This small man-like creature has slick skin and a vaguely frog-like cast to its bearded face. It wears a suit of jangling armor made from hundreds of seashells.
Taken from the Creature Codex
Shellycoats are incorrigible pranksters native to salt marshes, estuaries and rivers. Although they do not have malicious intentions towards other creatures, their hazardous homes and inability to remember that humans can’t breathe water may cause their jokes to turn deadly. As such, they are still shunned and distrusted by swamp-folk, and many small children have been warned about murderous little men in the water.
Shellycoats are opportunistic omnivores with a diet of fish, mollusks, berries, tubers and eggs. They are highly gregarious creatures, enjoying both the company of their own kind and other aquatic fey. A shellycoat will happily share gossip and trivia with a passing mortal, although the mortal will likely have to put up with such humiliations as being sent on a wild goose chase pursuing illusions followed by a quick dunk in the water. Females differ from males only in having patchier beards. A shellycoat stands about three feet tall and weighs fifty pounds.
Shellycoat CR 1
CN Small fey (aquatic)
Init +2; Senses low-light vision, Perception +4
AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 armor)
hp 10 (3d6)
Fort +1, Ref +5, Will +1
DR 5/cold iron; SR 12
Speed 20 ft., swim 40 ft.
Melee 2 claws +1 (1d4-1)
Ranged water spray +4 touch (1d6 nonlethal plus push)
Special Attacks clatter,push (5 ft.)
Spell-like Abilities CL 3rd, concentration +4
At will—dancing lights, ventriloquism (DC 12)
1/day—cause fear (DC 12), entangle (DC 12), hideous laughter (DC 13), minor image (DC 13)
Str 9, Dex 15, Con 11, Int 10, Wis6, Cha 12
Base Atk +1; CMB +2; CMD 11
Feats Agile Maneuvers, Point Blank Shot
Skills Bluff +7, Escape Artist +8, Knowledge (nature) +6, Perception +4, Stealth +12, Swim +13
SQ amphibious, shell armor
Environment temperate marshes and aquatic
Organization solitary, pair, clutch (3-6) or gang (8-16)
Clatter (Ex) As a swift action, a shellycoat can jangle its shell armor to create a distracting noise. Any creature within 10 feet of a clattering shellycoat must succeed a DC 12 Will save or be dazzled for 1 round. This is a sonic effect. The save DC is Charisma-based. This effect is an ability of the shellycoat, not its armor.
Shell Armor (Ex) A shellycoat’s characteristic shell armor grants it a +3 armor bonus to AC but does not count as armor for the purposes of maximum speed, maximum Dexterity bonus, armor check penalty or arcane spell failure.This armor does not function for any creature except the shellycoat that made it.
Water Spray (Su) As a standard action, a shellycoat can spray a blast of high-pressure water from its mouth. Treat this as a ranged touch attack with a range of 40 feet and no range increments.