Otter (CR 1/4)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, scent, Listen +3, and Spot +3
AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Hit Dice: 1/2d8+1 (3 hp)
Fort +3, Ref +4, Will +1
Speed: 20 ft., swim 20 ft.
Space: 2-1/2 ft./0 ft.
Base Attack +0; Grapple -12
Attack: Bite +4 melee
Full Attack: Bite +4 melee
Damage: Bite 1d3-4
Special Attacks/Actions: -
Abilities: Str 3, Dex 15, Con 12, Int 2, Wis 12, Cha 5
Special Qualities: Hold breath
Feats: Weapon Finesse
Skills: Balance +6, Climb +6, Listen +3, Spot +3, and Swim +10
Climate/Terrain: Temperate aquatic
Organization: Solitary, pair, or family (3-12)
Otters inhabit rivers and lakes throughout temperate lands, preying on small fish and insects. They sometimes become familiars to aquatic sorcerers or wizards.
Otters are inquisitive animals. They fight only if cornered.
Hold Breath (Ex): An otter can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning. For a typical otter, this is 48 rounds, or almost 5 minutes.
Skills: An otter 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. Otters have a +4 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb and Swim checks.