Encounters: Goblin Marches - Caves (Night)
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
            
Special Qualities: 
            
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
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.
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.