Leechwalkers have the following traits:
All-Around Vision (Ex): A leechwalker can see in all directions at once. Because of this, it gains a +4 species bonus on Search and Spot checks, and it cannot be flanked.
 
Blood Drink (Ex): A leechwalker can drink the blood of a grabbed victim with a successful 
grapple check. This attack deals 2d4 points of Constitution 
damage.
 
Vermin Traits: A leechwalker is immune to all mindaffecting effects. It also has darkvision (60-foot range).
 
Wounding (Ex): 
Damage resulting from the leechwalker's 
tentacle rake attack is a wound that bleeds for an additional 3 points of 
damage every round thereafter. Multiple wounds result in cumulative blood loss (two successful rake attacks mean blood lose of 6 points per round, and so on). The bleeding can be stopped by a successful Treat Injury check (DC 10) or the application of a 
cure spell or some other 
healing spell.
 
Leechwalker: CR 10; Medium vermin; HD 13d8 +39; hp 97; Mas 16; Init +0; Spd 30 ft., swim 20 ft.; 
Defense 12, touch 10, flat-footed 12 (+2 natural); BAB +9; Grap +13; Atk +13 melee (1d8+4 plus 
wounding, 
tentacle rake); Full Atk +13/+13 melee (1d8+4 plus 
wounding x.2, 
tentacle rakes); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ 
All-around vision, 
blood drink, 
improved grab, 
vermin traits, 
wounding; AL none; SV Fort +11, Ref +4, Will +5; AP 0; Rep +0; Str 18, Dex 11, Con 16, Int -, Wis 13, Cha 7.
 
Skills: Hide +3, Listen +5, Move Silently +5, Search +4, Spot +8, Swim +12.
 
Advancement: 14-26 HD (Medium); 27-39 HD (Large).