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Manta Ray

Hit Dice:4d8 (18 hp)
Initiative:+0
Speed:Swim 30 ft. (6 squares)
Armor Class:12 (–1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple:+3/+9
Attack:Ram –1 melee* (1d6+1)
Full Attack:Ram –1 melee* (1d6+1)
Space/Reach:10 ft./5 ft.
Special Attacks:
Special Qualities:Low-light vision
Saves:Fort +4, Ref +4, Will +2
Abilities:Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2
Skills:Listen +7, Spot +6, Swim +10
Feats:Alertness, Endurance
Environment:Warm aquatic
Organization:Solitary or school (2–5)
Challenge Rating:1
Advancement:5–6 HD (Medium)
Level Adjustment:

These fish are nonaggressive and generally avoid contact with other creatures. They filter plankton and similar small organisms from the water through their gaping, toothless maws.

Combat

*If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack.

Skills: A manta ray 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.