Orlythys (CR 6)
AC: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Hit Dice: 6d8+18 (45 hp)
Fort +8, Ref +7, Will +6
Speed: 10 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +6
Attack: 2 claws +10 melee
Full Attack: 2 claws +10 melee
Damage: Claws 1d6+5
Special Attacks/Actions: Spell-like abilities, dehydration ray, spawn water elemental, enslave elemental
Abilities: Str 20, Dex 14, Con 16, Int 12, Wis 12, Cha 16
Special Qualities: Immune to bludgeoning weapons, fog cloud
Feats: Alertness; Spell Penetration
Skills: Concentration +12, Hide +7, Knowledge (the Planes) +9, Listen +10, Move Silently +10, Search +6, and Spot +11
Advancement: By character class
Climate/Terrain: Temperate or warm swamp, any aquatic
Spell-Like Abilities (Sp): At will - create water, detect magic, faerie fire, cause fear, soften earth and stone, grease; 3/day - dispel magic, gaseous form, control water, solid fog, fear. 1/day - summon nature's ally V (elementals only), transmute rock to mud, horrid wilting. These abilities are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level).
Dehydration Ray (Su): Once every 1d6 rounds, the orlythys can shoot a pale blue beam at any living creature within 30 feet. This is a move-equivalent action and requires a successful ranged touch attack. A victim hit by the ray must make a Fortitude save (DC 16) or take 1d6 points of temporary Constitution damage as water is drawn out of victim and transmitted along the beam into the orlythys's body where it is stored in a specialized stomach-like organ called an ilisac. An orlythys can only hold up to 10 points of drained Constitution in this manner at a time.
Spawn Water Elemental (Su): An orlythys that has 10 points of Constitution stored in its ilisac can spawn a Medium-size water elemental as a full-round action. The spawned water elemental is automatically enslaved by its creator, and this counts against the three times per day limit that an orlythys can enslave an elemental (see Enslave Elemental, below). The spawned elemental attacks on the next initiative of the orlythys. Spawning an elemental in this manner completely depletes the stored Constitution points held in the orlythys's ilisac.
Enslave Elemental (Su): Three times a day, an orlythys can attempt to enslave any elemental within 30 feet. The target must succeed at a Will saving throw (DC 16), or be affected as though by a dominate monster spell cast by a 20th-level sorcerer.
Fog Cloud (Su): Once every 10 minutes, the orlythys can emit dense clouds of moist fog as a free action. This fog surrounds the creature entirely, affording it half concealment (20% miss chance) and fire resistance 5. This fog cloud persists for 1d10 rounds before dissipating. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
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.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.
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).