Chekryan (CR 4)
AC: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Hit Dice: 3d10+18 (34 hp)
Fort +8, Ref +4, Will +2
Speed: 40 ft., burrow 10 ft.
Space: 10 ft./10 ft.
Base Attack +3; Grapple +12
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee and bite +5 melee and sting +5 melee
Damage: Claws 2d6+5, bite 1d6+2, sting 1d6+2 plus poison
Special Attacks/Actions: Constrict 1d6+5, improved grab, poison, psi-like abilities
Abilities: Str 21, Dex 12, Con 20, Int 1, Wis 13, Cha 16
Feats: Alertness; Toughness; Multiattack
Skills: Climb +8, Jump +9, Spot +3, and listen +6
Advancement: 4 HD (large); 5-9 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary or colony (2-5)
Constrict (Ex): A chekryan deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a chekryan must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d4 Con. The save DC is Constitution-based.
Psi-Like Abilities: 1/day - dimension door, inconstant location, fog cloud. Manifester level 5th.
A chekryan might wait partially buried in the sand, or even in a hollow ruin covered by sand but near the surface, using its tremorsense to locate approaching prey. It then instantly uses its dimension door psi-like ability to reach the surface, ready to attack.