Eel, Electric (CR 1)

Medium Animal (Aquatic)
Alignment: Always neutral
Initiative: -1 (Dex); Senses: blindsight, Listen +7, and Spot +7


AC: 10 (-1 Dex, +1 natural), touch 9, flat-footed 11
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +2, Will +1
Speed: Swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Bite +2 melee
Full Attack: Bite +2 melee
Damage: Bite 1d4
Special Attacks/Actions: Electric shock
Abilities: Str 11, Dex 8, Con 13, Int 1, Wis 12, Cha 2
Special Qualities:
Feats: Weapon Finesse (bite)
Skills: Listen +7 and Spot +7
Advancement: 3-5 HD (Large)
Climate/Terrain: Warm aquatic
Organization: Solitary or pair
Treasure: None

Source: Converted

Combat

Electric Shock (Ex): An electric eel can discharge a jolt of electricity with a 15' radius. Creatures within 5' take 3d8 points of electrical damage, those 5-10' away take 2d8 points, and those 10-15' away take 1d8 points. Opponents must also succeed at a Fortitude save (DC 11) or be stunned for 2d4+2 rounds. The eel must recharge itself for an hour between attacks.

Blindsight (Ex): Electric eels can detect objects and creatures (in the water) within 30' using their electrical sense organs. If this ability is negated by the presence of a strong magnetic field or electrical current, the eel suffers a -4 to Spot checks.

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.