Asabi Stingtail (CR 3)
Large Monstrous Humanoid
Alignment: Usually lawful evil
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft.
AC: 17 (-1 size, +2 leather, +6 natural), touch 9, flat-footed 17
Hit Dice: 7d8+14 (45 hp)
Fort +4, Ref +5, Will +1
Speed: 40 ft., burrow 30 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +13
Attack: 2 claws +8 melee, bite +6 melee, tail +6 melee
Full Attack: 2 claws +8 melee, bite +6 melee, tail +6 melee
Damage: 2 claw 1d6+2, bite 1d6+1, tail 1d4+1 plus poison
Special Attacks/Actions: Poison tail
Abilities: Str 15, Dex 11, Con 14, Int 6, Wis 9, Cha 8
Special Qualities: Immune to enchantment spells
Feats: Improved Initiative; Multiattack; Skill Focus (jump)
Skills: Hide +1, Jump +11, and Move Silently +3
Advancement: 8-12 HD (Large); 13-21 HD (Huge)
Climate/Terrain: Temperate desert
Organization: Gang (2-5), or tribe (6-48 asabis, 2-16 stingtails)
Treasure/Possessions: Standard
Source:
Monster Compendium: Monsters of Faerûn
Poison Tail (Ex): Those hit by a stingtail's tail slap must succeed at a Fortitude save (DC 15) or come into contact with a spray of liquid poison that has an onset time of 1 minute. The initial damage is 2d6 points of damage and the secondary damage is 1d4 points of temporary Constitution damage. In addition, those who fail the Fortitude save must succeed at a will save (DC 15) or act as if under the influence of a confusion spell for their next two actions. The stingtail can spray its poison six times per day.
Immune to Enchantment Spells (Su): Stingtails are immune to all spells of the Enchantment school.
Skills: All asabis are especially good jumpers. Their maximum distance is 20 feet for a standing jump and 15 feet for a standing high jump.
Asabis are cunning and enjoy planning ambushes for their prey, whether they are hunting desert nomads for their own enjoyment or engaged in warfare at a master's behest. Their favorite tactic is to hide themselves under the sand, listening for the approach of foes and rising up to attack with surprise.