Yurian (CR 1)
Medium Monstrous Humanoid (Aquatic)
Alignment: Usually neutral
Initiative: +0; Senses: darkvision 60 ft., Listen +5, and Spot +5
AC: 16 (+6 natural), touch 10, flat-footed 16
Hit Dice: 3d8+6 (19 hp)
Fort +5, Ref +3, Will +1
Speed: 30 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Claw +5 melee
Full Attack: 2 claws +5 melee
Damage: Claw 1d6+2
Special Attacks/Actions: -
Abilities: Str 14, Dex 11, Con 14, Int 9, Wis 11, Cha 8
Special Qualities: limited regeneration
Feats: Alertness; Power Attack
Skills: Hide +6, Listen +5, Spot +5, and Swim +10
Advancement: 4-5 HD (Medium-size); 6-9 HD (Large)
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary or tribe (2-12)
Treasure: No coins, standard goods, 50% items
Yurians use their large claws in combat. The males of certain yurian tribes have one enlarged claw that deals 1d8 points of damage plus the creature's Strength bonus.
Limited Regeneration (Ex): Yurians can regrow lost body parts as part of their natural healing ability. If a yurian loses a limb or eyestalk, the lost part regrows as soon as the damage is healed by any means.
Skills: Yurians have a +4 racial bonus on Hide checks. They have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.