Tressym (CR 1/4)

Tiny Magical Beast
Alignment: Usually chaotic good
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +3, and Spot +2


AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Hit Dice: 1/2d10 (2 hp)
Fort +2, Ref +4, Will +1
Speed: 30 ft., fly 50 ft. (good)
Space: 2-1/2 ft./0 ft.
Base Attack +0; Grapple -12
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee (1d2-4) and bite -1 melee
Damage: Claw 1d2-4, bite 1d3-4
Special Attacks/Actions: -
Abilities: Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 13
Special Qualities: immunity to poison
Feats: Weapon Finesse
Skills: Balance +12, Climb +4, Hide +16 (+20 in tall grass or trees in leaf*), Listen +3, Move Silently +8, and Spot +2
Advancement: -
Climate/Terrain: Any temperate or warm land
Organization: Solitary
Treasure: None

Source: Lost Empires of Faerûn

Combat:

Tressym stalk and pounce on prey, scratching and biting much as normal cats do, but with the added ability of flight, which makes them far more deadly to birds (and insects) of all sorts. They do not, however, seem to attack nestlings or despoil eggs. In battle, they are cunning - scratching at the eyes of opponents, for example, and learning danger quickly, so that a tressym that sees a wand fired by a wizard knows about the danger of sticks of wood held by humans for the rest of its life.

In addition to their 120' infravision, tressym can detect invisible objects and creatures up to 90 feet away. Tressym can also detect poison; through scent, taste, or touch, they recognize substances that are deadly to the intelligent races of the Realms. Tressym themselves seem to be immune to all known forms of poison.