Platypus
CR: 1/6 XP: 65
N Tiny animal
Init: +2 Senses: electrolocation 30 ft. (while underwater), low- light vision Perception: +1 (+5 while underwater)
Defense
AC: 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp: 3 (1d8–1)
Fort: +1 Ref: +4 Will: None
Offense
Speed: 10 ft., swim 40 ft.
Melee: spur +4 (1d3–4 plus poison)
Space: 2-1/2 ft. Reach: 0 ft.
Special Attacks: poison
Statistics
Str: 2 Dex: 14 Con: 8 Int: 2 Wis: 13 Cha: 11
Base Atk: +0 CMB: +0 CMD: 6 (10 vs. trip)
Feats: Weapon Finesse
Skills: Perception +1 (+5 while underwater), Swim +14, Racial Modifiers +4 Perception while underwater
SQ: semiaquatic
Ecology
Environment: temperate or warm rivers
Organization: solitary
Treasure: none
Description
Electrolocation (Ex) While underwater, platypuses can sense the tiny electrical currents that trigger muscle movement. This allows them to locate living prey and to distinguish it from inanimate objects. Treat electrolocation as lifesense with a range of 30 feet, but that functions only underwater.
Poison (Ex) Spur—injury; save Fort DC 9; frequency 1/round for 4 rounds; effect 1 nonlethal damage; cure 1 save.
Semiaquatic (Ex) Platypuses can hold their breath underwater for up to 5 minutes before they must start attempting Constitution checks to avoid suffocation.
Platypuses are egg-laying mammals that live in riverside burrows and hunt larvae and shellfish.
