Skulvyn (CR 4)

Large Outsider (Aquatic, Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: scent, Listen +6, and Spot +6


AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Hit Dice: 4d8+8 (26 hp); DR: 5/good
Fort +6, Ref +7, Will +3
Speed: 10 ft., swim 50 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +12
Attack: Bite +7 melee, or tail lash +7 melee
Full Attack: Bite +7 melee and 2 claws +5 melee, or 4 tail lashes +7 melee
Damage: Bite 1d8+4, claw 1d6+2, tail lash 1d4+4 plus wounding
Special Attacks/Actions: Slow aura, wounding
Abilities: Str 18, Dex 16, Con 15, Int 5, Wis 8, Cha 11
Special Qualities: outsider traits, SR 12
Feats: Combat Reflexes; Multiattack
Skills: Hide -1*, Listen +6, Move Silently +10, Spot +6, and Swim +19
Advancement: 5-12 HD (Large)
Climate/Terrain: Any water (Abyss)
Organization: Solitary or school (2-12)
Treasure/Possessions: -

Source: Fiend Folio

Slow Aura (Su): Living creatures that come within 30 feet of a skulvyn must make a Will save (DC 12) or become slowed for 4 rounds. Skulvyns are immune to this aura. A creature that makes a successful saving throw is immune to that particular skulvyn's slow aura for one day. Creatures that come within range of a pack of skulvyns must make one saving throw for each skulvyn in the pack.

Wounding (Ex): Wounds resulting from a skulvyn's tail lash attacks bleed for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a Heal check (DC 15) or the application of any cure spell or other healing spell.

Skills: Skulvyns have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. *They also have a +8 racial bonus on Hide checks when in water.

Aquatic Subtype

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.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.