Leshii (CR 3)
Alignment: Usually chaotic neutral
Initiative: +1 (Dex); Senses: Listen +6 and Spot +6
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 6d6+12 (33 hp)
Fort +6, Ref +6, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Gore +5 melee, club +0 melee
Full Attack: Gore +5 melee, club +0 melee
Damage: Gore 1d6+2, club 1d6+2
Special Attacks/Actions: Spell-like abilities
Abilities: Str 15, Dex 12, Con 15, Int 12, Wis 10, Cha 15
Special Qualities: Animal form, wild empathy
Feats: Alertness; Great Fortitude; Track
Skills: Bluff +6, Hide +10, Intimidate +7, Listen +6, Move Silently +10, Spot +6, and Survival +12
Advancement: 7-12 HD (Medium-size)
Climate/Terrain: Temperate and cold forest
Spell-Like Abilities: 3/day - charm person, confusion, invisibility, and suggestion. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).
Animal Form (Su): Once per day a leshii can transform itself into an animal as the polymorph self spell cast by a 12th-level sorcerer. A leshii's favorite animal forms are those of a wolf or bear.
Skills: Leshii receive a +4 racial bonus to Move Silently and Survival skill checks.
Leshii do not engage in melee combat very often, preferring to harass their victims with their magic abilities. They can be provoked to killing, though, and they might take the form of a forest predator to slay mortals. When they fight in their natural form, they gore with their horns and follow up with club attacks.