This filthy creature hs mottled, greenish-brown skin, bulging black eyes, and six-fingered clawed hands.

Teo-Selerai (CR 4; XP 1,200)
CE Monstrous humanoid
Init +7; Senses darkvision 60 ft.; Perception -2
AC 18, touch 14, flat-footed 14
(+3 Dex, +1 dodge, +4 natural)
hp 37 (5d10+10)
Fort +3, Ref +8, Will +4
DR 5/magic; SR 15
Weakness light blindness
Speed 70 ft., climb 20 ft.
Melee 3 claws +8 (1d6+3), bite +8 (1d4+3)
Special Attacks blood spawn, disease, pounce
Str 17, Dex 16, Con 14, Int 6, Wis 7, Cha 10
Base Atk +5; CMB +8; CMD 21 (25 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Stealth)
Skills Acrobatics +8, Climb +11, Stealth +14
Languages Undercommon
Environment underground
Organization solitary
Treasure standard
Special Abilities
Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Blood Spawn (Su) When a teo-selerai takes 10 or more points of damage from a piercing or slashing weapon attack, the spilled blood transforms into a 1d8 bats, 1d3 dire rats, or 1d2 giant crab spiders (each chance of each option). They will attack the teo-selerai’s attackers, but flee in 1d4 rounds.
Supernatural Gifts (Su) Teo-selari are possess supernatural speed and agility for climbing sheer surfaces. This as a constant haste and spider climb effect. These effects are worked into its statistics.

Though capable of standing upright, teo-selerai move on all fours with supernatural grace and speed, magically clinging to cavern walls and ceilings. They speak a rough form of Undercommon, but tend to make a throaty gurgle when the creature is excited or anxious.

Teo-selerai were once human, but were altered by magic and driven underground. They live alone in caves, and rarely come above ground due to their intense hatred of light. They eat whatever creatures they can find–usually bats, or fish from underground streams–and eagerly attack humanoids when given the chance, dragging explorers’ corpses back to their lairs and feeding off them for days.

Teo-selerai prefer to observe their enemies from hiding before attacking, but always attack intelligent creatures who spot them. A character with the Craft (alchemy) skill can powder and treat a teo-selerai’s bone marrow to create a poison equivalent to id moss. The bones can be removed without need for a skill check. For purposes of determining creation time and raw materials cost, a dose of id moss created with teo-selerai bones costs only 25 gp, and has a Craft (alchemy) DC of 20. A character with 5 or more ranks in Knowledge (nature) has a +2 bonus on the Craft (alchemy) check.

On Porphyra
Teo-selerai are seen as solitary creatures but miners of the Graz Deep near No Return in the Barony of Tuthon tell of large packs of these inhuman monsters hunting in the darkness below. Miners also complain of sabotaged equipment and severed climbing lines.