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Anglothane magical beast medium
HD 4 d10 initiative+ 7 Ac 17 speed 60 attacks 2claws +6 1d4+2 plus bleeding and bite +5 1d6+1 plus bleeding and paralytic saliva
face reach 5by5 5foot reach
special attacks and qualities bleeding cumulative 1 point around cured by dc 15 heal check or healing spell cure restoration or heal spells work nicely. Paralytic saliva Any creature damaged by the Anglothanes bite that is susceptible to poison must make a dc16 fort save or suffer from paralysis for 1d4 rounds Rend when Anglothane hits with 2 claw attacks in a round it automatically deals 2d4 +3 damage and the bleeding damage is increased by 2 more. Sneak attack as rogue 2d6 stealth affinity Anglothanes always get a +8 racial bonus to all hide and move silently checks Dark vision 120 feet light sensitivity -1 on all rolls if in area with bright light -2 if suddenly exposed to it.
saves fort+4 ref+8 will-1
abilities dex18 wis6 con10 str14 cha10 int8
skills hide+10 move silently+10
feats improved initiative dodge
habitat wet mountain caves prefer to go out hunting at night
organization solitary pack 1 to 12 or colony 20 to 250 With 1 to 10 Dahakaahs
challenge rating 3
alignment neutral usually advancement special if Anglothane gets 10 HD or more it becomes an elder Anglothane or a Dahakaah
Anglothanes are roughly humanoid hunters smooth slick grey skin covers there body.They have 2 bulbous yellow glowing pupil absent eyes on either side of there heads and an emaciated bony look to them.They have vestiges of tails and needle like teeth. there fingers have more joints and are longer than a human hands. They have 4 fingers and 1 thumb like humans but they also have long dagger like claws. They tend to walk hunched over on all fours. when in combat the prefer flanking and roar growl and sputter to each other to communicate.They have a ridge like protrusion on there head that grow larger with age.