Nycter (CR 2)
Small Monstrous Humanoid
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: blindsense 60 ft., darkvision 60 ft., Listen +13, and Spot +13
AC: 16 (+1 size, +2 Dex, +3 natural armor), touch 13, flat-footed 14
Hit Dice: 3d8 (13 hp)
Fort +1, Ref +5, Will +4
Speed: 20 ft., fly 40 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Bite +6 melee
Full Attack: Bite +6 melee
Damage: Bite 1d4-1
Special Attacks/Actions: Hunting cry
Abilities: Str 9, Dex 15, Con 11, Int 10, Wis 12, Cha 8
Special Qualities: vulnerability to sonic
Feats: Alertness; Weapon Finesse
Skills: Listen +13 and Spot +13
Advancement: 4-6 HD (Small); 7-12 HD (Medium)
Climate/Terrain: Temperate forests
Organization: Solitary, pair, group (3-5), cave (10-30 plus 25% noncombatants)
Monster Manual III
Nycters prefer peace over war. If they encounter other creatures without being noticed in turn, they often choose to avoid them altogether. If confronted, they parlay and seek harmonious solutions. However, they fight fiercely to defend themselves or their territory.
Hunting Cry (Su): A nycter can emit a high, piercing shriek that damages and paralyzes its prey (30-foot cone, once every 2d4 rounds, damage 2d4 sonic plus paralysis for 1d4+1 rounds, Fortitude DC 11 halves damage and negates paralysis). This is a sonic mind-affecting ability. A creature that successfully saves cannot be affected again by the same nycter's hunting cry for 24 hours. The save DC is Constitution-based.
Blindsense (Ex): A nycter uses echolocation to pinpoint creatures within 60 feet. Opponents still have total concealment against the nycter unless it can actually see them.
Skills: Nycters have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if their blindsense is negated.