Siv (CR 1)

Medium Humanoid (Aquatic)
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: Listen +1 and Spot +1


AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1
Speed: 40 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple +0
Attack: Siangham +2 melee; or net +2 ranged; or sling +2 ranged
Full Attack: Siangham +2 melee; or net +2 ranged; or sling +2 ranged
Damage: Siangham 1d6+1; or net (entanglement); or sling 1d4+1
Special Attacks/Actions:
Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Special Qualities: Water walking, cold resistance 5
Feats: Exotic Weapon Proficiency (net); Exotic Weapon Proficiency (siangham)
Skills: Listen +1 and Spot +1
Advancement: By character class
Climate/Terrain: Marsh
Organization: Solitary, patrol (4), temple training exercise (16), or village (30-180)
Treasure/Possessions: Standard

Source: Monster Compendium: Monsters of Faerûn

Water Walking (Su): Under normal circumstances, a siv can move across the surface of water, bogs, marshes, and other calm liquids as well as they move across normal ground. A siv who wishes to use this ability in combat must succeed at a Dexterity check (DC 10) on its action. Failure indicates that the siv has lost its footing, bobbing into the surface of the water, but otherwise able to act normally that round. Returning to the water-walking state is a full-round action. Sivs who pass the Dexterity check can even use the tumbling skill as if the water were a solid surface. In water that's troubled by small waves, the DC rises to 20, but splashing by people in the water usually isn't enough to count as true wave action. If waves are higher than 6 inches, sivs can't use their water walking ability, so they try to stick to marshes, dead lakes, and other stagnant bodies of water.

Resistant to Cold (Ex): Sivs take half damage from cold attacks.

Feats: Sivs gain Exotic Weapon Proficiency (siangham) as a bonus feat.

Sivs fight according to the tactical situation. They prefer to avoid direct melee with powerful adversaries who have not been softened up with sling- stones and nets. They use their water walking ability to full advantage, seeking to flank and outmaneuver intruders who dare enter their swamps. Their preferred weapons are the siangham and the net.

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.