Scrag (CR 5)
Large Giant (Aquatic)
Alignment: Usually chaotic evil
Initiative: +2 (Dex); Senses: darkvision 90 ft., low-light vision, scent, Listen +5, and Spot +6
AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Hit Dice: 6d8+36 (63 hp)
Fort +11, Ref +4, Will +3
Speed: 20 ft., swim 40 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +14
Attack: Claw/+9 melee
Full Attack: 2 claws +9 melee and bite +4 melee
Damage: Claws 1d6+6, bite 1d6+3
Special Attacks/Actions: Rend 2d6+9
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Special Qualities: Regeneration 5 (in water)
Feats: Alertness; Iron Will; Track
Skills: Listen +5 and Spot +6
Advancement: By character class
Climate/Terrain: Any aquatic
Organization: Solitary or gang (2-4)
Treasure/Possessions: Standard
Source:
Monster Manual
Rend (Ex): If a scrag hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a scrag. If a scrag loses a limb or body part, the bit portion regrows in 3d6 minutes but only if mostly immersed in water. The creature can reattach the severed member instantly by holding it to the stump.
Scrags have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
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.