Otter, Sea (CR 1/3)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, Listen +3, and Spot +6
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 2d8 (9 hp)
Fort +3, Ref +5, Will +1
Speed: 30 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Bite +3 melee
Full Attack: Bite +3 melee
Damage: Bite 1d3+1
Special Attacks/Actions: -
Abilities: Str 12, Dex 15, Con 10, Int 2, Wis 13, Cha 6
Special Qualities: Hold breath
Feats: Alertness; Weapon Finesses
Skills: Hide +4, Listen +3, Spot +6, and Swim +9
Advancement: 3-4 HD (Medium)
Climate/Terrain: Cold aquatic
Organization: Solitary or pair
Sought after for their marvelous pelts, sea otters can be found in cold seas and coastal regions that don't actually ice over.
Sea otters are generally non-aggressive and seek to avoid combat.
Hold Breath (Ex): A sea otter can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: A sea otter 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.