Nothic (CR 3)
Medium Aberration
Alignment: Usually evil (any)
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 120 ft., see invisibility, and Spot +13
Languages: Undercommon
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 5d8+20 (42 hp)
Fort +5, Ref +2, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +7
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee
Damage: Claw 1d4+4
Special Attacks: Flesh-rotting gaze
Abilities: Str 18, Dex 12, Con 19, Int 9, Wis 13, Cha 8
Special Qualities: -
Feats: Improved Initiative; Iron Will
Skills: Spot +13
Advancement: 6-8 HD (Medium); 9-15 HD (Large)
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: Standard
Source:
Miniatures Handbook
This hunched creature has a single huge eye that dominates its entire face. Its body is bloated and misshapen, and its limbs are wiry but strong. Its arms end in claws that reach the ground as it moves in an awkward hop.
Nothics are twisted aberrations that live in deep subterranean caves and ruins, feasting on the flesh of any living creature they can catch.
Nothics speak Undercommon in hoarse, wheezing voices.
Combat
A nothic's claws are weak, and it is not exceptionally fast. Since it's perfectly happy eating carrion, it relies on its gaze to disable victims before moving in for a meal.
Flesh-Rotting Gaze (Su): Deals 1d6 damage, 30 feet, Will DC 16 negates. The save DC is Constitution-based.
See Invisibility (Su): A nothic can see invisible and ethereal creatures as though constantly under the effect of a see invisibility spell.
Skills: Nothics have a +4 racial bonus on Spot checks.