Platypus
System: Pathfinder | SRD
Platypus
CR 1/6
XP 65
N
Animal
Tiny
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 +0
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
CMB +0
CMD 6 (10 vs. trip)
Statistics
Str 2,
Dex 14,
Con 8,
Int 2,
Wis 13,
Cha 11
Base Atk +0
Feats Weapon Finesse
Skills Perception +1 (+5 while underwater), Swim +14
SQ semiaquatic
Special Abilities
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.