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.

Source: Pathfinder Roleplaying Game Bestiary 4