Lhosk (CR 4)
Large Monstrous Humanoid
Alignment: Usually Chaotic Neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, and scent
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Hit Dice: 8d8+32 (68 hp)
Fort +6, Ref +9, Will +7
Speed: 30 ft., climb 20 ft.
Space: 10 ft./10 ft.
Base Attack +8; Grapple +16
Attack: Spear +7 melee
Full Attack: Spear +7/+2 melee (2d6+14) and bite +2 melee (1d6+6) or 2 slams +7 melee (1d6+8) and bite +2 melee
Damage: Spear 2d6+14/x3, bite 1d6+6*, Slam 1d6+8 (Includes adjustments for Power Attack feat)
Special Attacks/Actions: Entangling web
Abilities: Str 19, Dex 17, Con 18, Int 8, Wis 12, Cha 7
Feats: Cleave; Power Attack; Self-Sufficient
Skills: Climb +13, Heal +3, Knowledge (nature) +6, and Survival +8 (+10 in natural aboveground environments)
Advancement: By character class
Climate/Terrain: Warm forests
Organization: Solitary, pack (2-5 plus one 3rd-level ranger), or troop (5-20 plus two 3rd-level rangers and a 6th-level druid)
Monster Manual III
Lhosks are wary of other civilized races but not particularly vicious. They prefer to use their webs to set traps and question trapped intruders. If intruders ignore their instructions or attack, they defend themselves to the death. They don't hesitate to attack those who threaten their females and young.
A lhosk normally attacks using its power attack feat, taking a -4 penalty on its attack rolls and gaining a +4 bonus on damage rolls (+8 if using a spear).
Entangling Web (Ex): a lhosk can throw a web eight times per day. This is a ranged touch attack for the lhosk with a range increment of 10 feet (maximum range, 50 feet); it is effective against targets up to huge. A creature hit by the entangling web is entangled.
An entangled creature can escape with a successful DC 17 escape artist check or burst free with a DC 21 strength check. The save DCs are dexterity-based, and the strength check DC includes a +4 racial bonus. Both are standard actions.
Skills: A lhosk has a +8 racial bonus on climb checks and can always choose to take 10 on climb checks, even if rushed or threatened.