the Ammonoid Gobhocker
Finally, updated to 3.5, and as paleontologically correct as such a thing gets (well, everything except the spitting part):
Ammonoid Gobhocker
Medium Animal
Hit Dice: 4d8 (18 hp)
Initiative: +4 (Dex)
Speed: Swim 40 ft.
AC: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/+9*
Attack: Arms +5 melee (0) or spit +9 ranged touch (drag)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d6+2) or spit +9 ranged (drag)
Space/Reach: 5 ft/5 ft.
Special Attacks: Spit, drag, improved grab
Special Qualities: Jet, low light vision, clam up
Saves: Fort +4, Ref +8, Will +3
Abilities: Str 14, Dex 19, Con 11, Int 2, Wis 14, Cha 5
Skills: Listen +6, Spot +8, Swim +10
Feats: Alertness, Point Blank Shot,
Environment: Temperate or tropical aquatic
Organization: Solitary or school (6-11)
Challenge Rating: 3
Treasure: None (except for an interesting shell)
Alignment: Always neutral
Advancement: 4-6 HD (Medium-size); 7-11 HD (Large)
Level Adustment: -
COMBAT
Improved Grab (Ex): To use this ability, an ammonoid must hit an opponent of any size with its arms 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 automatically deals bite damage. *An ammonoid has a +4 racial bonus on grapple checks.
Spit (Ex): An ammonoid gobhocker can spit a line of jet-black ichor in air 5 times a day with a range increment of 10 ft. (20 if large). If an ammonoid hits with a spit attack, strands of congealed ichor glom onto the opponent’s body. This deals no damage, but if the target is 10 ft. or less from the ammonoid gobhocker, it can use its tentacles to draw in the creature and grab or bite with a +4 attack bonus in the same round, unless that creature breaks free, which requires a DC 17 Escape Artist check or a DC 17 Strength check. The check DCs are Strength-based. The strands have 5 hit points collectively and can be attacked by making a successful sunder attempt. However, attacking the strands does not provoke an attack of opportunity. The strands dissolve after 10 rounds of immersion in water. No matter what the range, a hit with the congealed ichor gives the target a -4 penalty against attacks and Swim checks (before it begins to dissolve) and makes physical flight impossible for any creature less than large size.
Jet (Ex): An ammonoid can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Clam Up (Ex): A seriously threatened ammonoid can retreat into its shell and close the opening as a move equivalent action (provoking no AOO), in which state it cannot attack but adds +4 to its already formidable natural armor. It may still use its Jet ability in this state.
Skills: An ammonoid 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
Description:
The ammonoid gobhocker appears to be a peculiar combination of squid and snail, with a coiled shell body 3 to 4 ft. in diameter and another 4 ft. of a bundle of tentacles topped by a pair of strangely expressive eyes. Its somewhat comical appearance conceals its deadly speed and agility in the water, as well as its unusual and highly effective hunting technique.
This canny aquatic predator supplements its diet with seabirds and even the occasional unwary terrestrial creature by ejecting a black and foul-smelling glue-like ichor at its target. The substance congeals almost instantly in air, forming strands by which the gobhocker draws prey into its grasping tentacles and clacking beak. Gobhockers normally attempt to draw aerial and terrestrial prey under the water to kill and devour it, though their intellectual capacity is only of the animal level typical of wolves and similar carnivores.
The gobhocker has the instinctive ability to target creatures above the water's surface without suffering a penalty for the refraction of the target's image. The creature hunts aquatic organisms smaller than itself, but it is not shy about assailing other creatures of its own size if they come too close to the water, sailors, fisherfolk, and adventurers included. Ammonoids occasionally hunt in small groups if prey is numerous, though they are otherwise solitary.
Truly monstrous large sized ammonoids are encountered from time to time in the deep ocean, and such abominations fear nothing that walks on legs.