What do you know through some weird twist of fate I have my copy of #85 here at work with me:
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Ryl, Male Troglodyte Ftr1: CR 2; Medium-Size Humanoid(Reptilian) (6 ft. 2 in. tall); HD 2d8+4 (troglodyte) plus 1d10+5 (ftr and toughness); hp 26; Init -1 (dex); spd 30 ft.; AC 19 (-1 dex, +6 Natural, +4 chain shirt); Atk +3 ranged (1d6 javelin with weapon focus); or +4 melee (1d6+1, masterwork light mace); or +3 melee (1d4+1, claws), +1 melee (1d4 bite); SQ Stench, darkvision 90 ft.; AL CE; SV Fort +7, Ref -1, Will +0; Str 13, Dex 9, Con 14, Int 8, Wis 10, Cha 11.
Sills: Climb +2, Hide +6 (+14 in caves), Listen +3. Feats: Multi-Attack, Weapon Focus (javelin), Toughness
Possessions: Chain Shirt, masterwork light mace.
Flying Lizards (2): CR 1/6; Tiny Animal (18 in. long); HD 1/2d8; hp 2 each; Init +2 (Dex); Spd 20 ft., climb 20 ft. fly 40 ft. (poor); AC 14 (+2 size, +2 dex); Atk +4 melee (1d4, bite); SA leap; Face 2.5 ft. X 2.5 ft.; Reach 0 ft.; AL N SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 2.
Skills: Balance +10, Climb +12, Hide +13, Listen +4, Spot +4; Feats: Weapon Finesse (bite)
A lizard's leap attack deals no damage but is treated as a melee touch attack and, if successful, effectively blinds the victim (as the blindness spell) until the lizard is removed. If the attack fails, the lizard glides back around to the ground behind Ryl and climbs back up for another attack the following round. Removing the lizard in combat requires the PC to make a successful grapple attack and then win an opposed strength check to tear the lizard free. Removing the lizard causes 1d4 points of damage to a PC not wearing a full-face helmet. If Ryl is killed the lizards attempt to flee and hide.
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Let me know if you need anything else.