Hatori (CR 1)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, Listen +5, and Spot +5
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 1d8+1 (4 hp)
Fort +1, Ref +2, Will +1
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +11
Attack: Bite +6 melee
Full Attack: Bite +6 melee and tail slap +6 melee
Damage: Bite 1d8+11, tail slap 1d8+2
Special Attacks/Actions: Improved grab
Abilities: Str 25, Dex 15, Con 12, Int 2, Wis 13, Cha 4
Feats: Alertness; Endurance; Skill Focus (Hide)
Skills: Hide +10*, Listen +5, and Spot +5
Advancement: 2-3 HD (Huge), 4-7 HD (Gargantuan), 8+ HD (Colossal)
Climate/Terrain: Sandy wastes
Organization: Solitary or herd (2-5)
Treasure: Gems, magic armor and weapons (in gut)
The only thing that can drive hatori into combat is hunger. Unfortunately, hatori have voracious appetites and food is rare in their home environment, so they never pass up an opportunity to make a meal out of a passing traveler - or even an entire caravan. The hatori's favorite hunting method is to position themselves along a well-used migratory trail or caravan route. When, believing the hatori to be no more than a rocky outcropping, a prospective meal passes nearby, the hatori spring into action.
Once the battle begins, hatori try to bite their victims with their toothy maws. Greater hatori swallow man-sized victims whole on a natural attack roll of 20. Such victims suffer 1d12 points of damage per round from the crushing and acid effects of digestive tract. Swallowed victims cannot escape until the hatori is killed, for the muscular action of the esophagus prevents them from climbing out the throat.
Hatori use their bony tails to lash out at anyone attacking from rear, or to attack fleeing victims while simultaneously trying o eat someone else.
Lesser hatori can swallow whole only opponents of small-size or less (on a natural attack roll of 20).