Snake, Tiny Sea (CR 1/3)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: scent, Listen +6, and Spot +6
AC: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Hit Dice: 1/4d8 (1 hp)
Fort +2, Ref +5, Will +1
Speed: 10 ft., swim 30 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -11
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1 plus poison
Special Attacks/Actions: Poison
Abilities: Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Special Qualities: hold breath
Feats: Improved Initiative; Weapon Finesse
Skills: +11, Balance, Climb +11, Hide +15, Listen +6, Spot +6, and Swim +5
Climate/Terrain: Warm aquatic
The sea snake is a particularly venomous variation on the typical viper that lives in warm, shallow seas. It typically attacks only if provoked. Even then it usually bites once and withdraws, waiting for the venom to take effect.
Improved Initiative: +4 on Initiative checks
Poison (Ex): Bite, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Constitution. A sea snake's poison is extraordinarily virulent. It has a +2 racial bonus on the poisons save DC.
Hold Breath (Ex): A sea snake can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning. For a typical sea snake, this is 66 rounds, or over 6 minutes.
Skills: A sea snake 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.