Harbor SealCreature 2
Perception +9 (darkvision, scent (imprecise) 20 feet, whisker sense 30 feet)
Languages none
Skills Acrobatics +6, Athletics +10, Stealth +8
Str +4, Dex +3, Con +3, Int -4, Wis +1, Cha +3
AC 17; Fort +9; Reflex +11; Will +5;
HP 30
Speed 15 feet (swim 30 feet)
Jaws
+9 (+4, -1) to hit (unarmed) 1d8+4 PiercingDeep Breath
A harbor seal can hold its breath for 30 minutes.
Whisker SenseA harbor seal can use its whiskers to sense vibrations as a precise sense at the listed range, but only underwater.
Aquatic Ambush
40 feet.
Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
Aquatic Feast
Requirements The harbor seal has a Medium or smaller creature Grabbed in its jaws
Effect The harbor seal Swims up to 10 feet, carrying its grabbed creature along with it dealing 1d8 slashing damage (DC 18 fortitude save).
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Harbor seals are the most common seals found in Golarion and famous for their soft, furry bodies. They're vicious hunters underwater, but typically shy of humanoids on the surface, preferring to hide among the waves rather than face down what seems to be a terrifying land predator.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.