Nuckalavee (CR 6)
AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Hit Dice: 11d8+33 (82 hp)
Fort +6, Ref +9, Will +7
Speed: 40 ft., swim 40 ft.
Space: 10 ft./5 ft.
Base Attack +11; Grapple +19
Attack: Claw +15 melee
Full Attack: 2 claws +15 melee
Damage: Claw 1d8+4
Special Attacks/Actions: Breath weapon (6d6 cold), death aura, fear aura
Abilities: Str 18, Dex 14, Con 17, Int 8, Wis 10, Cha 15
Special Qualities: Amphibious, fast healing 5, fire resistance 30, immune to poison, SR 10, undead sympathy, water limitation
Feats: Alertness; Power Attack; Stealthy; Weapon Focus (claw)
Skills: Hide +5, Listen +6, Move Silently +4, Spot +7, and Swim +12
Advancement: By character class
Climate/Terrain: Temperate and cold aquatic (salt water)
Organization: Solitary or troupe (1 nuckalavee and 2-4 ghasts or 7-12 ghouls)
Breath Weapon (Su): A nuckalavee's breath weapon is a 60-foot cone of freezing water that deals 6d6 points of cold damage (DC 18 Reflex half) and is usable every 1d4 rounds. The DC is Constitution based.
Death Aura (Su): A nuckalavee's death aura deals 1 point of damage per round to all animals and vermin of Tiny or smaller size within 120 feet. The nuckalavee cannot suppress this effect.
Fast Healing (Ex): The nuckalavee regains 5 hit points per round as long as it is alive. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow or reattach lost body parts.
Fear Aura (Su): A nuckalavee's fear aura affects all creatures within 60 feet as a fear spell (DC 17 Will negates). It cannot suppress this effect. Other nuckalavees are immune to this ability. The DC is Charisma-based.
Immunities (Ex): A nuckalavee is immune to poison.
Undead Sympathy (Ex): A nuckalavee's loathing of all life pervades every fiber of its being and its aura. Non-intelligent undead respond to a nuckalavee as if it were undead (not attacking unless commanded to do so). Intelligent undead tolerate nuckalavees and sometimes ally with them.
Water Limitation (Ex): Although aquatic creatures, nuckalavees are native to the sea and cannot willingly enter fresh water. They can be physically moved or magically compelled to enter such water but never do so under their own volition.
Skills: A nuckalavee has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it moves in a straight line.
Nuckalavees rely on their death and fear auras to deal with inconsequential threats, using their breath weapon to soften up more dangerous opponents before using their claws to deal the killing blow. Nuckalavee spellcasters prefer spells that augment their physical combat abilities.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.