Grimalkin (CR 2)

Medium Magical Beast (Shapechanger)
Alignment: Usually neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +2 Move Silently +6, and Spot +2


AC: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Hit Dice: 4d10 (22 hp)
Fort +4, Ref +5, Will +2
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +3
Attack: Claw +2 melee and bite -3 melee
Full Attack: 2 claws +2 melee and bite -3 melee
Damage: Claw 1d4-1, bite 1d6-1
Special Attacks/Actions: -
Abilities: Str 9, Dex 12, Con 11, Int 8, Wis 13, Cha 12
Special Qualities:
Feats: Acrobatic; Improved Initiative
Skills: Climb +2, Hide +2, Jump +5, Listen +2 Move Silently +6, and Spot +2
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)
Climate/Terrain: Temperate plains
Organization: Solitary
Treasure: None

Source: Monster Manual II

Combat

A grimalkin changes its shape each round during a battle to confuse its foes. This makes it very difficult to adopt any sort of strategy for fighting it. A grimalkin fights to the death when defending its master, though it is quite willing to flee a battle that is going badly for it while it is alone.

Alternate Form (Su): A grimalkin can assume the form of any Medium or smaller animal or vermin.

Empathy (Ex): A grimalkin can detect the surface emotions of any creature within 50 feet that it can see. It can sense basic needs, drives, and emotions, but not thoughts. A successful Will save (DC 13) allows a target to avoid being sensed in this way by that grimalkin for 24 hours thereafter.

Skills: A grimalkin has a +4 racial bonus on Move Silently checks and a +2 racial bonus on Climb and Jump checks.

Shapechanger Subtype

A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.

Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).