Rasclinn (CR 3)
Medium Magical Beast (Psionic)
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft., low-light vision, scent, Listen +13, and Spot +3
AC: 18 (+8 natural), touch 10, flat-footed 18
Hit Dice: 3d10+9 (25 hp)
Fort +5, Ref +3, Will +3
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d6+3
Special Attacks/Actions: Psi-like abilities, rage
Abilities: Str 15, Dex 10, Con 15, Int 2, Wis 15, Cha 11
Feats: Run; Toughness
Skills: Listen +13 and Spot +3
Advancement: 4-5 HD (Medium)
Climate/Terrain: Warm deserts (Athas)
Organization: Solitary or pack (5-12)
A rasclinn only fights if its young are threatened; in other situations it leads its pursuers on wild chases across the desert wasteland.
Psi-Like Abilities (Sp): At will - befuddle (DC 11); 3/day - burst, skate. Manifester level 3rd. The save DCs are Charisma-based.
Rage (Ex): If a rasclinn falls unconscious or dies in combat, all other rasclinn in the fight fly into a berserk rage on their next turn, biting madly until either they or their foes are dead. Each rasclinn gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. Rasclinns cannot end their rage voluntarily.
Skills: Rasclinns have exceptionally keen hearing, which gives them a +8 racial bonus on Listen checks.