–36 HD (Small)
Level Adjustment: —
Spineseekers occasionally pause to use their detect good ability before choosing prey (they seem to prefer good victims to others, but will do with just about any food they can get their mouths into). Once it has controlled a victim with its puppetmaster ability, a spineseeker attempts to force the creature to hurt itself or fight against the spineseeker’s enemies.
A spineseeker’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a spineseeker must hit a Medium or smaller opponent with two or more bite attacks.
Spinelatch (Ex): A spineseeker that has grabbed its opponent positions itself over its enemy’s spine and tries to latch onto it, biting through the skin of the back and gripping the vertebrae with its serrated teeth. To do so, the spineseeker makes a grapple check, using its Dexterity bonus instead of its Strength bonus. Before taking its size into account, a spineseeker’s grapple check for purposes of a spinelatch attack is made at +19. Once it has latched onto an enemy’s spine, a spineseeker releases its prey only if killed or if it wills itself to unclench its powerful mouths (something it’s loath to do while feeding). The victim suffers 1 point of Constitution drain for every round in which the spineseeker is attached to its back.
Puppetmaster (Su): A spineseeker that has established a spinelatch can wind its tendrils into the opponent’s spinal cord, allowing it to control the creature’s movement (but not its mind or speech). Controlled creatures must make a Will save (DC 15) each time they wish to engage in an action other than speaking (including doing nothing). Failure indicates that the spineseeker has controlled the creature’s body, and the spineseeker-victim hybrid takes its own action in place of the desired action. Note that spells featuring a verbal component exclusively (such as power word stun) can be cast without the need for a saving throw to overpower the spineseeker’s influence. The save DC is Charisma-based.
Spell-Like Abilities: At will—crushing despair (DC 13), detect good, mirror image, telekinesis (DC 14), water breathing; 3/day—displacement, feeblemind (DC 14). Caster level 9th. The save DCs are Charisma-based.