179. 2 Water Mephit Small Outsider (Extraplanar, Water); CR 3; HD 3D8+6; Hp 19; Init +0;

179. 2 Water Mephit Small Outsider (Extraplanar, Water); CR 3; HD 3D8+6; Hp 19; Init +0;

/ 175. 5 Monstrous Scorpion, Medium Medium Vermin; CR 1; HD 2d8+4;
hp 13; Init +0; Spd 40 ft.; AC 14 (+4 natural), touch 10, flat-footed 14;
Base Atk +1; Grp +2; Atk Claw +2 melee (1d4+1);
Full Atk 2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison);
SA Constrict 1d4+1, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL Always neutral; SV Fort +5, Ref +0, Will +0;
Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +5, Hide +4, Spot +4
Constrict(Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab(Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison(Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. Fort DC 13, 1d3 Con initial and secondary
Skills(): A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
177. Human Warriors Human War1; CR 1; Medium-Sized Humanoid (Human); HD 1d8 +2; hp vaires (see text); Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17; Base Atk +1; Grp +3; Atk +5 melee (1d10+2/19-20, masterwork bastard sword) or +2 ranged (1d8/20x3, longbow); Full Atk +5 melee (1d10+2/19-20, masterwork bastard sword) or +2 ranged (1d8/20x3, longbow);
AL NE; SV Fort +4, Ref +1, Will +1;
Str 15, Dex 13, Con 14 Int 11, Wis 12, Cha 8.
Skills: Climb +0, Intimidate +3, Jump +0;
Feats: Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword).
Possessions: Masterwork banded mail, shield, light wooden, masterwork bastard sword, longbow, 20 arrows, potion of cure light wounds
Kuo-Toa Medium Monstrous Humanoid (Aquatic); CR 2; HD 2d8+2; hp 11;
Init +0; Spd 20 ft, swim 50 ft; AC 16(+6 natural) or 18(+6 natural, +2 heavy wooden shield), touch 10, flat-footed 16 or 18; Base Atk +2; Grp +3;
Atk Shortspear +3 melee(1d6+1) or bite +3 melee (1d4+1);
Full Atk Shortspear +3 melee(1d6+1) and bite -2 melee (1d4);
SA lightning bolt, pincer staff; SQ adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, resistance to electricity 10, slippery; AL Often neutral evil; SV Fort +3, Ref +3, Will +5;
Str 13, Dex 1-, Con 13, INt 13, Wis 14, Cha 8
Skills: Craft or Knowledge (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
Feats: Alertness, Great Fortitude
Adhesive (Ex): Anyone making an unsuccessful melee attack against a kuo-toa with a specialy treated shield must succeed a DC 14 Ref save, or the attacker's weapon sticks to the shield and is yanked from the weilders grasp. Creatures using natural weapons are automatically grappled if they get stuck. Pulling a stuck weapon or limb from a shield requires a DC 20 Str check.
Amphibious (Ex): Although they breath by means of gills they can survive idefinantly on land.
Keen Sight (Ex): Can spot a moving object or creature even if its invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas fro 1 round. On subsequent rounds they are dazzled while in bright light.
Slippery (Ex): Webs, magical or otherwise, don't effect them, and they can usually wriggle free from most other forms of confinement.
Skills: +8 racial bonus on Escape Artist checks; +4 racial bonus on Spot and Search. +8 racial bonus on swim checks to perform some special action or avoid a hazard. Can always chose to take 10 on Swim checks.

179. 2 Water Mephit Small Outsider (Extraplanar, Water); CR 3; HD 3d8+6; hp 19;
Init +0; Spd 30 ft., fly 40 ft. (average) , swim 30 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16;
Base Atk +3; Grp +1; Atk Claw +6 melee (1d3+2); Full Atk 2 claws +6 melee (1d3+2);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2;
AL NE; SV Fort +4, Ref +3, Will +3;
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Skills(): A water mephit 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.
Spell-Like Abilities(): Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.
Breath Weapon(Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing(Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.

182. 6 Skum Medium Aberration (Aquatic); CR 2; HD 2d8+2; hp 11;
Init +1; Spd 20 ft., swim 40 ft.; AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12;
Base Atk +1; Grp +5; Atk Bite +5 melee (2d6+4); Full Atk Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2);
SA Rake 1d6+2; SQ Darkvision 60 ft., amphibious; AL Usually lawful evil; SV Fort +1, Ref +1, Will +3;
Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Skills: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12
Feats: Alertness
Rake(Ex): Attack bonus +0 melee, damage 1d6+2. 2 rakes while swimming

Skills(): *Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A skum 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.

