Sisiutl (CR 9)
AC: 23 (-2 size, +3 Dex, +12 natural), touch 11, flat-footed 20
Hit Dice: 10d10+70 (125 hp)
Fort +14, Ref +10, Will +9
Speed: Swim 50 ft.
Space: 15 ft./10 ft.
Base Attack +10; Grapple +23
Attack: Bite +13 melee
Full Attack: 2 bites +13 melee
Damage: Bite 2d6+5
Special Attacks/Actions: Constrict 2d6+7, improved grab, petrifying gaze
Abilities: Str 21, Dex 17, Con 25, Int 10, Wis 18, Cha 19
Special Qualities: Alternate form
Feats: Alertness; Combat Reflexes; Iron Will; Swim-By Attack
Skills: Intimidate +14, Listen +14, Spot +14, and Swim +13
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Climate/Terrain: Temperate aquatic
Constrict (Ex): On a successful grapple check, a sisiutl deals 2d6+7 points of damage.
Improved Grab (Ex): To use this ability, a sisiutl must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Petrifying Gaze (Su): Turn to stone permanently, 60 feet, Fortitude save DC 19 negates. The save DC is Charisma-based.
Alternate Form (Su): At will, a sisiutl can assume the form of a war canoe with a grinning humanoid face in its middle. In this form, it retains its gaze attack but cannot make bite attacks. The canoe is self-propelled (swim 20 ft.) on the surface of the water. A sisiutl usually takes this form to aid a humanoid being whom it has judged worthy.
Skills: A sisiutl 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 sisiutl challenges intruders before attacking. If the answer is unsatisfactory, it fixes the offending creatures with its deadly gaze. Any who resist petrification come under attack by its twin jaws. A favored tactic is to grab and hold an opponent in one set of jaws, then latch on to the same target with the other jaws and dispatch it quickly. If its target's companions join in the attack, the sisiutl typically withdraws with its chosen prey (taking advantage of its Huge size and superior swim speed), then returns for another attack once it has dealt with the first opponent.
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.