Faranth (CR 2)
Alignment: Usually Lawful Evil
Initiative: +4 (Improved Initiative); Senses: Listen +9 and Spot +9
AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Hit Dice: 4d8+8 (25 hp)
Fort +3, Ref +1, Will +8
Speed: 20 ft., climb 20 ft., swim 10 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +2
Attack: Tentacles +6 melee, 2 claws +4 melee
Full Attack: Tentacles +6 melee, 2 claws +4 melee
Damage: Claw 1d6+3
Abilities: Str 16, Dex 10, Con 15, Int 20, Wis 15, Cha 10
Special Qualities: Grab
Feats: Alertness; Improved Initiative; Iron Will; Multiattack; Power Attack
Skills: Climb +6, Craft(any) +12, Hide +5, Knowledge(any) +9, Knowledge(engineering) +12, Listen +9, Move Silently +4, Search +8, Sense Motive +5, and Spot +9
Advancement: 5-10 HD (Large); 11-18 HD (Huge)
Organization: Solitary, Pair or company (5-8)
Because of the heightened intelligence, faranth can read the flow of battle and anticipate an opponent's actions. This equates to having the Improved Initiative feat.
Grab (Ex): When a faranth makes a successful melee attack with its tentacles, make a grappling check. If the faranth successfully grapples its opponent, it may choose to deal 1d4+3 points of subdual damage or dash the poor victim against the ground for 2d6+3 points of damage.