186. Carrion Crawler Large Aberration; CR 4; HD 3d8+6; hp 19;
Init +2; Spd 30 ft, climb 15 ft; Space/Reach 10/5; AC 17(-1 size +2 dex, +6 natural), touch 11, flat-footed 15;
Base Atk +2; Grp +8; Atk tentacle +3 melee (paralysis); Full Atk 8 tentacles +3 melee (paralysis) and bite -2 melee (1d4+1);
SA Paralysis; SQ Darkvision 60 ft, scent; AL N; SV Fort +3, Ref +3, Will +5;
Str 14 Dex 15, Con 14, Int 1, Wis 15, Cha 6
Skills: Climb +12, Listen +6, Spot +6
Feats: Alertness, Combat Reflexes, Track
Advancement: 4-6 HD (Large), 7-9 HD (Huge)
Paralysis (Ex): Those hit by a carrion crawler's tentacle attack must succed a DC 13 Fort save or be paralyzed for 2d4 rounds. DC is Con based.
Skills: +8 racial bonus on Climb; can always take 10 on Climb checks

187. Kelashein: Female human Clr7; CR 7; Medium humanoid (human); HD 7d8+14; hp 45;
Init +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20;
Base Atk +5; Grp +8; Atk +10 melee (1d8+3, masterwork heavy mace) or +6 ranged (1d8/19-20, light crossbow); Full Atk same;
SA Rebuke undead 4/day (+3/2d6+8); SQ Insanity; AL CE; SV Fort +6, Ref +4, Will +9;
Str 16, Dex 10, Con 12, Int 15, Wis 17 (14*), Cha 13.
Skills: Bluff +3, Concentration +11, Heal +13, Hide +2, Knowledge (religion) +10, Listen +5, Spellcraft +12;
Feats: Iron will, Lightning reflexes, Weapon focus (heavy mace), Weapon focus (light crossbow).
Insanity (Ex): Insanity score 3. Wis 20 for bonus spells and DCs, Wis 14 for all other Wis-based checks.
Spells Prepared (6/6+1/4+1/3+1/2+1); save DC 15+spell level): 1st-command, cure light wounds, divine favor, endure elements, obscuring mist, protection from good*, sanctuary;
2nd-cure moderate wounds, death knell, fog cloud*, silence, spiritual weapon;
3rd-bestow curse, blindness/deafness, prayer, water breathing*;
4th-freedom of movement, summon monster IV, unholy blight*
*Domain spell. Domains: Evil (cast evil spells as 8th level), Water (turn or destroy fire creatures, rebuke or command water creatures).
Possessions: Ochre robes, wand of inflict light wounds (20 charges), lens of detection(written around its outer edge, "Eams olytch," Abyssal for "Finding glass."), divine scroll of neutralize poison, masterwork heavy mace, masterwork full plate armor, masterwork large steel shield, light crossbow, 10 bolts, 35gp, coral wreath (200gp), water temple symbol, lesser key of water

