Ok, gave it some thoughts, and modified the stat block. I’m going to start writing up its description this week, and I promise we will be on the naming (final!) part before the weekend.

I’m going to prune from everything that’s been posted so far, and add some ideas of my own before I post it all. Should be done by tomorrow or Thursday.
Skills: is it really necessary to max out the Hide? With that +10 bonus it’s going to be pretty good at hiding in its environment already. I’d say it at least needs a Swim skill, and possibly Listen and/or Search.
Damage: I’m going to suggest 1d6 damage for its Bite attacks, and 1d4 damage for its Tentacles. Since the bite is the primary attack form, and the tentacles have the poison, the tentacles don’t need to do as much straight damage IMO.
Other comments? Go right ahead.
Medium-Size Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 15 ft, swim 30 ft
AC: 20 (+2 Dex, +8 natural)
Attacks: 6 bites +7 melee; or 6 tentacles +7 melee
Damage: Bite x; tentacle x and poison
Face/Reach: 5 ft by 5 ft/15 ft
Special Attacks: Improved grab, poison, spell-like abilities
Special Qualities: Blindsight, amphibious, tremorsense, damage reduction 15/+1, vulnerable to electricity
Saves: Fort +10, Ref +7, Will +0
Abilities: Str 13, Dex 15, Con 20, Int 5, Wis 8, Cha 6
Skills: (13) Hide +, Swim +
Feats: Improved Initiative
Climate/Terrain: Any marsh, aquatic, and underground
Organization: Solitary, mated pair, or colony (2-8)
Challenge Rating: 8
Treasure: None (incidental)
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)
These are monstrous blind tubeworms that cling to coastal rocks and dwell in seaside caves. They fix their bodies to rocks and strike with six long necks to swallow opponents with snapping jaws, and dangle their long tentacles in water seeking prey.
Any treasure found in this creature’s lair is purely incidental, being the unlucky remains of former victims.
COMBAT
This creature is a carnivorous predator that hunts by instinct. It will lie in wait when it detects prey, sitting unmoving until the victims come within reach of its poisoned tentacles.
Improved Grab (Ex): To use this ability, the creature must hit with a tentacle attack. If it gets a hold, it causes poison damage.
Poison: Contact, Fortitude save (DC 18); initial damage 1d8 temporary Dexterity, secondary damage paralysis.
Spell-Like Abilities: Spider climb...
Vulnerable To Electricity (Ex): stun?
Skills: receives a +10 bonus to Hide checks in murky water.
Creature name:
Creature concept: Tonguez (insert real name here as desired)
