Elf, Aquatic (CR 1/2)

Medium Humanoid (Elf and Aquatic)
Alignment: Usually chaotic good
Initiative: +1 (Dex); Senses: superior low-light vision, Listen +1, and Spot +1


AC: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1 (+1 against enchantments)
Speed: 30 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Trident +3 melee
Full Attack: Trident +3 melee
Damage: Trident 1d8+1
Special Attacks/Actions: -
Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8
Special Qualities: Aquatic elf traits, (1st-level Warrior)
Feats: Weapon Focus (trident)
Skills: Handle Animal +1, Listen +1, Ride +3, Search +1, Spot +1, and Swim +9
Advancement: By character class
Climate/Terrain: Temperate aquatic
Organization: Squad (2-4), patrol (5-10 plus 2 3rd-level dolphinriders and 1 leader of 4th to 6th level plus 1-2 porpoises), or band (30-80 plus 25% noncombatants plus 1 3rd-level dolphinrider per 10 adults, 5 5th-level lieutenants, and 2 7th-level captains, plus 5-8 porpoises or 1-2 orcas, plus 2d6 hippocampi)
Treasure: Standard

Source: Stormwrack

Aquatic Elf Traits (Ex):

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.