Ripper (CR 6)
Alignment: Neutral Evil
Initiative: +7(+3 Dex, +4 Improved Initiative); Senses: Listen +5 and Spot +10
AC: 20 (+3 Dex, ++7 natural), touch 13, flat-footed 17
Hit Dice: 8d8 (60 hp); DR: 5/magic
Fort +5, Ref +5, Will +9
Speed: 40 ft. and Climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +8
Attack: 2 claws +9
Damage: claws 1d6+2 plus sedative [1d6 nonlethal]
Special Attacks/Actions: pheromone burst
Abilities: Str 14, Dex 16, Con 16, Int 12, Wis 16, Cha 15
Special Qualities: Aura: disorientation (60 ft.), chameleon, light sensitivity, Immune poison
Feats: Alertness, Improved Initiative, Weapon Finesse,
Skills: Climb +19, Disguise +6* Hide +16, Jump +7, Listen +5, Move Silently +12, and Spot +10
Advancement: up to 24HD, no size change
Climate/Terrain: Any poor urban area
Disorienting Aura (Ex): A ripper emits a pheromone in a 60-foot radius that causes severe disorientation. Anyone within 60 feet of the ripper who fails a DC 16 Will save takes a -4 penalty to Wisdom. This aura is a constant effect, which the ripper cannot suppress. A creature that successfully saves cannot be affected again by a disorienting aura from the same ripper for 24 hours, but is still susceptible to its other pheromones. Other rippers are immune to this effect. This is a mind-affecting ability. The save DC is Charisma-based. Because this effect is pheromonal rather than supernatural, it is unimpeded by spell resistance or antimagic fields, but creatures immune to poisons or gases are immune to this as well.
Pheromone Burst (Ex): Once every 1d4 rounds, a ripper can release a burst of pheromones as a standard action. Anyone in range must succeed on a DC 16 Will save to negate the effect. A creature that successfully saves cannot be affected again by that precise pheromone from the same ripper for 24 hours, but is still susceptible to its other pheromones. The pheromones all function at caster level 8th, and the save DCs are all Charisma-based. These are all mind-affecting effects. Like the disorienting aura, they are pheromonal, not magical.
Fear: 60-foot burst, otherwise as the fear spell.
Sleep: 30-foot burst, otherwise as deep slumber.
Wrath: 60-foot burst, otherwise as the "attack nearest creature" result of confusion. If a sufficient number of creatures fail their save at once, they might (25% chance) form a mob that attacks the nearest target, rather than attacking one another.
Chameleon (Ex): A ripper can blend into its environment or appear more human than it truly is. This ability grants it a +4 racial bonus on Hide checks, and on Disguise checks to appear human.
Light Sensitivity (Ex) A ripper is dazzled in bright sunlight or within the radius of a daylight spell.
Sedative (Ex): A ripper's claws are coated in toxin; successful claw attacks also deal 1d6 points of nonlethal damage.