Otter, Giant (CR 3)
Medium Magical Beast
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, Listen +3, and Spot +3
AC: 10 (+0 Dex), touch 10, flat-footed 10
Hit Dice: 4d10+8 (26 hp)
Fort +2, Ref +0, Will +1
Speed: 40 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Bite +1 melee; Claw +1 melee
Damage: Bite 1d8+19, Claw 1d8+6
Special Attacks/Actions: -
Abilities: Str 13, Dex 11, Con 14, Int 2, Wis 13, Cha 5
Special Qualities: Semi-aquatic, cold tolerant, hold breath
Feats: Expert Swimmer
Skills: Balance +6, Climb +6, Listen +3, Spot +3, and Swim +10
Advancement: 5-12 HD (Large)
Climate/Terrain: Temperate aquatic
Organization: Solitary, pair, or family (3-12)
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.
Giant otters are huge versions of standard otters. Otters are inquisitive animals. They fight only if cornered.