Boalisk (CR 3)
Large Magical Beast
Alignment: Always neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +9, and Spot +9
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Hit Dice: 3d10+3 (19 hp)
Fort +4, Ref +6, Will +2
Speed: 20 ft., climb 20 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +2
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d6+4
Special Attacks/Actions: Gaze, improved grab, constrict
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 14
Skills: Balance +11, Climb +14, Hide +7, Listen +9, and Spot +9
Advancement: 4-7 HD (Large); 8-9 HD (Huge)
Climate/Terrain: Warm forest and aquatic
A boalisk hunts by grabbing prey with its mouth and then squeezing with its powerful body. More powerful opponents (or if the boalisk has recently eaten) will be attacked with the boalisk's gaze attack.
Gaze (Su): Inflicts mummy rot (see Disease, Dungeon Master's Guide, page 74), range 30 feet, Fortitude negates (DC 13).
Improved Grab (Ex): To use this ability the boalisk must hit with its bite attack. If it gets a hold, it can constrict.
Constrict (Ex): A boalisk deals 1d6+4 points of damage with a successful grapple check against Medium-size or smaller creatures.
The Boalisk first appeared in S4 The Lost Caverns of Tsjocanth (Gary Gygax, 1981).