Ormyrr (CR 6)
Huge Monstrous Humanoid
Alignment: Usually lawful neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft. and Listen +8
AC: 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Hit Dice: 7d8+21 (52 hp)
Fort +5, Ref +7, Will +6
Speed: 20 ft., swim 40 ft.
Space: 15 ft./10 ft.
Base Attack +7; Grapple +11
Attack: 4 claws +13 melee and bite +8 melee, or weapon +13/+8 melee and 3 light weapons +13 melee and bite +8 melee, or weapon +11/+6 melee and 3 weapons (at least one of which is not light) +11 melee and bite +8 melee, or 4 stones +5 ranged
Full Attack: 4 claws +13 melee and bite +8 melee, or weapon +13/+8 melee and 3 light weapons +13 melee and bite +8 melee, or weapon +11/+6 melee and 3 weapons (at least one of which is not light) +11 melee and bite +8 melee, or 4 stones +5 ranged
Damage: Claw 2d4+8, by weapon (damage bonus +8 for primary hand and +4 for each offhand), bite 1d8+4, stone 1d6+8 (primary hand) or 1d6+4 (offhand)
Special Attacks/Actions: Constrict 1d8+12, improved grab
Abilities: Str 26, Dex 15, Con 16, Int 11, Wis 12, Cha 13
Special Qualities: enhanced multiweapon fighting, weapon use
Feats: Alertness; Combat Reflexes; Multiweapon Fighting
Skills: Knowledge (arcana) +7, Listen +8, Spellcraft +8, and Swim +16
Advancement: 8-14 HD (Huge); 15-21 HD (Gargantuan)
Climate/Terrain: Temperate and warm aquatic (rivers, lakes, and the shores of both)
Organization: Solitary, pair, or tribe (6-12)
Monster Manual II
Constrict (Ex): With a successful grapple check, an ormyrr can crush a grabbed opponent, dealing 1d8+12 points of bludgeoning damage.
Improved Grab (Ex): If an ormyrr hits an opponent that is at least one size category smaller than itself with two claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +23). If it gets a hold, it also constricts on the same round. Thereafter, the ormyrr has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the ormyrr is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage for two claw attacks.
Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. Thus, when combined with creature's Multidexterity and Multiweapon Fighting feats, it allows the use of one or more light off-hand weapons with no penalty on the attack rolls.
Weapon Use (Ex): An ormyrr is proficient with all simple and martial weapons.
Most often, ormyrrs fight with weapons rather than with their claws. The typical ormyrr possesses at least one magic weapon, usually with a +1 or +2 enhancement bonus, and fights with more than one weapon at once to take advantage of its enhanced multiweapon fighting special quality.
A preferred tactic among ormyrrs is to hide along a river bank and ambush enemies with a hail of hurled stones, sling stones, axes, and nets. If the situation looks promising, the ormyrrs close in with drawn weapons. If not, they simply slip into the river and swim away from danger.