/ 188. Nilbool: Male kuo-toa Clr2/Wiz5; CR 8; Medium Monstrous Humanoid (Aquatic); HD 4d8+5d4+9; hp 43; Init +0; Spd 20 ft., swim 50 ft.;
AC 17, touch 10, flat-footed 17;
Base Atk +5; Grp +6; Atk +6 melee (1d8+1, heavy mace);
Full Atk +6 melee (1d8+1, heavy mace) and +1 melee (1d4, Bite);
SQ Adhesive, amphibious, immunity to poison and paralysis, insanity, keen sight, light blindness, resistance to electricity 10, slippery;
AL NE; SV Fort +7, Ref +6, Will +12;
Str 13, Dex 10, Con 13, Int 16, Wis 15 (14*), Cha 8.
Skills: Concentration +8, Craft (metalworking) +6, Esape artist +10, Heal +3, Knowledge (arcana) +10, Knowledge (religion) +10, Listen +7, Move Silently +5, Search +6, Spellcraft +12, Spot +9, Swim +9;
Feats: Alertness, Craft Wand, Dodge, Great Fortitude, Lightning Reflexes, Scribe Scroll, Spell Focus (Evocation).
Insanity (Ex): Insanity score 1. Wis 16 for bonus spells and DCs, Wis 14 for all other Wis-based checks.
Wizard Spells Prepared (4/4/3/2; save DC 13+spell level): 1st-magic missile (2), shield, true strike;
2nd-invisibility, mirror image, web;
3rd-displacement, lightning bolt.
Cleric Spells Prepared (4/3+1; save DC 13+spell level): 1st-command, obscuring mist*, protection from good, summon moster I
*Domain spell. Domains: Chaos (cast Chaos spells at 3rd level), Water (turn and destroy fire creatures, rebuke and command water creatures).
Possessions: Wand of slow (8 charges), wand of levitate (25 charges), wand of mage armor (50 charges, activation word, "Gnshab," inscribed on it, which is the Troglodyte word for, "armor."), potion of haste, potion of protection from energy (fire), potion of non-detection, ring of protection +1(shield worked into its face), curved knife, heavy mace, two 10gp gold earrings, 50gp coral ring, 75gp gold ring, 110gp coral earring, water temple symbol.
Spellbook: 0-all cantrips; 1st-endure elements, mage armor, magic missile, shield, sleep, summon monster I, true strike; 2nd-blur, bear's endurance, cat's grace, darkness, invisibility, mirror image, web; 3rd-blink, displacement, lightning bolt.
192. Oomkaan: Male half-fiend/half-kuo-toa Clr4; CR 8; Medium Outsider (Augmented Monstrous Humanoid, Aquatic, Native); HD 6d8+12; hp 40; Init +2; Spd 20 ft., fly 20 ft. (average), swim 50 ft.;
AC 23, touch 12, flat-footed 21; Base Atk +5; Grp +8;
Atk +9 melee (1d4+3, claw); Full Atk +9 melee (1d4+3, claw) and +3 melee (1d6+1, bite);
SA Rebuke undead 3/day, Smite Good +6 (1/day), spell-like abilities; SQ Adhesive, amphibious, immunity to poison and paralysis, insanity, keen sight, light blindness, resistance to electricity 10, slippery;
AL NE; SV Fort +3, Ref +3, Will +5;
Str 17, Dex 14, Con 15, Int 17, Wis 15 (13*), Cha 10.
Skills: Concentration +6, Esape artist +8, Heal +5, Knowledge (arcana) +7, Knowledge (nature) +7, Knowledge (religion) +7, Listen +7, Move Silently +5, Search +11, Spellcraft +9, Spot +9, Swim +7;
Feats: Alertness, Dodge, Great Fortitude, Weapon Focus (claw)
Spell-like abilities (Sp): Caster level 6; Darkness 3/day, Descecrate 1/day, Unholy blight 1/day (DC 14).
Spells Prepared (5/4+1/3+1; save DC 13+spell level): 1st-cure light wounds, divine favor, entropic shield, obscuring mist*, shield of faith;
2nd-bull's strength, cure moderate wounds, bear's endurance, Tharizdun's Touch*.
*Domain spell. Domains: Madness (once per day add insanity score to wisdom roll); water (turn or destroy fire creatures, rebuke or control water creatures).
Possessions: +2 heavy steel shield, potion of cat's grace, divine scroll of cure moderate wounds (2), 12 pp, water temple symbol, lesser key of water
Trap; Glyph of Warding: CR 5; Bestow curse (-6 to dexterity); Will save (DC 16); Search (DC 28); Disable Device (DC 28).

Kuo-Toa Abilities
Lightning Bolt (Su): 2 or more kuo-toa clerics (known as whips) operating together can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt but need merely be within 30 ft of one another while it builds. The lightning bolt deals 1d6 points of electricity damage per whip, but a successful Reflex save (DC 13 + number of whips) halves this amount.
Pincer Staff: Many kuo-toa fighters and all whips of 7th level or higher carry this Large exotic weapon. A pincer staff (1d10, reach 10). A weilder that hits an opponent small through large size can attempt to start a grapple as a free action without provoking an AoO. If the weilder wins the grapple check, the staff establishes a hold and grabs the opponent, dealing 1d10 points of damage each round the hold is maintained.
Adhesive (Ex): Anyone making an unsuccessful melee attack against a kuo-toa with a specialy treated shield must succeed a DC 14 Ref save, or the attacker's weapon sticks to the shield and is yanked from the weilders grasp. Creatures using natural weapons are automatically grappled if they get stuck. Pulling a stuck weapon or limb from a shield requires a DC 20 Str check.
Amphibious (Ex): Although they breath by means of gills they can survive idefinantly on land.
Keen Sight (Ex): Can spot a moving object or creature even if its invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas fro 1 round. On subsequent rounds they are dazzled while in bright light.
Slippery (Ex): Webs, magical or otherwise, don't effect them, and they can usually wriggle free from most other forms of confinement.
Skills: +8 racial bonus on Escape Artist checks; +4 racial bonus on Spot and Search. +8 racial bonus on swim checks to perform some special action or avoid a hazard. Can always chose to take 10 on Swim checks.

