Menarl
Huge Aberration
Hit Dice: 10d8+20 (65 hp’s)
Initiative: +2 (Dex)
Speed: 45ft
Armor Class: 16 (-2 size, +2 Dex, +6 natural)
Attacks: By weapon (up to 10, but usually no more than 4 attacks) +13 (melee) or +8 (ranged), Fist +11
Damage: By weapon  +6 (melee only), Fist 1d6+6
Face/Reach: 10ft x 20ft/ 10ft
Special Attacks: Constrict
Special Qualities: Mutation
Saves: Fort +7, Ref +5, Will +9
Abilities: Str 22, Dex 15, Con 15, Int 12, Wis 14, Chr 7
Skills: Hide +11, Knowledge (Swamplands) +6, Listen +11, Search +6, Sense Motive +7, Spot +11,        Swim +11. Wilderness Lore +7
Feats: Alertness, Great Fortitude, Multiattack
Climate/Terrain: Any swamp or marshland
Organization: Solitary, but rarely in groups of up to 4 to 6
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Good
Advancement Range: By character class

See the Alternity Gamma World campaign setting for more information.

Combat:
Menarls are aggressive hunters, but are peaceful to other intelligent races.  They lie in wait in the water for their prey and then spring forth and attack.

Constrict: Once per round, a menarl can attempt to constrict a foe.  To do so takes a successful grapple check.  The damage of this attack is 1d8+6 each round until the menarl lets go (a strong enough attack will force the menarl to release his prey), the victim dies, or the victim wins an opposed Strength check.

Mutation: All menarl have the Duality mutation, except this version allows the menarl to attack with multiple weapons at no penalty.  They use this mutation to their fullest advantage, usually sometimes wading into battle weilding four or more weapons.

Skills: +4 bonus to Hide and Swim checks.  The bonus to Hide checks only applies when in swamps or marshes.

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

Characters:
Menarls usually take the Ranger class.  Fighters and druids are common, but rogues, clerics, and bards are unheard of.