Hobyah (CR 3)
Alignment: Always neutral evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, and Listen +7
AC: 18 (+2 size, +3 Dex, +3 natural) touch 15, flat-footed 15
Hit Dice: 3d8+3 (16 hp); DR: 10/wooden
Fort +4, Ref +6, Will +4
Speed: 30 ft., 50 ft. brachiation (perfect)
Space: 2 1/2 ft. by 2 1/2 ft./0 ft.
Base Attack +5; Grapple -3
Attack: Bite +5 melee, 2 claws +3 melee
Damage: Bite 1d4, claw 1d3
Special Attacks/Actions: Poison bite, fear aura, improved grab
Abilities: Str 11, Dex 17, Con 12, Int 8, Wis 13, Cha 12
Special Qualities: fire, cold, and acid resistance 10, vulnerability, SR 10
Feats: Improved Initiative, Weapon Finesse (claw)
Skills: Hide +13, Intimidate +7, Listen +7, Move Silently +8, and Tumble +8
Advancement: 4 HD (Tiny)
Climate/Terrain: Any dark forest
Organization: Solitary or nest (5-8)
Fear Aura (Su): A group of three or more hobyahs can, as a free action, create an aura of fear. Anyone within 30 feet of any hobyah contributing to the fear aura must make a Will saving throw (DC 11 +1 per hobyah in the group) or become panicked for 3 rounds. All hobyahs in the group must be within 30 feet of each other to create this aura. Any given hobyah can contribute to only a single fear aura each day.
Improved Grab (Ex): If a hobyah hits with a claw attack, it can attempt to start a grapple as a free action. Alternatively, it can simply choose to hold on to its opponent, in which case it gains a +2 bonus on its bite attack.
Poison Bite (Ex): Anyone bitten must succeed on a Fortitude save (DC 12) or suffer 1d4 points of temporary damage to a randomly selected ability. A second save 1 minute later is required to prevent another 1d4 points of damage to the same ability.
Damage Reduction (Ex): A hobyah's damage reduction applies except when it is hit by a weapon whose striking surface is made of wood, such as a club or a quarterstaff.
Vulnerability (Ex): Hobyahs suffer double damage from wooden weapons.