Anguillian (CR 2)
Medium Aberration (Aquatic)
Alignment: Usually lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 90 ft., light blindness, Listen +2, and Spot +10
Languages: dialect of Sahaugin, may speak Common
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 3d8+6 (28 hp)
Fort +5, Ref +3, Will +3
Speed: 20 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Pincer +4 melee or spear +4 melee
Full Attack: 2 pincers +4 melee and bite +2 melee or spear +4 melee and bite +2 melee
Damage: Pincer 1d4+2, bite 1d4+1, spear 1d8+3/x3
Special Attacks/Actions: Attach, blood drain
Abilities: Str 15, Dex 14, Con 15, Int 10, Wis 14, Cha 6
Special Qualities: Landwalking, speak with eels, vulnerability to fire
Feats: Improved Initiative; Multiattack
Skills: Hide +10 (+14 in coral, Listen +2, Spot +10, Survival +6, Swim +10, or kelp), and rock
Advancement: By character class
Climate/Terrain: Cold aquatic
Organization: Solitary, team (2-6 plus 1 dire eel), patrol (5-10 plus 1 2nd-level subchief plus 1-2 dire eels), band (20-40 plus 1 2nd-level subchief per 20 adults and 1 5th-level chieftain plus 2-5 dire eels), or tribe (60-100 plus 100% noncombatants plus 1 2nd-level subchief per 20 adults, and 1 5th-level chieftain per 40 adults, and 1 high chief of 6th-8th level plus 2-5 dire eels)
Attach (Ex): If an anguillian hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached anguillian loses its Dexterity bonus to AC and has an AC of 14. An attached anguillian can be struck with a weapon or grappled itself. To remove an attached anguillian through grappling, the opponent must achieve a pin against the anguillian.
Blood Drain (Ex): An anguillian that begins its turn attached to an opponent bores into its opponent's body and begins to drain fluids. It deals 1d4 points of Constitution damage each round it remains attached.
Landwalking (Ex): Anguillians can survive out of water for 1 hour per 3 points of Constitution (after that, refer to the drowning rules in the DMG).
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds anguillians for 1 round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with Eels (Ex): Anguillians can communicate with eels and dire eels up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Anguillians can use the Handle Animal skill to befriend and train eels, even if untrained.
Skills: Anguillians have a +4 racial bonus on Hide and Spot checks. The bonus on Hide checks improves to +8 in areas of coral, rock, or heavy kelp.
An anguillian 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.
A group of anguillians surround the opponent in all dimensions, darting in and attacking, then withdrawing as others move in.
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.