Gandercat
Large Beast
Hit Dice: 8d10+32 (76 hp’s)
Initiative: +2 (Dex)
Speed: 45ft
Armor Class: 15 (+2 Dex, +4 natural, -1 size)
Attacks: Claws +10, Bite +5
Damage: Claws 1d8+4, Bite 1d6+4
Face/Reach: 5ft x 10ft/ 5ft
Special Attacks: None
Special Qualities: Echolocation
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 18, Dex 14, Con 18, Int 13, Wis 14, Chr 12
Skills: Hide +10 (+4 racial bonus), Listen +11 (+4 racial bonus), Move Silently +7, Spot +7, Tumble +6
Feats: None
Climate/Terrain: Any jungle
Organization: Usually solitary, but they can be found in groups of up to 4.
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral
Advancement Range: Large 8-12 HD

See the Alien Compendium 1 for more information.

Combat:
Gandercats are unconcerned with other species.  Their echolocation powers allow them to sense prey, tainted bait, and even traps.  Gandercats ambush and charge to gain the upper hand by overwhelming odds.  They are intelligent, some even say sentient, so they know when to attack and when to flee and when to just leave well enough alone.

Society:
See the Alien Compendium 1 for more information.