A stony shell encases this writhing, tentacled monstrousity…

Darlith (CR 3; XP 800)
N Medium aberration
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
AC 15, touch 10, flat-footed 15
(+5 natural)
hp 30 (4d8+12)
Fort +4, Ref +3, Will +4
DR 4/adamantine (from its shell)
Speed 20 ft.
Melee 4 tentacles +5 (1d2+2 plus adhesive)
Special Attacks adhesive, constrict (2d2+4)
Str 15, Dex 10, Con 16, Int 1, Wis 10, Cha 5
Base Atk +3; CMB +5; CMD 15 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes
Skills Perception +5, Survival +5
Environment desert
Organization solitary or pack (3-5)
Treasure none
Special Abilities
Adhesive (Ex) A darlith exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items it touches. An adhesive-covered darlith automatically grapples any creature it hits with a tentacle slam attack. Opponents so grappled cannot get free while the darlith is alive without removing the adhesive first.
Strong alcohol dissolves the adhesive. A darlith can dissolve its adhesive at will, and the substance breaks down 5 rounds after the darlith dies.

Rolling across the desert, darliths attack anything that appears to be a potential food source from within its protective shell. Out of its shell, a darlith is a six-legged, squidlike creature 4 to 6 feet long. Its skin is soft and rust-colored, and a half-dozen tentacles surround its bulbous mouth. To protect its vulnerable body, a darlith secretes a natural adhesive. As it scuttles over sand and rocks, all manner of debris clings to its skin, eventually forming a thick, hardened casing over most of its body. The darlith can safely roll inside the shell, propelling itself with its tentacles and dragging in prey close enough to feed through small holes in the stone.

Once a year, darliths shed their shells to mate. Newborn darliths nest in the discarded casings, and both parents vigorously defend their offspring until the newborns are mature enough to venture out on their own.

A darlith’s adhesive-producing glands can be removed from its corpse with a DC 17 Survival or Knowledge (dungeoneering) check. Failing the check by 5 or more destroys the glands. The glands can be used to create a dose of all-purpose glue worth 50 gp and with a Craft (alchemy) DC of 20. A character with 5 or more ranks in Knowledge (dungeoneering) has a +2 bonus on the Craft (alchemy) check. The glue can be used to coat half a square foot of material. It takes 1 round to set, and objects glued together require a DC 20 Strength check to pry apart.

On Porphyra
Darliths are fairly common aberrations at the edge of the Glass Sea in Southern Blix. Halfling alchemists in Junt will pay handsomely for adhesive glands of a darlith. The merchant militia of Junt, Sart, and Daftin have erected barricades around each of their cities to prevent an errant darlith from rolling into town and disrupting business.