We pitched camp by loch late in the day. I was unlucky and took third watch. I sat, by the fire, watching the dark waters when I saw it, the giant wyrm, glittering silver in the moonlight, bringing forth from the waters, great wings spreading. Tis a beautiful sight, one that still brings me to tears.
Type: Fae, Greater
Hit Dice: 15
Armor Class: 3 
Attacks: Bite (2d12)
Saving Throw: 3
Special: Shape Shift, Spells, Swallows Whole
Move: 9 [45’]/24 [120’] flying/30 [150’] swimming
Challenge Level/XP: 18/4,100
Knuckler: HD 15; AC 3; Atk Bite (2d12); ST 3; MV 9[45’]/24[120’] fl/30[150’] sw; Al Law; CL/XP 18/4,100; Special Shape Shift, Spells, Swallows Whole
Shape Shift – While the natural form of a Knuckler is that of a giagantic silver wyrm, it has the ability to take on the shape of a pale skinned flame haired female at will. A Knuckler can stay in this form for upwards to a year before needing to revert back to its true form.
Spells – All knucklers can spell-cast as a sixth level Priest and has access to the following spells: Bless, Cure Light Wounds, Cure Serious Wounds, Detect Evil, Hold Person, Protection from Evil, Remove Curse
Swallows Whole – On a roll of 20 (without modifiers) the Knuckler swallows its target whole, instantly killing it.
Knucklers are believed to be Fae from the Eternal Lands that abandoned the realms of the Fae long before the mortal races first walked lands of Eira. The are ancient and enigmatic beings that offer guidance to any with a pure heart who seek them.
Some Knucklers walk the world in the guise of flame-haired women trying to guide the mortal races to some unknown end. Most, however, enjoy their solitude in the chill waters of Eira’s northlands.
Found mostly in the icy lochs and fjords of the northlands. While their numbers are unknown it is believed that only one Knuckler lives in any singular body of water.
Intelligent beyond the comprehension of the mortal – and maybe even fae – races all Knucklers have the ability to speak and are fluent in all languages.