O'bati (CR 1)
AC: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1
Speed: 30 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: bite +2 melee or longspear +2 melee or longbow +4 ranged
Full Attack: bite +2 melee or longspear +2 melee or longbow +4 ranged
Damage: Bite 1d4, longspear 1d6/x3, longbow 1d6/x3
Special Attacks/Actions: Poison
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Feats: Weapon Focus (longbow)
Skills: Climb +10, Jump +7, and Swim +7
Advancement: By character class
Climate/Terrain: Warm forest or marsh
Organization: Solitary, pair, band (3-4), cluster (6-12 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (20-50 plus 2 lieutenants of 3rd-6th level and 1 leader of 5th-10th level)
Whenever possible, o'bati coordinate their attacks, surrounding their opponents and peppering them with arrows tipped with poison harvested from their own skins. They prefer to move in, launch a couple of volleys of arrows, then fade back into the surrounding trees to allow their poison time to work. O'bati are extremely patient, and they are quite capable of employing such hit-and-run tactics for hours until their enemies are exhausted.
Poison (Ex): The brightly colored skin on an o'bati's back exudes a venom (contact and injury, Fortitude DC 10, initial and secondary damage 1d6 Dexterity) similar to that of certain poisonous tree frogs but considerably less deadly. As a standard action, an o'bati hunter may scrape an arrow across his back to envenom it and then fire it at an opponent. An o'bati archer with the Manyshot feat can envenom multiple arrows simultaneously and fire them all at once. Any creature that strikes an o'bati using natural weapons or unarmed strikes is also subject to the poison. Merely wearing gloves does not protect an attacker foolish enough to strike the o'bati in this manner.
Furthermore, the effectiveness of the o'bati's poison increases with its concentration in the body of the target. Every time a creature comes into contact with the venom (either via arrows or its own natural or through unarmed attacks) over the course of a 24-hour period, the save DC increases by +1 (max DC 10 + o'bati's racial HD + 4). The save DCs are Constitution-based.
Skills: The o'bati's strong legs grant it a +4 racial bonus on Jump and Swim checks. Furthermore, it receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.