193. Zeityan: Water Naga Large Aberration (Aquatic); CR 7; HD 7d8+28; hp 59;
Init +1; Spd 30 ft., swim 50 ft.; Space/Reach 10 ft./5 ft.;
AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14;
Base Atk +5; Grp +12; Atk Bite +7 melee (2d6+4 plus poison); Full Atk Bite +7 melee (2d6+4 plus poison);
SA Poison, spells; SQ Darkvision 60 ft.; AL Usually neutral; SV Fort +6, Ref +5, Will +8;
Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15
Skills: Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11
Feats: Alertness, Combat Casting, Eschew Materials, Lightning Reflexes
Skills(): A water naga 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.
Poison(Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Spells(): Water nagas cast spells as 7th-level sorcerers but never use fire spells.
Sorcerer Spells Known(DC 12+ spell level):1st-expeditious retreat, magic missile, obscuring mist, shield, true strike;
2nd-invisibility, acid arrow, mirror image;
3rd-protection from energy, suggestion.

194. Large Skum (3, advanced): CR 5; Large Aberration (Aquatic); HD 6d8+12; hp 39, 40, 45;
Init +3; Spd 20 ft., swim 40 ft.; AC 16, touch 12, flat-footed 13;
Base Atk +4; Grp +18; Atk Bite +13 melee (3d6+10) or Underwater crossbow +8 ranged (1d8) ;
Full Atk Bite +13 melee (3d6+10) and 2 claws +11 melee (1d6+5) or Underwater crossbow +8 ranged (1d8) ; Space/Reach: 10 ft./10 ft.; SA Rake 1d8+5; SQ Darkvision 60 ft., amphibious;
AL LE; SV Fort +4, Ref +5, Will +5;
Str 31, Dex 16, Con 15, Int 10, Wis 10, Cha 6.
Skills: Hide +10 (+14 underwater), Listen +9 (+13 underwater), Move Silently +10, Spot +9 (+13 underwater), Swim +18;
Feats: Alertness, Weapon Focus (underwater crossbow), Multiattack
Rake (Ex): Attack bonus +11, damage 1d8+5, while grappling. A skum also gains 2 rake attacks when it (full) attacks while swimming.
Possessions: Masterwork underwater crossbow (200gp)

/ 195. Water Elemental, Huge Huge Elemental (Water, Extraplanar); CR 7; HD 16d8+80; hp 152;
Init +4; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.;
AC 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17;
Base Atk +12; Grp +27; Atk Slam +17 melee (2d10+7);
Full Atk 2 slams +17 melee (2d10+7);
SA Water mastery, drench, vortex; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits; AL Usually neutral; SV Fort +15, Ref +9, Will +7;
Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will
Water Mastery(Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench(Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex(Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Save DC 25; Damage 2d8; Height 10-50 ft.
Skills(): A water elemental 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.

Kuo-Toa Abilities
Lightning Bolt (Su): 2 or more kuo-toa clerics (known as whips) operating together can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt but need merely be within 30 ft of one another while it builds. The lightning bolt deals 1d6 points of electricity damage per whip, but a successful Reflex save (DC 13 + number of whips) halves this amount.
Pincer Staff: Many kuo-toa fighters and all whips of 7th level or higher carry this Large exotic weapon. A pincer staff (1d10, reach 10). A weilder that hits an opponent small through large size can attempt to start a grapple as a free action without provoking an AoO. If the weilder wins the grapple check, the staff establishes a hold and grabs the opponent, dealing 1d10 points of damage each round the hold is maintained.
Adhesive (Ex): Anyone making an unsuccessful melee attack against a kuo-toa with a specialy treated shield must succeed a DC 14 Ref save, or the attacker's weapon sticks to the shield and is yanked from the weilders grasp. Creatures using natural weapons are automatically grappled if they get stuck. Pulling a stuck weapon or limb from a shield requires a DC 20 Str check.
Amphibious (Ex): Although they breath by means of gills they can survive idefinantly on land.
Keen Sight (Ex): Can spot a moving object or creature even if its invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas fro 1 round. On subsequent rounds they are dazzled while in bright light.
Slippery (Ex): Webs, magical or otherwise, don't effect them, and they can usually wriggle free from most other forms of confinement.
Skills: +8 racial bonus on Escape Artist checks; +4 racial bonus on Spot and Search. +8 racial bonus on swim checks to perform some special action or avoid a hazard. Can always chose to take 10 on Swim checks.