Kruthik, Adult (CR 4)
Medium Magical Beast
Alignment: Usually lawful evil
Initiative: +6 (Dex); Senses: darkvision 60 ft., keen scent, low-light vision, and Listen +4
AC: 22 (+6 Dex, +6 natural), touch 16, flat-footed 16
Hit Dice: 6d10+12 (45 hp)
Fort +7, Ref +11, Will +3
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +9
Attack: Claw +12 melee or spike +12 ranged
Full Attack: 2 claws +12 melee and bite +7 melee; or 2 spikes +12 ranged
Damage: Claw 1d10+3, bite 1d4+1, spikes 1d6+3
Special Attacks/Actions: Spikes
Abilities: Str 17, Dex 22, Con 15, Int 4, Wis 13, Cha 10
Feats: Point Blank Shot; Precise Shot; Weapon Finesse
Skills: Hide +13*, Listen +4, and Move Silently +13
Advancement: 7 HD (Medium)
Climate/Terrain: Warm plains
Organization: Solitary or pack (2-8)
Spikes (Ex): When an adult kruthik raises the frill of plates on its back, its spines also stand erect. With a snap, the creature can loose one spike as a standard action or a volley of two as a full-round action (make an attack roll for each spike). This attack has a range of 100 feet with no range increment. If loosing a volley of spikes against two targets, the targets must be within 30 feet of each other. The creature can launch up to twelve spikes in any 24-hour period.
Keen Scent (Ex): A kruthik can notice creatures by scent in a 180-foot radius.
Skills: Kruthiks have a +4 racial bonus on Hide and Move Silently checks. *In areas of natural vegetation, the bonus on Hide checks increases to +8.
Kruthiks seem to have originated during a process of magical experimentation, possibly an attempt to add insectoid and infernal enhancements to a deinonychus or similar reptile. In temperament, kruthiks certainly take after the devils who are said to be their creators.
The insect heritage of the kruthik is most apparent in its life cycle: A hatchling undergoes two stages of metamorphosis before reaching maturity. Except during the brief periods it spends cocooned, a kruthik is deadly in every stage of its life.
Adults, though larger than hatchlings, are no less agile, and their heavier chitin makes them even harder to kill. Their bites are more effective weapons, and they can actually hurl their spines at foes who manage to remain out of reach.