Wemic (CR 3)

Large Monstrous Humanoid
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +5


AC: 15 (-1 size, +1 Dex, +4 natural, +1 small wooden shield), touch 10, flat-footed 14
Hit Dice: 5d8+5 (27 hp)
Fort +2, Ref +5, Will +4
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +5; Grapple +13
Attack: Club +8 melee; 2 claws +3 melee
Full Attack: Club +8 melee; 2 claws +3 melee
Damage: Club 1d8+4; claw 1d6+2
Special Attacks/Actions:
Abilities: Str 18, Dex 12, Con 12, Int 11, Wis 11, Cha 9
Special Qualities:
Feats: Alertness; Weapon Finesse
Skills: Hide +2, Jump +16, Listen +5, Move Silently +6, Spot +5, and Survival +4
Advancement: By character class
Climate/Terrain: Warm and temperate plains
Organization: Solitary, pride (2-16), or tribe (20-200, including 2-8 subchiefs of 2nd-5th level, an adept of 4th-7th level, and a chief of 5th-8th level)
Treasure/Possessions: Standard

Source: Monster Compendium: Monsters of Faerûn

Wemics attack using their forepaws and a weapon, using the off hand to carry a shield (usually made of tough leather).

Skills: Wemics have a +8 racial bonus on Jump checks.