Eel (CR 1/2)
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +5, Will +1
Speed: Swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Bite +3 melee
Full Attack: Bite +3 melee
Damage: Bite 1d4+1
Special Attacks/Actions: Attach
Abilities: Str 13, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Feats: Improved Initiative; Weapon Finesse
Skills: Hide +6 (+10 in coral or rock), Listen +3, Spot +4, and Swim +9
Advancement: 3-5 HD (Medium)
Climate/Terrain: Warm aquatic
Organization: Solitary or pair
Attach (Ex): If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached eel loses its Dexterity bonus to AC and has an AC of 11.
An attached eel can be struck with a weapon or grappled its elf. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.
Skills: Eels have a +4 racial bonus on Hide checks, which improves to +8 in areas of coral, rock, or heavy kelp. An eel 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.
Eels are generally shy and only attack if disturbed or surprised. They can strike with startling speed.
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.