Encounters by Locale: Goblin Marches - Hills (Day)
Osquip (CR 1)
Small Magical Beast
Alignment: Always neutral
Initiative: +1 (Dex); Senses: scent, Listen +6, and Spot -3
AC: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Hit Dice: 1d10+4 (9 hp)
Fort +6, Ref +3, Will +1
Speed: 40 ft., burrow 5 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -8
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d6+3
Special Attacks: -
Abilities: Str 14, Dex 13, Con 19, Int 2, Wis 12, Cha 2
Feats: Weapon Focus (bite)
Skills: Climb +3, Hide +10, Listen +6, Move Silently +6, Spot -3, and Swim -2
Advancement: 2 HD (Small), 3 HD (Medium-size)
Climate/Terrain: Any underground
Organization: Solitary or pack (2-16)
Treasure: 1/2, standard (gems only)
Source: Races of Faerûn
If someone enters an area in which there are osquip tunnels, the creatures can emerge quickly to surprise and attack the trespasser. The osquips are territorial and attack fearlessly and ferociously.
Scent: Detect opponents within 30 feet. Exact location is not revealed, unless within 5 feet.
Skills: Osquips receive a +4 racial bonus on Hide, Listen, and Move Silently checks and a -4 modifier to Spot and Swim checks.