Night Hunter (CR 1)
Medium Magical Beast
Alignment: Usually neutral evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +2, and Spot +2
AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +6, Will +0
Speed: 10 ft., fly 50 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +2; Grapple +2
Attack: Tail stab +2 melee, bite +0 melee, 2 claws +0 melee
Full Attack: Tail stab +2 melee, bite +0 melee, 2 claws +0 melee
Damage: Tail 1d6, bite 1d6, claw 1d4
Special Attacks/Actions: Frightful presence
Abilities: Str 10, Dex 16, Con 13, Int 11, Wis 11, Cha 10
Skills: Hide +6, Listen +2, Move Silently +6, and Spot +2
Advancement: 3-6 HD (Large)
Climate/Terrain: Any land and underground
Organization: Swoop (2-12)
Night hunters packs swoop to bite prey, slashing with their wing claws and stabbing with their dexterous tails. They often stalk their prey, flying low and dodging behind hillocks, ridges, trees, or stalagmites, terrorizing their would-be victims with their screams as they approach.
Frightful Presence (Ex): Night hunters emit eerie screams in combat that unnerve weak opponents. Creatures with less than 2 HD who are within 30 feet of a screaming night hunter must make a Will save (DC 11) or be shaken for 5d6 rounds. Characters who are shaken suffer -2 morale penalty on attack rolls, checks, and saving throws.