Fiendish Dragon Newt* (CR 1)

Small Magical Beast (Aquatic and Extraplanar)
Alignment: Always evil (any)
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, and Spot +5


AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +5, Will +1
Speed: 20 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -6
Attack: Bite -1 melee (1d4-2) or spit +4 ranged touch (1d4 acid plus poison)
Full Attack: Bite -1 melee (1d4-2) or spit +4 ranged touch (1d4 acid plus poison)
Damage: -
Special Attacks/Actions: Acid spit, poison, smite good
Abilities: Str 6, Dex 17, Con 10, Int 3, Wis 12, Cha 8
Special Qualities: resistances (cold 5, fire 5), SR 6
Feats: Dodge;Point Blank Shot (B)
Skills: Hide +10, Move Silently +8, Spot +5, and Swim +7
Advancement: 2-3 HD (Medium)
Climate/Terrain: Any evil-aligned plane.
Organization: Solitary, pair, or pack (3-7)
Treasure/Possessions: None

Source: Web

Smite Good (Su): Once per day the fiendish dragon newt can make a normal melee attack to deal 1 point of extra damage against a good foe.

Spit (Ex): The fiendish dragon newt can spit acidic globules with a range increment of 10 feet. This is a ranged touch attack that deals 1d4 points of acid damage.

Poison (Ex): The fiendish dragon newt's skin and saliva are toxic (contact, Fortitude DC 10, initial and secondary damage 1d4 Str). Striking the dragon newt with an unarmed or natural attack subjects the attacker to the poison save. The save DC is Constitution-based.

Skills: A fiendish dragon newt's coloration, natural agility, and keen senses give it a +3 racial bonus on Hide, Move Silently, and Spot checks.

Fiendish dragon newts use their spit attacks early, reserving their smite good attacks for opponents who seem appropriate.

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.