Muckdweller (CR 1/4)
Tiny Monstrous Humanoid
Alignment: Usually lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +1, and Spot +1
AC: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Hit Dice: 1/4d8 (1 hp)
Fort +0, Ref +5, Will +1
Speed: 20 ft., swim 20 ft.
Space: 2-1/2 ft./0 ft.
Base Attack +0; Grapple -11
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d3-3
Special Attacks/Actions: Squirt
Abilities: Str 4, Dex 16, Con 10, Int 10, Wis 9, Cha 8
Feats: Improved Initiative; Weapon Finesse
Skills: Balance +5, Hide +13, Listen +1, Spot +1, and Swim +11
Advancement: 1-2 HD (Tiny); 3 HD (Small)
Climate/Terrain: Temperate marshes
Organization: Solitary or pack (5-20)
Muckdwellers flee unless cornered or certain of an easy kill. Packs of the creatures lurk below the waterline, waiting in ambush for potential prey. Before closing with a foe, muckdwellers employ their spit attacks to blind their opponents.
Squirt (Ex): A muckdweller can squirt a jet of water into the eyes of a target up to 25' feet away. Anyone hit by this attack must make a DC 13 Reflex save or be blinded for 1 round. The save DC is Dexterity-based.
Skills: A muckdweller has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A muckdweller uses its Dexterity bonus instead of its Strength bonus for Swim checks.