Xvart (CR 1/4)

Small Humanoid (Xvart)
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +4

AC: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Hit Dice: 1d8 (4 hp)
Fort +0, Ref +3, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Short sword +0 melee
Full Attack: Short sword +0 melee
Damage: Short sword 1d6-1
Special Attacks/Actions: -
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 10, Cha 8
Special Qualities:
Feats: Alertness
Skills: Hide +6, Listen +4, Move Silently +6, and Spot +4
Advancement: By character class
Climate/Terrain: Temperate and cold land and underground
Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 2nd-level sergeant per 20 adults and 1 leader of 4th - 6th level), warband (10-24), or tribe (40-400 plus 1 2nd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 1-6 giant rats)
Treasure/Possessions: Standard

Source: Converted

Xvarts will attack a party of humans only if they have a tremendous numerical advantage. Xvarts fear humans, but hate halflings, and will attack them even if the xvarts do not have a tremendous edge in numbers. Xvarts will also attempt to bully kobolds whenever possible.

Xvarts will almost always try to ambush and overwhelm their opponents, preferring not to fight fairly at any time. Xvarts like to fight sleeping or resting opponents, circling them and brutally attacking before their prey knows what has hit them.

Xvart gain a +4 racial bonus to Move Silently and Hide checks.

The Xvart first appeared in the Fiend Folio (1981).