Rainrunner (CR 1/3)

Small Elemental (Water)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: Listen +5 and Spot +5


AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +3, Will +1
Speed: 40 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -3
Attack: Slam +1 melee
Full Attack: Slam +1 melee
Damage: Slam 1d4+1
Special Attacks/Actions: Drench
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: Elemental traits
Feats: Alertness
Skills: Jump +9, Listen +5, and Spot +5
Advancement: -
Climate/Terrain: Elemental Plane of Water
Organization: Solitary or pack (5-12)
Treasure: None

Source: Dungeon #111

Combat

Rainrunners like to surround their foes, attacking their flanks.

Drench (Ex): The rainrunner's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of Large size or smaller. The creature dispels magical fire it touches as dispel magic (caster level equals rainrunner's HD).

Skills: Rainrunners have a +4 racial bonus on Jump checks.

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.