Riftjumper (CR 5)

Medium Magical Beast
Alignment: Always neutral
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: darkvision 60 ft. and Spot +6


AC: 21 (+7 Dex, +4 natural), touch 17, flat-footed 14
Hit Dice: 4d10+4 (26 hp)
Fort +5, Ref +11, Will +1
Speed: 60 ft., climb 30 ft.
Space: 5 ft./10 ft.
Base Attack +4; Grapple -1
Attack: Bite +8 melee, 2 legs +3 melee
Full Attack: Bite +8 melee, 2 legs +3 melee
Damage: Bite 1d8+4 plus poison, legs 1d4+2
Special Attacks/Actions: Poison
Abilities: Str 18, Dex 24, Con 13, Int 5, Wis 11, Cha 11
Special Qualities: great leap. leg spines
Feats: Improved Initiative; Mobility; Spring Attack
Skills: Climb +12, Jump +30, and Spot +6
Advancement: 5-8 HD (Medium-size), 9-12 (Large)
Climate/Terrain: Temperate Cliffs (Wormcrawl Fissure depths)
Organization: Swarm (2d6)
Treasure: None

Source: Dragon #287

Combat

Riftjumpers are incredibly agile and take full advantage of this in combat. They leap from one ledge to another to make an attack on a slower target and then leap back to the original ledge using the Spring Attack feat. They can attack once a round with their poisonous bite and twice more with their spiny legs.

Poison (Su): Anyone bitten by a riftjumper must make a Fortitude saving throw (DC 14) or become slowed as their muscles begin to lose flexibility. This effect is identical to the slow spell as if cast by an 8th-level sorcerer. After 1 minute, the victim must make another Fortitude save or take 2d4 points of temporary Dexterity damage as their muscles and skin become rigid and brittle. Until this lost Dexterity is replenished, every successful attack against the victim causes an additional 2 points of damage. Riftjumpers are fond of pushing their poisoned victims off high ledges so they shatter below, conveniently breaking them up into bite-sized chunks.

Great Leap (Ex): Riftjumpers have a natural talent for making leaps of incredible distance. When making Jump skill checks, their height does not limit their distance. In addition, riftjumpers can always take 10 when using the Jump skill, even in stressful situations. Thus a riftjumper can consistently make leaps of these distances:

If the riftjumper wants to jump farther, it must make a normal Jump skill check.

Leg Spines (Ex): Anyone attacking a riftjumper with a Small or Tiny melee weapon must make a Reflex save (DC 14) or take 1d4 points of damage from the hundreds of spines on its legs.

Skills: Riftjumpers have a +19 racial bonus to Jump checks.