Uchuulon (Slime Chuul) (CR 6)
Large Aberration (Aquatic)
Alignment: Usually chaotic evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +10, and Spot +10
AC: 20 (-1 size, +1 Dex, +8 natural, +2 deflection), touch 12, flat-footed 19
Hit Dice: 11d8+22 (71 hp)
Fort +5, Ref +4, Will +8
Speed: 20 ft., swim 20 ft.
Space: 10 ft./5 ft.
Base Attack +8; Grapple +16
Attack: Claw +11 melee
Full Attack: 2 claws +11 melee
Damage: Claw 2d6+4
Special Attacks/Actions: Constrict 3d6+4, improved grab, paralytic tentacles
Abilities: Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 3
Special Qualities: Amphibious, immunity to poison, SR 16, protective slime
Feats: Alertness; Blind-fight; Combat Reflexes; Improved Initiative
Skills: Hide +11, Listen +10, Spot +10, and Swim +12
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Organization: Solitary, pair, or pack (3-5)
Treasure: 1/10th coins, 50% goods, standard items
Constrict (Ex): An uchuulon deals 3d6+4 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an uchuulon must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed character to its tentacles.
Paralytic Tentacles (Ex): An uchuulon can transfer grabbed targets from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 17 Fortitude save each round on the uchuulon's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a target automatically takes 1d8+2 points of damage each round from the creature's mandibles.
Amphibious (Ex): Although uchuulons are aquatic, they can survive indefinitely on land.
Protective Slime (Ex): The uchuulon exudes a transparent mucous that provides a +2 deflection bonus to the creature's Armor Class. The slime suspends and protects the uchuulon's vital organs as well and has a 50% chance of negating any critical hit made against the creature.
Skills: An uchuulon 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 swims in a straight line.
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.