Bajang (CR 3)
AC: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Hit Dice: 6d6+3 (24 hp); DR: 5/cold iron
Fort +2, Ref +7, Will +7
Speed: 30 ft., climb 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -6
Attack: 2 claws +6 melee
Full Attack: 2 claws +6 melee
Damage: Claw 1d3+1 plus poison
Special Attacks/Actions: Poison, spell-like abilities
Abilities: Str 12, Dex 15, Con 10, Int 13, Wis 14, Cha 15
Special Qualities: Alternate form, symbiosis, SR 13
Feats: Alertness; Toughness; Weapon Finesse
Skills: Climb +18, Hide +15, Knowledge (nature) +12, Listen +13, Move Silently +11, Spot +13, and Survival +11
Advancement: 7-9 HD (Small); 10-18 HD (Medium-size)
Climate/Terrain: Warm forest
Poison (Ex): Claw, Fort save (DC 13); initial and secondary damage 1d4 temporary Str.
Spell-Like Abilities: 3/day - bane, divination, ghost light, gust of wind, steam breath, transfix. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).
Alternate Form (Su): At will, a bajang can assume the form of a small wildcat with light brown fur and orange eyes, as if using polymorph self. The bajang's abilities and characteristics are unchanged in this form.
Symbiosis (Su): A bajang's life force is tied to a single tree in the forest where it dwells. If the tree is destroyed (chopped down, burned, or rotted with magic), the bajang dies immediately.
Bajangs are vicious and devious fighters, preferring weak or helpless prey. They prefer to attack sleeping victims or ambush single characters from behind.
Spirit creatures include some fey and elementals (nature spirits), outsiders (celestial spirits), undead (ghosts and ancestors), and even dragons. Spirit creatures are nor necessarily incorporeal, despite their name - in the worlds of Oriental Adventures, some spirits are as much flesh and bone as humans are. The only game effect of the spirit type modifier is that spirit creatures are all affected by spells such as commune with greater spirit, invisibility to spirits, and protection from spirits.