This hunched creature has a single huge eye that dominates its entire face. Its body is bloated and misshapen, and its limbs are wiry but strong. Its arms end in claws that reach the ground as it moves in an awkward hop.
Nothics are twisted aberrations that live in deep subterranean caves and ruins, feasting on the flesh of any living creature they can catch.
Nothics speak a strange, alien-sounding language in hoarse, wheezing voices.
Combat
A nothic’s claws are weak, and it is not exceptionally fast. Since it’s perfectly happy eating carrion, it relies on its gaze to disable victims before moving in for a meal.
A nothic can be summoned with a summon aberrant creature III spell.
Nothic

Medium aberration
Init +1; Senses darkvision (120 ft.), see invisibility; Perception +11 (+15 visual)
Defense
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 34 (4d8+16)
Fort +5, Ref +2, Will +7
Offense
Speed 30 ft.
Melee 2 claws +8 (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks flesh-rotting gaze (30 ft., 1d6 damage, Will DC 16 negates)
Statistics
Str 18, Dex 12, Con 19, Int 9, Wis 13, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Perception +11 (+15 visual)
Languages unknown
Morale mercenary (+0)
Ecology
Environment underground
Organization solitary
Special Abilities
Flesh-Rotting Gaze (Su)
A nothic’s gaze attack deals 1d6 damage, as it rots victims’ flesh. The range of the gaze is 30 feet; a Will save, DC 16, negates the damage. The save DC is Constitution-based.
See Invisibility (Su)
See Invisibility (Su)
A nothic can see invisible and ethereal creatures as though constantly under the effect of a see invisibility spell.
Skills
Nothics have a +4 racial bonus on visual Perception checks.