Gambol (CR 5)

Large Magical Beast
Alignment: Usually chaotic neutral
Initiative: +4 (Dex); Senses: darkvision 60 ft. and low-light vision


AC: 18 (-1 size, +4 Dex, +5 natural), touch 13, flat-footed 14
Hit Dice: 8d10+16 (60 hp)
Fort +8, Ref +12, Will +3
Speed: 30 ft., climb 15 ft.
Space: 10 ft./10 ft.
Base Attack +8; Grapple +18
Attack: Bite +13 melee
Full Attack: Bite +13 melee and 2 claws +11 melee
Damage: Bite 2d8+6, claw 1d4+3
Special Attacks/Actions: Fear aura, great leap
Abilities: Str 23, Dex 18, Con 15, Int 2, Wis 12, Cha 9
Special Qualities: evasion, Quickness, masterful dodge
Feats: Dodge; Lightning Reflexes; Multiattack
Skills: Balance +6, Climb +14, Jump +33, and Tumble +15
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Climate/Terrain: Warm forest
Organization: Solitary, pack (5-20) or troop (21-40)
Treasure: None

Source: Monster Manual II

Combat

Gambols tumble into combat, clawing and biting their foes. They take advantage of their reach to grapple and trip advancing foes. Their constant maneuvering makes them difficult targets for foes attacking from a distance.

Fear Aura (Su): When a gambol howls, every creature within a 100-foot radius must succeed at a Will save (DC 13) are become panicked for 1d6+1 rounds. Whether or not the save is successful, the creature is then immune to that gambol's howl for 24 hours. The howl is a sonic, mind-affecting fear effect.

Great Leap (Ex): A gambol gains a +25 bonus on Jump checks. Maximum distance restrictions do not apply to its jumps.

Evasion (Ex): A gambol that makes a successful Reflex saving throw against an effect that would normally deal damage instead avoids damage altogether.

Haste (Su): A gambol can take an extra partial action each round. This ability is always active.

Masterful Dodge (Ex): As a free action once per round, a gambol can dodge one ranged weapon attack, one reach melee weapon attack, or one spell that requires an attack roll by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus, and a spell adds its spell level to the save DC. To use this ability, the gambol must be aware of the attack and not be flat-footed.