Beguiler (CR +0 )
Small Magical Beast
Alignment: Always neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, true sight, Listen +2, and Spot +2
Languages: Beguiler, Common
AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Hit Dice: 1d10 (5 hp)
Fort +2+, Ref 5, Will +0
Speed: 30 ft., climb 10 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -5
Attack: Claw +3 melee
Full Attack: 2 claws +5 melee, bite +3 melee, and short sword +3 melee
Damage: Claw 1d3-2/2 claws 1d3-2, bite 1d4-2, short sword 1d4-2
Special Attacks/Actions: Rake 1d3-2
Abilities: Str 6, Dex 17, Con 11, Int 12, Wis 10, Cha 11
Feats: Multiattack, Weapon Finesse
Skills: Balance 4, Climb +8, Hide +9, Listen +2, Move Silently +5, and Spot +2
Advancement: 2-3 HD (Small)
Climate/Terrain: Warm plains
Organization: Solitary, pair, or pack (1-4)
Beguilers possess four sets of sharp, retractile claws and a sharp bite attack. Beguilers can also wield weapons in their hairless prehensile tails.
Rake (Ex): Attack bonus +5 melee, damage 1d3-12.
True Seeing (Su): Beguilers always see as if under the effect of a true seeing spell.
Skills: While dry, beguilers can change the hue and pattern of their fur to match the coloration of their surroundings, even to colors and patterns not found in nature, giving them a +8 racial bonus on Hide checks. Beguilers have a +8 racial bonus to Climb checks. A beguiler can always choose to take 10 on Climb checks, even if rushed or threatened.