Otyugh click to see monster

Size/Type: Large Aberration
Hit Dice: 6d8+9 (36 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Tentacle +4 melee (1d6)
Full Attack: 2 tentacles +4 melee (1d6) and bite -2 melee (1d4)
Space/Reach: 10 ft./10 ft. (15 ft. with tentacle)
Special Attacks: Constrict 1d6, disease, improved grab
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +3, Ref +2, Will +6
Abilities: Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Skills: Hide -1*, Listen +6, Spot +6
Feats: Alertness, Toughness, Weapon Focus (tentacle)
Environment: Underground
Organization: Solitary, pair, or cluster (3-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-8 HD (Large); 9-18 HD (Huge)
Level Adjustment:

A typical otyugh has a body 8 feet in diameter and weighs about 500 pounds.

Otyughs speak Common.

Combat

An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths.

Constrict (Ex)

An otyugh deals automatic tentacle damage with a successful grapple check.

Disease (Ex)

Filth fever—bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Improved Grab (Ex)

To use this ability, an 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 otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.