Ravid (CR 5)

Medium Outsider (Extraplanar)
Alignment: Always neutral
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft., Listen +7, and Spot +7

AC: 25 (+15 natural), touch 10, flat-footed 25
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +3, Will +4
Speed: 20 ft., fly 60 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Tail slap +4 melee or tail touch +4 melee touch
Full Attack: Tail slap +4 melee and claw +2 melee, or tail touch +4 melee touch and claw touch +2 melee
Damage: Tail slap 1d6+1 and positive energy, claw 1d4 and positive energy, tail or claw touch - positive energy
Special Attacks/Actions: Positive energy lash, animate objects
Abilities: Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14
Special Qualities: flight, fire immunity
Feats: Improved Initiative; Multiattack
Skills: Escape Artist +6, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +7, and Use Rope +0 (+2 with bindings)
Advancement: 4 HD (Medium-size); 5-9 HD (Large)
Climate/Terrain: Positive Energy Plane
Organization: Solitary (1 plus at least 1 animated object)
Treasure/Possessions: None

Source: Monster Manual

Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces in unpleasant tingle in living creatures, against undead foes (even incorporeal ones) it deals 2d10 points of damage.

Animate Objects (Su): Once per round, a random object within 20 of the ravid animates as though by the spell animate objects cast by a 20th-level cleric. These objects defend the ravid to the best of their ability, but the ravid isn't intelligent enough to give them specific commands.

Flight (Su): A ravid can fly as the spell cast by an 11th-level sorcerer, as a free action. A ravid that loses this ability falls and can perform only partial actions.

Feats: Ravids have the Multiattack feat even through they not have the requisite three natural weapons.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.