Aracholoth (CR 3)

Medium Aberration
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: Listen +7 and Spot +7


AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 3d8+6 (19 hp)
Fort +3, Ref +3, Will +4
Speed: 30 ft., climb 15 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Bite +3 melee, or shortbow +4 ranged
Full Attack: Bite +3 melee, or shortbow +4 ranged
Damage: Bite 1d6+1 and poison; or shortbow 1d6
Special Attacks/Actions: Gaze, poison, spell-like abilities
Abilities: Str 12, Dex 14, Con 14, Int 11, Wis 16, Cha 10
Special Qualities: SR 14
Feats:
Skills: Climb +10, Concentration +7, Hide +8, Listen +7, Move Silently +8, and Spot +7
Advancement: By character class
Climate/Terrain: Any underground
Organization: Solitary, pair, troupe (2-7 plus 7-12 Small monstrous spiders), or company (1-2 driders, 7-12 aracholoths plus 11-20 Small monstrous spiders)
Treasure: Standard

Source: Dragon #298

Combat

Gaze (Su): Cause fear as if cast by a 3rd-level sorcerer, 30 feet, Will negates (DC 11).

Poison (Ex): Bite, fortitude save (DC 13) initial and secondary damage 1d4 temporary strength.

Spell-like Abilities: 1/day - dancing lights, darkness, faerie fire, suggestion, web. These abilities are as the spells cast by a 3rd-level sorcerer (save DC 11+ spell level).