Giant Moray Eel (CR 4)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +6, and Spot +6
AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Hit Dice: 5d8 (24 hp)
Fort +4, Ref +7, Will +2
Speed: Swim 20 ft.
Space: 5 ft./10 ft.
Base Attack +3; Grapple +2
Attack: Bite +5 melee, tail lash +0 melee
Full Attack: Bite +5 melee, tail lash +0 melee
Damage: Bite 1d8 and disease, tail lash 1d4
Special Attacks/Actions: Improved grab, tear, disease
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Special Qualities: Immunities, amphibious
Feats: Weapon Finesse (bite)
Skills: Hide +4, Listen +6, and Spot +6
Advancement: 6-9 HD (Large); 10-15 HD (Huge)
Climate/Terrain: Warm aquatic
Organization: Solitary or school (4-8)
A giant moray eel will conceal itself in a reef, seaweed, or underneath stones. When its prey passes by, it lunges out, biting its prey and striking with blinding speed. It will attack almost anything that passes near it, regardless of the size of the prey.
The eel will only use its tail lash on a foe trapped in its jaws or on a foe attempting to flank it.
Improved Grab (Ex): To use this ability, a giant moray eel must hit a foe with its bite attack. If it gets a hold, it tears the flesh.
Tear (Ex): A giant moray eel automatically hits a held opponent with all its attacks each round it maintains the hold.
Disease (Ex): The bite inflicts its foe with a disease akin to mummy rot.
Immunities (Ex): Giant moray eels are immune to all forms of fear and disease, magical or otherwise.
Amphibious (Ex): Giant moray eels can survive out of the water for 1 minute per point of Constitution (after that, refer to the Suffocation rules on page 88 of the Dungeon Master's Guide).
Giant Moray eels gain a +4 racial bonus to Hide, Listen and Spot checks. The Giant Moray Eel gains Weapon Finesse (bite) as a bonus feat.
The Giant Moray Eel first appeared in the Night Below Campaign Boxed Set.