BOZ said:
then these guys won't require much beyond the usual (minor) compatability issues.
we'll need another feat though...
-- How is this not just an advanced otyugh? Here's an advanced Otyugh:
NEO-OTYUGH
Huge Aberration
Hit Dice: 9d8+30 (70 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +6/+18
Attack: Tentacle +9 melee (1d8+4)
Full Attack: 2 tentacles +9 melee (1d8+4) and bite +3 melee (1d6+2)
Space/Reach: 15 ft./15 ft. (20 ft. with tentacle)
Special Attacks: Constrict 1d8, disease, improved grab
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +6, Ref +2, Will +7
Abilities: Str 19, Dex 8, Con 17, Int 5, Wis 12, Cha 6
Skills: Hide –3*, Listen +6, Spot +6
Feats: Alertness, Toughness, Weapon Focus (tentacle), ??
Environment: Underground
Organization: Solitary, pair, or cluster (3–4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: —
Level Adjustment: —
A typical neo-otyugh has a body XX feet in diameter and weighs about XXX pounds.
Neo-otyughs speak Common.
COMBAT
Constrict (Ex): An neo-otyugh deals automatic tentacle damage with a successful grapple check.
Disease (Ex): Filth fever—bite, Fortitude DC 17, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, an neo-otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Skills: *An neo-otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.