Gargoyle, Kir-lanan (CR 2)

Medium Monstrous Humanoid
Alignment: Usually Chaotic Evil
Initiative: +1 (Dex); Senses: Listen +2

AC: 17 (+1 Dex, +3 natural, +3 studded leather), touch 11, flat-footed 16
Hit Dice: 4d8 (18 hp)
Fort +1, Ref +5, Will +3
Speed: 30 ft., fly 90 ft. (good)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +6
Attack: 2 claws +6 melee
Full Attack: 2 claws +6 melee
Damage: Claws 1d4+2
Special Attacks/Actions: Negative energy touch, ray of enfeeblement, Rebuke undead
Abilities: Str 14, Dex 12, Con 10, Int 11, Wis 9, Cha 11
Special Qualities: Harmed by positive energy
Feats: Flyby Attack; Stealthy
Skills: Escape Artist +3, Hide +7, Listen +2, Move Silently +4 Spot +2, and Use Magic Device +2
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or wing (2-7)
Treasure/Possessions: Standard

Source: Forgotten Realms Campaign Setting

Negative Energy Touch (Su): Three times per day, a kir-lanan can empower its touch with negative energy, similar to the chill touch spell. If it hits with a melee touch attack, it deals 2d6 points of damage and 1 point of temporary Strength damage. A successful Fortitude save (DC 12) negates the Strength damage. The kir-lanan heals the same number of points of damage as it causes with this attack, though it cannot exceed its normal maximum hit points by this means.

A kir-lanan can use a claw attack to deliver this negative energy effect, but it must hit with a regular touch attack. It does not regain hit points for the claw damage it inflicts, just the negative energy damage.

Ray of Enfeeblement (Sp): Three times per day, a kir-lanan can use ray of enfeeblement as the spell cast by a 4th-level sorcerer.

Rebuke Undead (Su): A kir-lanan can rebuke or command undead three times per day as an evil cleric with as many levels as it has Hit Dice.

Harmed by Positive Energy: Because of the negative energy that suffuses their frames, kir-lanans are vulnerable to attacks using positive energy, just as undead are. They suffer damage from cure wounds spells, holy water, and blessed weapons. They cannot be turned, but they are uncomfortable around such displays of positive energy and generally seek to avoid a turning cleric anyway.

Like undead, kir-lanans are healed by inflict wounds spells and other applications of negative energy.

Skills: A kir-lanan receives a +4 racial bonus on Hide checks.

Kir-lanans sometimes fight with weapons, but they prefer to use their claws for melee attacks. Their bodies are infused with negative energy, making their touch deadly to other living creatures.