XP 1,200
CE Medium monstrous humanoid (aquatic, hag)
Init +3; Senses darkvision 60 ft.; Perception +11
Aura stench (DC 16, 10 rounds)
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 38 (4d10+16)
Fort +5, Ref +7, Will +5
Immune cold
Speed 30 ft., burrow (ice and snow only) 30 ft., swim 40 ft.
Melee 2 claws +8 (1d6+4 plus grab)
Special Attacks pounce
Spell-Like Abilities (CL 6th; concentration +8)
3/day—water breathing (DC 15)
Str 19, Dex 16, Con 18, Int 12, Wis 13, Cha 15
Base Atk +4; CMB +8 (+12 grapple); CMD 21
Feats Skill Focus (Perception, Stealth)
Skills Bluff +6, Knowledge (any one) +5, Perception +11, Stealth +13, Swim +19
Languages Common, Giant
SQ amphibious, ice glide, icewalking
Environment cold aquatic
Organization solitary
Treasure standard
Ice Glide (Su) A burrowing qallupilluk can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing qallupilluk flings the qallupilluk back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the qallupilluk climbs must be icy. The qallupilluk can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.