Heway (CR 1)
Large Magical Beast
Alignment: Always Chaotic Evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +4, and Spot +4
AC: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Hit Dice: 1d10+1 (6 hp)
Fort +3, Ref +4, Will +1
Speed: 30 ft., swim 15 ft.
Space: 5 ft. by 10 ft./ 5 ft.
Base Attack -1; Grapple -4
Attack: Bite +0 melee
Damage: Bite 1d6+1
Special Attacks/Actions: Poison, hypnotic stare
Abilities: Str 10, Dex 15, Con 12, Int 6, Wis 12, Cha 4
Feats: Weapon Finesse (bite)
Skills: Balance +5, Climb +3, Hide +5, Listen +4, and Spot +4
Advancement: 2-4 HD (large); 4-16 HD (huge)
Climate/Terrain: Any underground
Organization: Solitary or Pair
The heway usually comes to a well, poisons it, then waits for animals to drink and die before it attempts to feed. It prefers weakened prey, though if it is starving, it can stalk healthy animals.
Poison (Ex): Its primary attack form is its ability to poison fresh water. When it arrives at a well or oasis, the heway crawls in and swims around for several hours, slowly releasing its poison. Any creature drinking the water must make a Fort save (DC 12) or suffer 2d6 Con damage initially, and possibly suffer paralysis as secondary damage. Even animals that survive the poison are often doomed, as they must somehow reach another water source or die of dehydration. The heway does not have a poisonous bite, and merely touching the skin of a heway has no effect. The poison must be ingested. Poisoned bodies of water become drinkable up to 2d6 days after the snake is removed, depending on how quickly the water replenishes itself.
Hypnotic Stare (Su): The stare of the heway has a powerful hypnotic effect on its prey; any creature failing a Will save (DC 10) will follow the heway to its lair and allow itself to be devoured. The duration of the hypnosis is 10d6 minutes. The heway sometimes uses this stare simply to immobilize a menacing creature. It then leaves the area while the hypnotized creature remains stationary.