Silaqui (3-4)Creature 3
Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +7 (darkvision)
Languages Common, Thalassic
Skills Athletics +10, Intimidation +9, Religion +8, Stealth +11, Survival +8
Str +3, Dex +2, Con +2, Int +0, Wis +1, Cha +2
AC 19; Fort +9; Reflex +11; Will +6;
HP 40
Speed 15 feet (swim 50 feet)
Immunities bleed, electricity, paralyzed, poison, sleep
Jaws
+11 (+6, +1) to hit (unarmed) 1d10+3 Piercing + 1d6 ElectricityCurse of the Spiraling Maelstrom

Trigger A creature adjacent to Silaqui successfully hits her with a Strike.
Effect The attacker takes 1d6 slashing damage (DC 20 reflex save) as they are battered by high-pressure water currents.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.