As promised, here is the Underhill Devourer. This is a fey that adapted (degenerated?) to life underground. It has come to play a significant role in supporting the underground ecosystem by producing green plants where they are not otherwise able to grow.
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||9d6+27 (58 hp)
||20 ft. (4 squares), Burrow 10 ft., Climb 20 ft
||19 (+2 Dex, +7 natural), touch 12, flat-footed 17
||Claw +9 melee (1d4+4)
||2 claws +9 melee (1d4+4)
||5 ft./5 ft.
||Spell-like abilities, draining rend
||Damage reduction 5/cold iron, earthbound, low-light vision, scent
||Fort +8, Ref +8, Will +8
||Str 19, Dex 14, Con 17, Int 7, Wis 14, Cha 10
||Escape Artist +14, Climb +15, Hide +15, Listen +10, Move Silently +15, Sense Motive +15, Spot +8
||Alertness(b), Great Fortitude, Improved Initiative, Stealthy, Weapon Focus (claw)
|| Usually chaotic neutral
||10-11 HD (Medium) 12-15 HD (Large)
Underhill devourers are tall and lanky, with gaunt features and claw-tipped arms that almost reach the ground. A typical underhill devourer stands over 7 feet tall. They are remarkably flexible, and are capable of curling up into a small ball. Their skin is gray-green and has an opalescent sheen if seen in bright light, which it rarely is. Instead of hair, they have a mat on their heads of whatever sort of vegetation is growing on their hill.
Underhill devourers feed on emotion. They tend to cultivate a herd of herbivores which will feed on the plants that grow on the devourers hill, and are lulled into a drowsy state by their pleasure at finding green plants underground. When a predator approaches, the devourer is energized by the fear that is produced. If the devourer believes it can do so, it will hunt down the predator to feed on its fear and protect its herd. Underhill devourers will bury any corpses they find (or produce) in their hill. In a matter of weeks, the corpse and all the non-magical organic material that came with it, will have turned to fertile soil. Any surviving items will typically remain buried in the hill.
Underhill devourers, if they are willing to speak, speak Sylvan. A very few also speak Undercommon.
An underhill devourer lies in wait within its hill until its prey is nearby and distracted. It usually attempts to use deep slumber first, and rend and exhaust its victim. It often stalks its victims invisibly, feeding off of their fear. It may prepare its stalking grounds with its spike growth ability.
At will—meld into stone, speak with plants; 3/day—invisibility (self only), deep slumber (DC 15); 1/day—plant growth, spike growth (DC14). Caster level 8th. The save DCs are Wisdom-based.
An underhill devourer always lives in a mound of dirt or a hill in an underground chamber, cavern, or tunnel. They may not venture more than 100 yards from their hill, or they lose access to their spell like abilities. After 24 hours away from their hill, they begin to die. Every hour past 24 hours that they spend further than 100 yards from their hill, they take 1d4-1 points of Dexterity damage. If they reach Dexterity 0, they turn to earth and crumble. If the pile of dirt is left undisturbed, it will slowly grow in size and, within a year, a new underhill devourer will be born within it.
Draining Rend (Su)
An underhill devourer that hits with two claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+6 points of damage. In addition, the victim must succeed on a DC 16 Will save or become fatigued. Opponents who are already fatigued (or asleep due to to Deep Slumber), become exhausted instead. The save DC is Wisdom based.
Underhill devourers have a +4 racial bonus to Escape Artist checks and a +8 racial bonus to Sense Motive Checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.