Kruthik, Hatchling (CR 2)

Small Magical Beast
Alignment: Usually lawful evil
Initiative: +6 (Dex); Senses: darkvision 60 ft., keen scent, low-light vision, Listen +4, and Spot +3


AC: 19 (+1 size, +6 Dex, +2 natural), touch 17, flat-footed 13
Hit Dice: 4d10+4 (26 hp)
Fort +5, Ref +10, Will +2
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +1
Attack: Claw +11 melee
Full Attack: 2 claws +11 melee
Damage: Claw 1d6+1
Special Attacks/Actions: -
Abilities: Str 13, Dex 22, Con 13, Int 4, Wis 13, Cha 10
Special Qualities:
Feats: Alertness; Weapon Finesse
Skills: Hide +17*, Jump +17, Listen +4, Move Silently +13, and Spot +3
Advancement: 5 HD (Small)
Climate/Terrain: Warm plains
Organization: Solitary or pack (2-8)
Treasure: None

Source: Miniatures Handbook

Combat

Hatchlings make excellent use of their speed and agility in combat, encircling prey and outrunning any serious threats.

Keen Scent (Ex): A kruthik can notice creatures by scent in a 180-foot radius.

Skills: A hatchling's small wings give it a +8 racial bonus on Jump checks, though it cannot actually use the wings to fly. Kruthiks have a +4 racial bonus on Hide and Move Silently check. In areas of natural vegetation, the bonus on Hide checks increases to +8.

Kruthiks seem to have originated during a process of magical experimentation, possibly an attempt to add insectoid and infernal enhancements to a deinonychus or similar reptile. In temperament, kruthiks certainly take after the devils who are said to be their creators.

The insect heritage of the kruthik is most apparent in its life cycle: A hatchling undergoes two stages of metamorphosis before reaching maturity. Except during the brief periods it spends cocooned, a kruthik is deadly in every stage of its life.