Eel, Moray (CR 1)
AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +6, Will +1
Speed: swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +6
Attack: Bite +4 melee
Full Attack: Bite +4 melee
Damage: Bite 1d6+3/19-20, bite
Special Attacks/Actions: Improved grab, powerful bite
Abilities: Str 12, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Feats: Stealthy; Weapon Finesse
Skills: Hide +10 (+18 in reefs and caves), Move Silently +5, and Swim +9
Climate/Terrain: Any salt water
Improved Grab (Ex): To use this ability, a moray eel must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. Moray eels gain a +4 racial bonus on grapple checks.
Powerful Bite (Ex): The moray eel gains a +2 racial bonus on damage rolls with its bite attack, and threatens a critical hit on a 19-20.
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.