Fleshin
Medium-sized Beast
Hit Dice: 7d10+14 (52 hp’s)
Initiative: -1 (Dex)
Speed: Swim 30ft
Armor Class: 14 (-1 Dex, +5 natural)
Attacks: Bite +7, Spines +2 (both melee)
Damage: Bite 1d6+3, Spines 1d6+3+ poison
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Mutations, Frenzy
Special Qualities: Mutations
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 16, Dex 8, Con 14, Int 2, Wis 10, Chr 1
Skills: Spot +5, Swim +23
Feats: None
Climate/Terrain: Any temperate ocean
Organization: Groups numbering 1 to 4 members
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement Range: 7-10 HD (Medium)
		      11-14 (Large)

See the Alternity Gamma World campaign setting for more information.

Combat:
Fleshin are dominating predators.  Not only are they terrors in the seas, but also terrors in the air above water as well.  Their only tactics are bite, poison, kill.

Mutations: All fleshin have the Gliding and Poison Attack mutations.

Frenzy: When blood is spilt, fleshin go into a feeding frnzy much like that of a barbarian of the same level.

Skills: Fleshin receive a +15 bonus to Swim checks.

Society:
See the Alternity Gamma World campaign setting for more information.