Erdlu (CR 2)
Alignment: Always neutral
Initiative: +4 (Dex); Senses: low-light vision, Listen +11, and Spot +11
AC: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Hit Dice: 3d8+6 (19 hp)
Fort +4, Ref +7, Will +4
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Beak +4 melee
Full Attack: Beak +4 melee and 1 claw -1 melee
Damage: Beak 1d6+2, 1 claw 1d4+1
Special Attacks/Actions: -
Abilities: Str 14, Dex 19, Con 13, Int 2, Wis 16, Cha 4
Special Qualities: sprint
Feats: Alertness; Endurance
Skills: Listen +11 and Spot +11
Advancement: 4-5 HD (Medium)
Climate/Terrain: Warm deserts (Athas)
Organization: Solitary, pack (2-5), or herd (6-30)
Sprint (Ex): Once per hour, an erdlu can move ten times its normal speed (500 feet) for one round. Most erdlus use this ability to escape a combat situation.
Herbivores that subsist on a wide array of plant life, erdlus would rather run than fight. When faced with a predator, erdlu herds scatter, running in different directions and reuniting only when the danger is past. If cornered, erdlus strike with their beaks and kick with a clawed foot, always seeking to open a path to escape.