Deepling (CR 1/2)
Alignment: Always chaotic neutral
Initiative: +3 (Dex); Senses: darkvision 120 ft., Listen +8, and Spot
AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Hit Dice: 1d6 (3 hp)
Fort +0, Ref +5, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -6
Attack: 4 slams -2 melee or 4 stones +3 ranged
Full Attack: 4 slams -2 melee or 4 stones +3 ranged
Damage: Slam 1d2-2, stone 1d4-2
Special Attacks/Actions: Scare
Abilities: Str 7, Dex 17, Con 10, Int 5, Wis 16, Cha 16
Special Qualities: passwall, SR 16
Skills: +8, Climb +7, Listen +8, Spot, and Tumble +18
Advancement: 2 HD (Medium-size)
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Treasure/Possessions: Double goods
Scare (Ex): When deeplings feel threatened or sense predators, they laugh in a reverberating, deep-throated tone. This produces an unsettling effect that works like a scare spell cast by a 3rd-level sorcerer (Will save DC 15). If the save is successful, that opponent cannot be affected again by that deepling's scare ability for one day.
Passwall (Sp): Deepling laughter drives most predators away, but if it doesn't, deeplings attempt to escape conflict with their spell-like ability.
8/day - passwall. This ability works as the spell cast by a 10th-level sorcerer.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds deeplings for 1 round. In addition, they suffer a -1 penalty to attack rolls, saves, and skill checks while operating in bright light.
Skills: Deeplings have a +10 racial bonus to Tumble and Climb checks.
Deeplings engage in combat only when forced.