Needlefolk (CR 2)
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, Listen +4, and Spot +4
AC: 14 (+4 natural), touch 10, flat-footed 14
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +1, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Needles +2 ranged, or 2 claws +3 melee
Full Attack: Needles +2 ranged, or 2 claws +3 melee
Damage: Needles 1d12+1, claw 1d4+1
Special Attacks/Actions: -
Abilities: Str 12, Dex 10, Con 13, Int 6, Wis 15, Cha 5
Special Qualities: Plant traits
Feats: Alertness; Stealthy
Skills: Hide +8*, Listen +4, Move Silently +2, and Spot +4
Advancement: 4-9 HD (Medium-size)
Climate/Terrain: Any forest
Organization: Solitary or grove (5-50)
Monster Manual II
Needlefolk are not tremendous fighters at close range; their preferred weapon is the small needles that cover their bodies. Each round, a needlefolk launch a cluster of needles from it (range increment 20 feet, maximum 200 feet). The precise number of needles launched doesn't matter; either they hit a single target as a cluster and deal 1d12+1 points of damage, or they all miss. If forced into melee, a needlefolk attacks with its claws.
Groups of needlefolk attack as individuals without any sort of plan or direction. Each one is cunning enough to determine where its own attacks might be best targeted, but it cares nothing for what the rest of its kind do in a fight.
Skills: A needlefolk's coloration and needles give it excellent camouflage in the forest. While there it has a +16 racial bonus on Hide checks when stationary. This bonus drops to +8 if it moves at up to half-speed.