Entoloth

Size/Type: Tiny Outsider (Evil, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 20 ft., fly 50 ft. (perfect)
Armor Class: 20 (+2 size, +3 Dex, +5 Natural), touch 15, flat-footed 17
Base Attack/Grapple: +3 / -5
Attack: Bite +8 melee (1d4 + poison)
Full Attack: Bite +8 melee (1d4 + poison)
Space/Reach: 2 ½ ft. / 0 ft.
Special Attacks: Poison, Spell-like abilities
Special Qualities: Alternate Form, Damage Reduction 5 / magic or wood, darkvision 60 ft., fast healing 2, immunity to poison, immunity to disease, resistance to acid 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Bluff 6 (+8), Diplomacy 6 (+8), Hide 0 (+11), Knowledge (the planes) 6 (+6), Listen 6 (+7), Move Silently 6 (+9), Search 6 (+6), Spellcraft 6 (+6), Spot 6 (+7)
Feats: Dodge, Weapon Finesse
Challenge Rating: 2
Alignment: Always Neutral Evil
Advancement: 4-6 HD (Tiny)

This tiny creature appears as a noisome blend of humanoid and insect, fluttering through the air on iridescent wasp-like wings. Its intricately fluted and whorled carapace is black and oily, and its clacking pincers drip a bitter-smelling yellow-green fluid.

When in its natural form, an entoloth is about 2 feet tall and weighs around 10 pounds, attacking with their venomous pincers. Preferring to avoid combat, an entoloth usually attempts to negotiate its way out of a potentially violent encounter, cringing and cowering in an obsequious display. An entoloth's natural weapons, as well as any weapons it wields, are treated as evil-aligned and magic for the purpose of overcoming damage reduction.

Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-like Abilities At will - detect good, detect magic, invisibility (self only); 1/day - web* (DC 14). Caster level 6th. The save DC is Charisma-based. Once per week and entoloth can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su) An entoloth can assume another form at will as a standard action. Each entoloth can assume one or two forms from the following list: Small or Medium monstrous spider, Small or Medium monstrous scorpion, Small or Medium monstrous centipede, giant soldier ant or giant hornet (treat as giant bee, but does not die upon stinging).

*Some entoloths have been known to have other 2nd level conjuration spells instead of web. Acid arrow, fog cloud and summon swarm have all been seen as alternate choices.

[Note: This was designed before I'd gotten the PFCS and new the 'shape' of the new Daemons. It would change for a game set in Golarion, although I'm not sure exactly how, at the moment. Some sort of Carrion Crow / Harbinger of Doom / Black Hound critter would be more appropriate for the Horsemen, IMO. This critter is more of a Planescape-esque 'loth.]