Ulat-Kini InitiateCreature 4
Source Pathfinder #194: Cult of the Cave Worm
Perception +10 (darkvision)
Languages Alghollthu, Sakvroth
Skills Athletics +11, Intimidation +8, Stealth +11
Str +3, Dex +5, Con +2, Int +0, Wis +2, Cha +0
AC 21; Fort +11; Reflex +13; Will +8;
HP 60
Speed 20 feet (swim 40 feet)
Resistances Cold 5
Claw
+15 (+11, +7) to hit (agile, finesse, unarmed) 1d8+5 SlashingFangs
+13 (+8, +3) to hit 1 Bleed + 2d4+5 PiercingFlurry of Claws

Frequency once per round
Effect The ulat-kini initiate makes two claw Strikes against a single target.
KirtanangThe initiate's Strikes take no penalty from passing through water.
Several groups of ulat-kinis have rediscovered the ancient way of kirtanang, a martial art from that uses broad, flowing motions of the claws.
Ulat-Kini Culture
The creatures who surface humanoids consider scum still hold grand empires beneath the waves. While some ulat-kinis still revere the alghollthu who created them and others have learned to hate their creators, there are ulat-kinis who have found a new way forward. They have developed their own culture outside of alghollthu influence, founding new underwater traditions and creating new cultural standards.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.