Turtle, Snapping (CR 1)
Alignment: Always neutral
Initiative: -1 (Dex); Senses: low-light vision and Spot +6
AC: 15 (+1 size, -1 Dex, +5 natural), touch 10, flat-footed 15
Hit Dice: 2d8+4 (13 hp)
Fort +5, Ref +2, Will +1
Speed: 5 ft., swim 20 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: Improved grab
Abilities: Str 12, Dex 8, Con 15, Int 1, Wis 12, Cha 4
Special Qualities: Hold breath
Feats: Improved Natural Armor 5; Weapon Focus (bite)
Skills: Spot +6 and Swim +9
Advancement: 3-4 HD (Small)
Climate/Terrain: Temperate marshes
Snapping turtles are dangerous aquatic predators. The above statistics describe an alligator snapper, an especially large and dangerous version with a spiked shell and a bad attitude. It can grow to 3 feet in length and weigh over 200 pounds.
Snapping turtles lie in wait on the muddy bottoms of ponds and sluggish streams, with their mouths gaping open to reveal a fleshy, wormlike lure. Fish that investigate are grabbed and swallowed whole. A snapper that is molested, or that thinks its territory is in danger, does not hesitate to attack creatures much larger than itself Unlike other turtles, a snapping turtle cannot retract its oversized head into its shell.
Improved Grab (Ex): To use this ability, a snapping turtle must hit an opponent of up to Medium size with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.
Hold Breath (Ex): A snapping turtle can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning. For a typical snapping turtle, this is 120 rounds, or 12 minutes.
Skills: A snapping turtle 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.