Veserab (CR 4)

Large Magical Beast
Alignment: Always neutral
Initiative: +3 (Dex); Senses: blindsight, scent, blind, and Listen +10


AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Hit Dice: 5d10+15 (42 hp)
Fort +7, Ref +7, Will +1
Speed: 20 ft., fly 120 ft. (average)
Space: 10 ft./5 ft.
Base Attack +5; Grapple +4
Attack: Bite +8 melee, 2 claws +6 melee
Full Attack: Bite +8 melee, 2 claws +6 melee
Damage: Bite 1d8+4, claws 1d6+2
Special Attacks/Actions: Noxious breath, pounce, rake
Abilities: Str 19, Dex 16, Con 17, Int 2, Wis 10, Cha 4
Special Qualities:
Feats: Multiattack
Skills: Listen +10 and Move Silently +6
Advancement: 6-9 (Large), 10-18 (Huge)
Climate/Terrain: Any land
Organization: Solitary or herd (5-20)
Treasure/Possessions: None

Source: Dragon #299

Noxious Breath (Ex): As a standard action, the veserab may breath out a black cloud of noxious fumes similar to a stinking cloud spell in a 20-foot-long cone that lasts for 10 rounds. Once a veserab breaths it can't breathe again until 1d4 rounds later. Veserabs are immune to the effects of the noxious breath ability.

The cloud obscures standard vision and low-light vision beyond 5 feet. A creature within 5 feet has one-quarter concealment (attacks suffer a 10% miss chance). Creatures farther away have half concealment (attacks suffer a 2O% miss chance).

Living creatures in the cloud are nauseated, unless they make a successful Fortitude save (DC 15). Those who succeed at their saves but remain in the cloud must continue to save each round. A moderate wind (11+ mph.) disperses the cloud in 4 rounds; a strong wand (21 mph.) disperses the cloud in a round.

Pounce (Ex): If a veserab dives on a foe during the first round of contact, it can make a full attack even if it has already taken a move action.

Rake (Ex): A veserab that pounces on an opponent can make two rake attacks (+6 melee) with its hind legs for 1d6+2 slashing damage each.

Blindsight (Ex): The faceless veserabs have learned to soar through the umbral murk of the Plane of Shadow. Veserabs can see by emitting high frequency sounds, inaudible to most other creatures, that lets them locate object and creatures within 240 feet. A silence spell negates this ability and a effectively blinds the veserab.

Blind (Ex): The faceless veserabs have no eyes. They are blind and also lack both low-light vision and darkvision.

Skills: *Veserabs receive a +2 racial bonus to all Move Silently checks and a +4 racial bonus to all Listen checks.

Veserabs fight viciously to defend their mates and calves. They prefer to incapacitate targets with their noxious breath and then pounce on their prey by diving from above, biting and clawing.