Mlarraun (CR 1)

Medium Magical Beast
Alignment: Always neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +5, and Spot +5

AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 2d10 (11 hp)
Fort +3, Ref +6, Will +1
Speed: 20 ft., climb 20 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +1
Attack: Bite +5 melee or spit +5 ranged touch
Full Attack: Bite +5 melee or spit +5 ranged touch
Damage: Bite 1d4-1 plus poison, spit poison
Special Attacks/Actions: Poison
Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Special Qualities: stone torpor
Feats: Weapon Finesse
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, and Swim +7
Advancement: -
Climate/Terrain: Warm plains
Organization: Solitary
Treasure/Possessions: None

Source: Serpent Kingdoms

Poison (Ex): Bite or spit, injury or contact, Fortitude DC 11, initial damage blindness 2d6 hours, secondary damage blindness 4d6 hours and 1d4 points of damage. The poison need not touch the eyes to cause blindness.

Stone Torpor (Su): Any spell or magical effect that specifically targets a mlarraun causes it to instantly lapse into a torpor that lasts for 1d100 days. Its scales become hard and gray, though its body remains flexible. Contact with magic weapons or other magic items that do not specifically target the mlarraun does not trigger this change. While in this state, the mlarraun can be posed by manually adjusting its body. Enterprising artisans and trap designers sometimes shape the creature into handles for chests, ornamental "scrollwork," and the like. Such adjustments do not wake the mlarraun. In this form, the creature's natural armor bonus rises to +10.

Damage in excess of one-half its original hit points awakens the mlarraun instantly, as does any spell that targets it. When it awakens, naturally or by other means, it bites or spits poison at the nearest creature.

Skills: A mlarraun has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A mlarraun can always choose to take 10 on a Climb check, even if rushed or threatened. A mlarraun uses either its Strength modifier or its Dexterity modifier for Climb checks, whichever is higher. A mlarraun has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim ~heck, even if distracted or endangered, It can use the run action while swimming, provided it swims in a straight line.

Though mlarrauns are quite effective at stalking their prey, they are neither cunning nor capable of anticipating danger. Many are trampled by the hooves of beasts that are unaware of their presence.