Tiny Aberration (Aquatic)

Hit Dice: 4d8+8 (29 hp)
Initiative: +6 (+2 dex, +4 Improved Initiative)
Speed: Swim 10ft
Armor Class: 18 (+2 dex, +4 natural, +2 size)
Base Attack/Grapple: +3/ +0
Attacks: Slam +5 (1d4-3+1d6 acid)
Full Attack: Slam +5 (1d4-3+1d6 acid)
Space/Reach: 2-1/2ft/0
Special Attacks: Superior Grapple, Acid Spurt
Special Qualities: Immunity (poison, acid), wavesense, amphibious
Saves: Fort +3, Ref +3, Will+6
Abilities: Str 4, Dex 15, Con 14, Int 1, Wis 12, Cha 12
Skills: Swim +7
Feats: Improved Initiative, Weapon Finesse (Slam)
Environment: Any ocean
Organization: Colony (10-100), swarm (100-200), plague (200+)
Challenge Rating: 3
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 5-6 HD (tiny), 7-9 (small)
Level Adjustment: -

        The toxic spawn of the water god Dagahra, barems are venomous sea stars that are the byproducts of Dagahra's toxic metabolism. These pitifully stupid creatures know nothing about beauty, joy or hope. All they wish to do is spread destruction and poison through the seas, and consume anything in their path.

        A barem looks like a large, red sea star. In its center there is a cluster of what appear to be eyes, but these are merely its acid secreting organs. Hundreds of tentacles surround this cluster, which whip about when the creature is excited.

        Barems do not communicate.

Combat:

Barems are pathetically simple-minded creatures, and are very straightforward in combat. However, given their penchant for attacking in massive numbers, they can become quite dangerous. Their only tactic is to latch onto anything not a barem within reach and dissolve it horribly.

        Superior Grapple (Ex): If a barem hits with its slam attack, it can start a grapple as a free action. However, the creature receives a +12 bonus to its grapple check, and can grapple any creature its size or larger. The number of barems that can attach to a creature depends on its size: Tiny 2, Small 4, Medium 8, Large 16, Huge 32, Gargantuan 64, Colossal 128.

        A grappling barem deals 1d6 points of acid damage per round with a successful grapple check.

        Acid Spew (Ex): Whenever a non-barem enters the same square as a barem, the creature reflexively sprays out a thin stream of acid. This counts as a ranged touch attack. If it hits, the creature struck suffers 1d6 points of acid damage.

        Barems do not use this attack while grappled.

        Wavesense (Ex): Barems can automatically detect the presence of any creature within 10ft. that is in contact with water. If a barem loses contact with the water, it is effectively blinded.

        Amphibious (Ex): Barems can survive out of water for a number or hours equal to constitution score. A typical barem can last for fourteen hours before dying.