Arathluth, Malaugrym male
Arathluth: Malaugrym "male": Rog0: CR 10; Medium-size shapechanger; HD 5d8+10 (malaugrym) plus 6d6+12 (rogue); hp 67; Init +6 (Dex); Spd 30 ft.; AC 21 (+6 Dex, +5 natural); Atk +7/+2 melee (1d6, slam); SA Sneak attack +3d6; SQ Alternate form, poison immunity, damage reduction 15/+1, fast healing 3, evasion, uncanny dodge, SR 21; AL CE; SV Fort +10, Ref +15, Will +9; Str 11, Dex 22, Con 15, Int 19, Wis 12, Cha 14.
Skills and Feats: Bluff +10, Disguise +16, Hide +20, Listen +11, Move Silently +20, Sense Motive +15, Spot +11, Tumble +16, Use Magic Device +16; Blind-Fight, Dodge, Expertise, Great Fortitude, Iron Will, Mobility, Spring Attack.
Possessions: dust of disappearance, dust of illusion, potion of cure light wounds, ring of feather falling, ring of mind shielding, slippers of spider climbing, wand of magic missile (5th-level caster; Use Magic Device DC 20).
Preferred Form: Arathluth prefers the form of a lion-headed panther with four retractile tentacles sprouting from its shoulders - much like an alien displacer beast.
His statistics in this form are as follows:
Large Magical Beast Init +2 (Dex); Spd 40 ft.; AC 16 (-1 size, +2 Dex, 5 natural); Atk +10/+10/+10/+10/+5 melee (1d6+4, 4 tentacles; 1d8+2, bite); Face/Reach: 5 ft. by 10 ft./5 ft (15 ft. with tentacles); SV Fort +9, Ref +11, Will +7; Str 18, Dex 15, Con 16, Int 19, Wis 12, Cha 14.
Arathluth is uncomfortable with flight and avoids taking winged shapes. He also lacks any talent for magic, so he is in constant search for magic items to increase his power and standing. His last rumored location was in Amn, where he was said to be disguised as a human merchant. His known aliases include Ulstult and Imbar
Taluth, Malaugrym female
Taluth: Malaugrym "female" Wiz4: CR 8; Medium-size shape changer; HD 5d8+15 (malaugrym) plus 4d4+12 (wizard); Init +4 (Dex); Spd 30 ft.; AC 19 (+4 Dex, +5 natural); Atk +5 melee (1d6, slam); SQ Alternate form, poison immunity damage reduction 15/+1, fast healing 3, SR 19; AL CE; SV Fort +10, Ref +9, Will +10; Str 10, Dex 19, Con 16, Int 20, Wis 11, Cha 18.
Skills and Feats: Bluff +14, Concentration +10, Disguise +14 Knowledge (arcana) +12, Knowledge (the planes) +12, Listen +6, Sense Motive +11, Spellcraft +12, Spot ~6; Blind-Fight, Brew Potion, Combat Casting, Expertise, Great Fortitude, Iron Will, Scribe Scroll.
Possessions: bracers of armor +1, +2 cloak of charisma, +1 light crossbow, +1 quarterstaff; scrolls: ray of enfeeblement, sleep.
Spells (4/3/2 plus 2/1): 0 - flare, ray of frost, read magic, resistance; 1st - cause fear, chill touch, ray of enfeeblement, shocking grasp, sleep; 2nd - cat's grace, ghoul touch, scare.
Preferred Form: Taluth typically appears as a nondescript human female, though she uses more attractive forms (male or female) when that will help her accomplish her goals. Her statistics in human form are as follows:
Medium-Size Humanoid: AC 15 (+4 Dex, bracers of armor +1); Atk: +6 melee (1d6+1, +1 quarterstaff), +10 ranged (1d8-1, +1 light crossbow); Cha 20 (cloak of charisma +2).
Taluth is energetic and fearless, and enjoys the company of humans. She often uses them as companions, dupes, and agents to gain her more pleasure, wealth, or magic. An accomplished wizard with a knack for quickly grasping new magic, Taluth has become a force to be reckoned with in Westgate, where she has made her home. She carefully hides behind the activities of Westgate's merchant-lords, allowing the blame for her activities to fall on them. Ruthless and yet whimsical, Taluth has been known to aid or betray humans simply for her own entertainment, and adventurers seem to be her favorite target.
Source: Monsters of Faerûn