Platypus

Presented here are the base animal statistics for all of the most commonly used familiars-of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks.
 

Platypus (CR 1/6)

Tiny Animal
Alignment: Neutral
Initiative: +2
Senses: electrolocation 30 feet (while underwater), Low-Light Vision; Perception +1 (+5 while underwater)
  Speed: 10 feet, Swim 40 feet
Space: 2-1/2 feet
 

Defense

Armor Class: 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
Hit Points: 3 (1d8-1)
Saving Throws: Fort +1, Ref +4, Will +1
 

Offense

Melee: spur +4 (1d3-4 plus poison)
Reach: 0 feet
  Special Attacks: poison
 

Statistics

StrDexConIntWisCha
2 (-4) 14 (+2) 8 (-1) 2 (-4) 13 (+1) 11 (+0)
Base Attack Bonus: +0
CMB +0
CMD 6 (10 vs. Trip)
  Feats: Weapon Finesse
  Skills: Perception +1 (+5 while underwater), Swim +14 Languages:
  Special Qualities: 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.
 

Ecology

Environment: Temperate or Warm Rivers
Organization: solitary
Treasure: none

  Platypuses are egg-laying mammals that live in riverside burrows and hunt larvae and shellfish. They are found in eastern Australia and Tasmania.