Carrion Crawler (CR 4)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., scent, Listen +6, and Spot +6
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 3d8+6 (19 hp)
Fort +3, Ref +3, Will +5
Speed: 30 ft., climb 15 ft.
Space: 10 ft./5 ft.
Base Attack +2; Grapple +8
Attack: Tentacle +3 melee
Full Attack: 8 tentacles +3 melee and bite -2 melee
Damage: Tentacle paralysis, bite 1d4+1
Special Attacks/Actions: Paralysis
Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 15, Cha 6
Special Qualities: -
Feats: Alertness; Combat Reflexes; Track
Skills: Climb +12, Listen +6, and Spot +6
Advancement: 3-4 HD (Large); 5-9 HD (Huge)
Climate/Terrain: Any underground
Organization: Solitary or cluster (2-5)
Carrion crawlers use their keen senses of sight and smell to detect carcasses and potential prey. When attacking a crawler lashes out with an eight tentacles and tries to paralyze its victim. The tentacles deal no other damage. The creature then kills the paralyzed victim with its bite and devours the flesh. Multiple crawlers do not fight in concert, but each paralyzes as many opponents as possible, The unintelligent creature continues to attack as long as it faces any moving opponents.
Paralysis (Ex): Those hit by a carrion crawler's tentacle attack must succeed at a Fortitude save (DC 13) or be paralyzed for 2d6 minutes.