Chosen One (CR 2)
Medium Monstrous Humanoid
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +5
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Hit Dice: 3d8 (13 hp)
Fort +1, Ref +4, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +3
Attack: 2 claws +3 melee; bite +1 melee
Full Attack: 2 claws +3 melee; bite +1 melee
Damage: Claw 1d4; bite 1d8 plus poison
Special Attacks/Actions: Poison
Abilities: Str 11, Dex 13, Con 11, Int 6, Wis 12, Cha 10
Feats: Alertness; Multiattack
Skills: Climb +2, Listen +5, and Spot +5
Climate/Terrain: Any land
Organization: Solitary, gang (3-8), band (9-20), or plague (21-40)
Chosen ones attack fearlessly, biting with fangs and slashing with filthy claws. They obey their creators' commands to the best of their ability. However, a chosen one occasionally goes berserk, somehow recovering some memory of its past life and the tortures it endured at its master's hand. For each consecutive round a chosen one is in combat after the fifth, there is a cumulative 1% chance that it goes berserk, screaming horribly and fleeing combat in search of its creator.
Poison (Ex): Those hit by a chosen one's bite attack must succeed at a Fortitude save (DC 11) or be injected with poison. The initial damage is 1d4 points of temporary Constitution damage and the secondary damage is 2d4 points of temporary Constitution damage.