Volt
Small Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Speed: Fly 20 ft. (poor)
AC: 17 (+1 size, +3 Dex, +3 natural)
Attacks: Bite -1
Damage: Bite 1d6-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, blood drain, electrified tail stinger
Special Qualities: Darkvision 60 ft., immunities, detect electrical impulses
Saves: Fort +0, Ref +3, Will -2
Abilities: Str 6, Dex 16, Con 11, Int 1, Wis 1, Cha 1
Skills: Hide +6, Move Silently +6
Feats: None
Climate/Terrain: Any tropical or temperate land
Organization: Herd (2-24 plus one 3 HD leader)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Small)

     Volts appear as nearly‑spherical bundles (2 ft. in diameter) of bristly gray hair. They have two huge bulbous eyes and possess two small curved horns just above their mouths. These mouths resemble suckers, and are full of tiny teeth.  A 3 feet long, naked tail provides for balance while in flight. At the business end of the tail is a barbed stinger and an electricity‑producing organ. 

Combat
Volts tend to be rather touchy creatures, and will often attack any or all creatures present for no apparent reason.  They locate prey by detecting electrical impulses, attacking those with more complex nervous systems first.
     To attack, the volt first propels itself toward the intended victim and attempts to bite its neck, or other exposed body surface.  Once attached, suction tendrils then snake out from the volt's mouth, so that it may drain blood from the victim.  It also lashes out with its electrically‑charged tail stinger.
     Improved Grab (Ex):  To use this ability, the volt must hit with its bite attack.  If it hits, it has firmly attached itself to the victim and cannot be detached until the victim or the volt is dead.  Once it attaches, it can use both the blood drain and electrified stinger attacks.
     Blood Drain (Ex):  A volt that gets a hold automatically deals blood loss damage of 1d4 points per round.  
     Electrified Tail Stinger (Ex):  A volt that gets a hold automatically deals 2d6 points of electrical damage with its electrified tail stinger per round.  
     Detect Electrical Impulses (Ex):  Volts can automatically sense electrical impulses, such as nerve activity, within 60 feet.
     Immunities (Ex):  Volts are immune to electrical attacks.
     Note:  A small percentage of the volt population (5%) may feed on the victim's nervous energy instead of blood. In this case, it inflicts 2d8 points of damage per round. After the volt is detached, this damage is recovered at a rate of 1 point per turn.

*  Converted by DJBehringer (Archimagus@aol.com)