Pseudonatural Hippogriff* (CR 2)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +4, and Spot +8
AC: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Hit Dice: 3d10+9 (25 hp)
Fort +6, Ref +5, Will +2
Speed: 50 ft., fly 100 ft. (average)
Space: 10 ft./5 ft.
Base Attack +3; Grapple +11
Attack: Claw +6 melee
Full Attack: 2 claws +6 melee and bite +1 melee
Damage: Claw 1d4+4, bite 1d8+2
Special Attacks/Actions: True strike
Abilities: Str 18, Dex 15, Con 16, Int 3, Wis 13, Cha 8
Special Qualities: Alternate form, resistance to acid and electricity 5, scent, SR 13
Feats: Dodge; Wingover
Skills: Listen +4 and Spot +8
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Climate/Terrain: Any land and underground
Lords of Madness
Alternate Form (Su): As a standard action, a pseudonatural hippogriff can take the form of a grotesque, tentacled mass (though this alien appearance has no effect on the creature's abilities). Other creatures receive a -1 morale penalty on their attack rolls against the creature when it is in this alternate form.
True Strike (Su): Once per day, a pseudonatural hippogriff can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack.
Skills: Hippogriffs have a +4 racial bonus on Spot checks.