Torpedo Ray (CR 1/2)
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +4, Will +1
Speed: Swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Wing buffet +3 melee
Full Attack: Wing buffet +3 melee
Damage: Wing buffet 1d2 subdual and electric shock
Special Attacks/Actions: Electric shock
Abilities: Str 10, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Special Qualities: Camouflage
Feats: Weapon Finesse (wing buffet)
Skills: Hide+4*, Listen +5, and Spot +5
Advancement: 2-5 HD (Medium), 6-10 HD (Large)
Climate/Terrain: Any aquatic
Organization: Solitary or school (2-5)
Electric shock (Ex): A torpedo ray has electric organs in its wings which do 2d4 electrical damage on a successful hit and force the opponent to succeed at a Fortitude save (DC 11) or be stunned for 1d4+1 rounds. The ray must recharge itself for 1 minute between attacks.
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.