Phaerlock (CR 2)
AC: 17 (+7 natural), touch 10, flat-footed 17
Hit Dice: 2d8+4 (13 hp)
Fort +2, Ref +3, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +11; Grapple +3
Attack: Claw +3 melee
Full Attack: 2 claws +3 melee and bite +1 melee
Damage: Claw 1d4+2, bite 1d4+1
Special Attacks/Actions: Share pain
Abilities: Str 15, Dex 10, Con 14, Int 9, Wis 11, Cha 14
Special Qualities: hold breath
Skills: Balance +4, Jump +6, Listen +2, Search +1, Spot +5, and Swim +6
Advancement: By character class
Organization: Solitary, pair, or sortie (3-4)
Treasure/Possessions: 50% coins; 50% goods; 50% items
Share Pain (Su): As a standard action, a phaerlock can fix its gaze on a single opponent within 30 feet. This gaze paralyzes the target with horrible pain for 1 round and leaves it shaken for 2d4 rounds after the paralysis wears off (Fort DC 13 negates both effects). The save DC is Charisma-based. Constructs, elementals, oozes, plants, and undead are immune to this ability.
All-Around Vision (Ex): A phaerlock is exceptionally alert and circumspect. Its many eyes give it a +2 racial bonus on Search and Spot checks, and it can't be flanked.
Hold Breath (Ex): As a holdover from its lost aquatic lineage, a phaerlock can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Skills: Thanks to its tail, a phaerlock receives a +4 racial bonus on Balance, Jump, and Swim checks.
Phaerlocks prefer to paralyze their foes with pain at a distance before bringing their claws and teeth to bear.
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.