Saltor (CR 3)
Alignment: Often neutral evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +5
AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Hit Dice: 5d8+5 (27 hp)
Fort +3, Ref +5, Will +5
Speed: 30 ft., climb 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +0
Attack: Handaxe +7 melee or bite +7 melee
Full Attack: Handaxe +7 melee and bite +5 melee
Damage: Handaxe 1d4+1/x3, bite 1d6+1
Special Attacks/Actions: Psionics, screech
Abilities: Str 12, Dex 17, Con 12, Int 9, Wis 12, Cha 11
Special Qualities: -
Feats: Alertness; Weapon Finesse
Skills: Climb +11, Jump +7, Listen +5, Spot +5, and Tumble +5
Advancement: 6-9 HD (Medium)
Organization: Solitary, pair, gang (3-4), or troop (7-12 adults and 2-4 young)
Treasure: 50% standard
Lords of Madness
Even a pack of saltors would not be a match for a well-equipped and wary party of heroes if not for the creatures' psionics and special sonic attack.
Psionics (Sp): 3/day - blur, magic missile; 1/day - haste (self only). Caster level 3rd.
Screech (Su): As a standard action, a saltor can emit a high-pitched, piercing shriek in a 20-foot cone. The shriek deals 2d8 points of sonic damage to all non-saltors and stuns such creatures for 1 round. A DC 14 Fortitude save negates the stun and halves the damage. Once it screeches, a saltor cannot screech again for 1 hour, so saltors save their screeches until they are sure they need them.
One saltor screeching sets off all the other adults in the troop as well. This protective measure allows the troop to escape peril. Victims of multiple screeches must save against each screech separately; success against one does not provide= immunity to the next.
Skills: Saltors have a +4 racial bonus on Jump and Spot checks, and a +8 racial bonus on Climb checks. Saltors can always choose to rake 10 on Climb checks, even if rushed or threatened. Saltors use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.