Seal (CR 1/3)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, Listen +5, and Spot +6
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 2d8+4 (13 hp)
Fort +4, Ref +6, Will +2
Speed: 20 ft., swim 40 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: -
Abilities: Str 13, Dex 15, Con 14, Int 2, Wis 13, Cha 6
Special Qualities: Hold breath
Feats: Alertness; Weapon Finesse
Skills: Listen +5, Spot +6, and Swim +9
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Climate/Terrain: Cold aquatic
Organization: Solitary, pair, or herd (5-14)
Seals live in the cold seas and coasts of the frostfell.
Seals can be territorial, defending their chosen patch of the shore with a vicious bite.
Hold Breath (Ex): A seal can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: A seal 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.