Fihyr (CR 3)
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft. and Spot +4
AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Hit Dice: 4d8 (18 hp)
Fort +1, Ref +4, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -3
Attack: Bite +2 melee
Full Attack: Bite +2 melee
Damage: Bite 1d4+2
Special Attacks/Actions: Frightful presence
Abilities: Str 7, Dex 16, Con 10, Int 5, Wis 12, Cha 7
Special Qualities: SR 10, vulnerable to sunlight
Skills: Hide +11, Move Silently +7, and Spot +4
Advancement: 5-8 HD (Small); 9-12 HD (Medium-size)
Climate/Terrain: Any city, town, or village
Organization: Solitary, pair, or brood (3-4)
Monster Manual II
Fihyrs attack by biting. The real purpose of fihyr's bite is not to deal damage, but to spread fear in others.
Fihyrs never hesitate to attack, but they prefer to do so in front of as many witnesses as possible, to make use of their frightful presence ability.
Frightful Presence (Ex): Any creature that witnesses a fihyr attacking becomes panicked if it fails a Will save (DC 10).
Vulnerable to Sunlight (Ex): Fihyrs die instantly when exposed to sunlight, hissing and bubbling away into acrid smoke. They have no fear of sunlight, however, and they do not seek shelter to wait out the day. Magical sunlight can destroy a fihyr if it penetrates the creature's spell resistance, though if the fihyr succeeds at any allowed saving throw, it avoids the instant death effect.