Nuchlavis (CR 8)
AC: 14 (+4 Dex, -1 size, +1 natural), touch 13, flat-footed 10
Hit Dice: 12d6+24 (66 hp); DR: 10/cold iron
Fort +6, Ref +12, Will +8
Speed: 60 ft., swim 50 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +17
Attack: Slam +12 melee (1d6+7)
Full Attack: 2 slams +12 melee (1d6+7) and 2 hooves +10 melee (1d6+3) and bite +10 melee (2d8+3)
Damage: Slam 1d6+7, hooves 1d6+3, bite 2d8+3
Special Attacks/Actions: Improved grab, stench
Abilities: Str 25, Dex 18, Con 15, Int 8, Wis 11, Cha 4
Special Qualities: Amphibious, fear of fresh water
Feats: Awesome Blow; Combat Reflexes; Improved Bull Rush; Multiattack; Power Attack
Skills: Hide +9, Jump +19, Listen +15, Move Silently +16, Search +11, Spot +15, and Swim +15
Advancement: 13-24 HD (Large); 25-36 (Huge)
Climate/Terrain: Temperate aquatic
Organization: Solitary or pair
Improved Grab (Ex): A nuchlavis that hits with a slam attack may start a grapple as a free action without provoking an attack of opportunity. A nuchlavis that has successfully grappled a foe automatically bites on the same round.
Stench (Ex): A nuchlavis has a horrible odor that can be detected up to 100 feet away. All living creatures (except nuchlavises) within 30 ft. must make a Fort save (DC 18) or be sickened for as long as they remain in range and for one round thereafter. The save DC is Constitution-based. A successful save grants immunity to the stench for 24 hours. If a creature that has failed a save against the stench escapes from the stench's area, but later enters it again, it must save again. The stench is not a poison, so resistances and spells that affect poison do not negate the effects of the stench.
Amphibious (Ex): A nuchlavis can breathe both air and water, though it usually does not remain outside its aquatic home longer than necessary to attack its prey.
Fear of Fresh Water (Ex): A nuchlavis is deathly afraid of fresh water, even though fresh water has no ability to harm the creature. A nuchlavis will hide under the sea whenever it rains, and will not cross fresh-water rivers, lakes, or even streams. If splashed with at least a gallon of fresh water, a nuchlavis must makes a Will save (DC 15) or become panicked until it can hid beneath the sea, and for 1 minute thereafter. If struck by a water-producing spell, the DC for the panic effect is the same as the DC for the spell.
Brutal combatants, nuchlavises prefer direct attacks. They fight with fists, hooves, and their terrible bite.
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.