Otter, Giant (CR 3)
Medium Magical Beast
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, Listen +3, and Spot +3
AC: 10 (+0 Dex), touch 10, flat-footed 10
Hit Dice: 4d10+8 (26 hp)
Fort +2, Ref +0, Will +1
Speed: 40 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Bite +1 melee; Claw +1 melee
Damage: Bite 1d8+19, Claw 1d8+6
Special Attacks/Actions: -
Abilities: Str 13, Dex 11, Con 14, Int 2, Wis 13, Cha 5
Special Qualities: Semi-aquatic, cold tolerant, hold breath
Feats: Expert Swimmer
Skills: Balance +6, Climb +6, Listen +3, Spot +3, and Swim +10
Advancement: 5-12 HD (Large)
Climate/Terrain: Temperate aquatic
Organization: Solitary, pair, or family (3-12)
Giant otters are huge versions of standard otters. Otters are inquisitive animals. They fight only if cornered.
Hold Breath (Ex): An otter can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning. For a typical otter, this is 48 rounds, or almost 5 minutes.
Skills: An otter has a +8 racial bonus on any Swim check to perform a 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. Otters have a +4 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb and Swim checks.