Reekmurk (CR 6)

Huge Ooze (Aquatic)
Alignment: Always neutral
Initiative: +7

AC: 15 (-2 size, +7 Dex), touch 15, flat-footed 8
Hit Dice: 5d10+25 (72 hp)
Fort +6, Ref +8, Will -4
Speed: 40 ft., swim 60 ft.
Space: 15 ft./10 ft.
Base Attack +3; Grapple +17
Attack: Tentacle +7 melee
Full Attack: Tentacle +7 melee
Damage: Tentacle 2d6+9 plus 1d6 acid
Special Attacks/Actions: Acid, poison, stench, tendrils
Abilities: Str 22, Dex 24, Con 21, Int -1, Wis 1, Cha -
Special Qualities: Amphibious, cold immunity, ooze traits, sunlight vulnerability
Feats: -
Skills: Swim +14
Advancement: 6-12 HD (Huge); 13-15 HD (Gargantuan)
Climate/Terrain: Cold water
Organization: Solitary
Treasure/Possessions: -

Source: Fiend Folio

Acid (Ex): A reekmurk secretes a potent acid that dissolves organic matter. Any hit by a tentacle deals 1d6 additional points of acid damage. If the object hit is wood, it takes 30 points of damage per round. A wooden weapon that strikes a reekmurk dissolves immediately unless it succeeds on a Reflex save (DC 15).

Poison (Ex): A reekmurk delivers its poison (Fort DC 15 negates) each time it deals acid damage to a target. Initial and secondary damage are the same (1d4 Dex).

Stench (Ex): The reekmurk gets its name from the unbearable stench that surrounds it. This stink affects any creature within 30 feet of the ooze that can smell. Affected creatures must make a Fortitude save (DC 15) upon first being exposed to a reekmurk's stink or become nauseated for 1d4 rounds.

Tendrils (Ex): A reekmurk extends thousands of hairlike tendrils our to the limits of its reach at all times. Any creature within reach of a reekmurk must make a Reflex save (DC 19) each round or take 1d4 points of acid damage (and possible poisoning) from the frenzied tendrils.

Sunlight Vulnerability (Ex): A reekmurk takes 3d6 points of damage each round that it is exposed to natural sunlight. Spells that create sunlight (such as sunbeam and sunburst) have the most devastating possible effect on reekmurks, affecting them as if they were vampires.

Blindsight (Ex): An ooze is blind, but blindsight allows it to maneuver and fight as well as a sighted creature. Through this ability, it can discern objects and creatures within 60 feet. An ooze usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

Skills: Reekmurks have a +14 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Aquatic oozes attack any creatures they encounter with little regard to their own safety

Only sunlight can drive off a hungry reekmurk. Unfortunately for those attacked at night, reekmurks are always hungry.

Aquatic Subtype

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.