Zenythri (CR 1)
Alignment: Usually lawful
Initiative: +1 (Dex)
AC: 11 (+1 Dex), touch 11, flat-footed 10
Hit Dice: 1d8 (4 hp)
Fort +5, Ref +3, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Scimitar +4 melee, or light crossbow +2 ranged
Full Attack: Scimitar +4 melee, or light crossbow +2 ranged
Damage: Scimitar 1d6+2/18-20, light crossbow 1d8/19-20
Special Attacks/Actions: True strike
Abilities: Str 15, Dex 13, Con 12, Int 10, Wis 11, Cha 6
Special Qualities: Electricity resistance 5, fire resistance 5, outsider traits, sonic resistance 5, warrior
Feats: Weapon Focus (scimitar)
Skills: Balance +6, Search +4, and Survival +4
Advancement: By character class
Climate/Terrain: Any land and underground
Monster Manual II
True Strike (Sp): Once per day, a zenythri can use true strike (caster level 1st or the zenythri's character level, whichever is higher).
Skills: A zenythri receives a +2 racial bonus on Balance and Survival checks.
Outsider Traits: A planetouched has darkvision (60-foot range). It cannot be raised or resurrected.