The devourer will drain the life from their prey and will consume them after. They tend to favor chocobos enough that they know their own technique!
Devourer (CR 6)
N Large Magical Beast (Aquatic)
Init +7; Senses Low-light vision; Perception +11
AC 17, touch 12, flat-footed 14 (+3 dex, +5 natural, -1 size)
hp 58 (7d10+14), fast healing 7;
Fort +9, Ref +8, Will +3
Defensive Ability Ink Cloud (10-ft. Radius); Resist Water 15
Speed swim 60 ft., jet 250 ft.
Melee Bite +11 (1d8+5), 4 tentacles +9 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks Choco Water, Constrict (2d6+2 plus drain), HP Absorb
Str 21, Dex 16, Con 15, Int 2, Wis 12, Cha 2
Base Atk +7; CMB +13 (+17 grapple); CMD 26
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack*
Skills Perception +11, Swim +16
Choco Water (Su)
A devourer can blast an opponent with pressured water within 30 ft. The devourer must make a ranged touch attack (+9), if it hits, the attack deals 3d6+5 water damage and inflicts the Drenched status effect for 1d4 rounds (Fortitude save DC 13 to negate). Blue mage may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
During a constriction, the devourer can heal half of the damage done from constrict.
HP Absorb (Su)
1/day, a devourer can absorb life from a single target from 30 ft. away that heals itself. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 17 to negate) and is healed by that much. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).
Ink Cloud (Ex)
A devourer can emit a 10-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
A devourer can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.