Four-ToothCreature 7
Source Pathfinder #194: Cult of the Cave Worm
Perception +15 (darkvision)
Languages Common, Dwarven, Sakvroth
Skills Lore +17, Athletics +14, Deception +15, Intimidation +17, Society +12
Str +5, Dex +1, Con +4, Int +1, Wis +3, Cha +4
AC 25; Fort +18; Reflex +13; Will +15;
HP 120
Speed 20 feet
Resistances Poison 5
Spiked Chain
+18 (+13, +8) to hit (disarm, finesse, trip) 2d8+9 SlashingJaws
+19 (+14, +9) to hit (unarmed) 3d6 Poison + 1d8+5 PiercingAttack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Jaws
Requirements Four-Tooth has a creature Grabbed or Restrained
Effect Four-Tooth makes a jaws unarmed Strike against the grabbed or restrained target with an attack modifier of +19 that deals 1d8+5 piercing damage, deals 3d6 poison damage, and exposes the target to the sewer haze disease.
Sewer Haze
Many healers and alchemists suspect that sewer haze has a supernatural origin, given its association with particularly strong otyughs.
Saving Throw DC 23 fortitude
Onset 2 days
Stage 1 Stupefied 2 (1 day)
Stage 2 Drained 2 and stupefied 2 (1 day)
Stage 3 Drained 3 and Stupefied 3 (1 day)
Slashing Snare
Four-Tooth can Step and then make a spiked chain Strike. If it hits and deals damage, he can attempt an Athletics check to Grapple the target. Both attacks count toward his multiple attack penalty, but the penalty doesn't increase until after he's made both attacks.
Snagging ChainFour-Tooth can use a spiked chain to Grapple with the Athletics skill even if he doesn't have a free hand, and he adds the weapon's item bonus to attack rolls to the Athletics check.
Occult Innate Spells (DC 21, +0 to hit)
Cantrips (4th Level): Sigil
2nd Level: Blood Vendetta, Paranoia
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
DwarfA creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.