Animals

From Anu Anu RPG
Jump to: navigation, search


Earth Animals[edit]

Bear[edit]

Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track
Environment: Cold forests
Organization: Solitary or pair
Challenge Rating: 4
Advancement: 7–10 HD (Large)
Level Adjustment: —

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.

Combat[edit]

A brown bear attacks mainly by tearing at opponents with its claws.

Special Abilities[edit]

  • Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  • Skills: A brown bear has a +4 racial bonus on Swim checks.

Beaver[edit]

Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Claw -1 melee (1d2–1)
Full Attack: 2 claws -1melee (1d2–1) and
bite -6 melee (1d6–1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -—
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con 12,
Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +7
Feats: Alertness
Environment: Temperate streams and rivers
Organization: Solitary or pair
Challenge Rating: 1/2
Advancement: 2 HD (Small)
Level Adjustment: —

The beaver is a small furry animal with a broad, flat tail and very pronounced front teeth. Beavers live in sophisticated lairs, called “dams” that they build themselves.

Combat[edit]

Beavers will attack with their sharp claws and teeth if cornered, but they prefer to flee to the safety of their dam.

Special Abilities[edit]

  • Skills: A beaver has a +4 racial bonus on Swim checks.

Cat[edit]

Tiny Animal
Hit Dice: 1/2 d8 (2 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Claw +4 melee (1d2–4)
Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy, Weapon FinesseB
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —

The statistics presented here describe a common housecat.

Combat[edit]

Cats prefer to sneak up on their prey.

Special Abilities[edit]

  • Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Dog[edit]

Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 1/3
Advancement: —
Level Adjustment: —

The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.

Combat[edit]

Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.

Special Abilities[edit]

  • Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

Ferret[edit]

Tiny Animal
Hit Dice: 1/2 d8 (2 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats: Agile, Weapon FinesseB
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —

These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to weasels.

Combat[edit]

Special Abilities[edit]

  • Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
  • Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Hedgehog[edit]

Mouse[edit]

Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14,
flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1hp–5)
Full Attack: Bite +4 melee (1hp–5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 1, Dex 15, Con 10,
Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +12,
Hide +22, Jump +4,
Move Silently +12
Feats: Weapon Finesse
Environment: Any
Organization: Solitary or plague (10–100)
Challenge Rating: 1/10
Advancement: —
Level Adjustment: —

These timid rodents can be found in great numbers almost anywhere.

Combat[edit]

Mice usually run away. They bite only as a last resort.

Special Abilities[edit]

  • Skills: Mice have a +8 racial bonus on Balance, Climb, Hide, and Move Silently checks. A mouse can always choose to take 10 on Climb checks, even if rushed or threatened. A mouse uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks.

Rabbit[edit]

Tiny Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4), rear kick -1 (1hp–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 6
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
Feats: Weapon Finesse
Environment: Any
Organization: Solitary or warren (2–20)
Challenge Rating: 1/8
Advancement: —
Level Adjustment: —

These omnivorous rodents thrive almost anywhere.

Combat[edit]

Rabbits usually run away. They bite only as a last resort.

Special Abilities[edit]

  • Skills: Rabbits have a +4 racial bonus on Hide, Jump, and Move Silently checks. A rabbit uses its Dexterity modifier instead of its Strength modifier for Jump checks.

Raccoon[edit]

Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–2)
Full Attack: Bite +4 melee (1d3–2), 2 claws (1d2–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 6, Dex 15, Con 10, Int 2, Wis 12, Cha 4
Skills: Climb +2, Disable Device +6, Escape Artist +6, Listen +5, Open Locks +6, Spot +5
Feats: Alertness
Environment: Any
Organization: Solitary or warren (2–20)
Challenge Rating: 1/8
Advancement: —
Level Adjustment: —

These omnivorous scavengers have a knack for getting into almost anything.

Combat[edit]

Raccoons only fight when cornered.

Special Abilities[edit]

  • Skills: Raccoons have a +4 racial bonus on Disable Device, Escape Artist, and Open Locks checks.

Skunk[edit]

Tiny Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +0/–5
Attack: Claw +4 melee (1d2–1)
Full Attack: 2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1/2
Advancement: 2 HD (Small)
Level Adjustment: —

The distinctive white stripe on this creature’s black fur serves as a warning to potential predators.

Combat[edit]

When threatened, a skunk will spray its scent at a foe and attempt to escape.

Special Abilities[edit]

  • Spray Scent: Up to three times a day a skunk can spray its scent on its enemies. This is an areaeffect attack, affecting a cone-shaped area in a range of 15 feet. A successful Reflex Save versus a DC of 15 avoids the spray entirely. Any creature hit by the spray is now covered in the skunk’s trademark “stink” and must now make a Fort save against a DC of 10 or be nauseated. A successful save means the creature can at least “tolerate” the smell. The scent spray stays with the victim for 1d6 days unless extraordinary measures are taken to clean

it off (bathing in tomato juice, remove curse, etc.). Whil under the stink, the creatures can be detected by scent at triple the normal range, and anyone attempting to track them gets a +4 situational bonus.

  • Skills: A skunk has a +4 racial bonus on Escape Artist checks

Squirrel[edit]

Tiny Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10,
Int 2, Wis 12, Cha 6
Skills: Balance +10, Climb +12,
Hide +14, Move Silently +10
Feats: Weapon Finesse
Environment: Any
Organization: Solitary or Gang (2-12)
Challenge Rating: 1/8
Advancement: —
Level Adjustment: —

While essentially similar to rats, the squirrel’s bushy tail and endearing manner give it a much better reputation.

Combat[edit]

Squirrels usually run away. They bite only as a last resort.

Special Abilities[edit]

  • Skills: Squirrels have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on Climb checks, even if rushed or threatened. A squirrel uses its Dexterity modifier instead of

its Strength modifier for Climb checks. A squirrel can use a run action while climbing.


Sky Animals[edit]

Bat[edit]

Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +0/–17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Blindsense 20 ft., low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
Feats: Alertness
Environment: Temperate deserts
Organization: Colony (10–40) or crowd (10–50)
Challenge Rating: 1/10
Advancement: —
Level Adjustment: —

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.

Combat[edit]

Special Abilities[edit]

  • Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
  • Skills: A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Bee[edit]

Butterfly[edit]

Duck[edit]

Flamingo[edit]

Songbird[edit]

Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–13
Attack: Claws +4 melee (1d2–5)
Full Attack: Claws +4 melee (1d2–5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +6, Spot +6
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or flock (6-100)
Challenge Rating: 1/8
Advancement: —
Level Adjustment: —

These are the most common type of bird most often seen, encompassing many hundreds of different species, from cardinals to sparrows.

Combat[edit]

Songbirds only attack when desperate or sick.

Special Abilities[edit]

Owl[edit]

Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Talons +5 melee (1d4–3)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +16, Move Silently +17, Spot +8*
Feats: Alertness, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1/4
Advancement: 2 HD (Small)
Level Adjustment: —

The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.

Combat[edit]

Owls swoop quietly down onto prey, attacking with their powerful talons.

Special Abilities[edit]

Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.


Sea Animals[edit]

Fish[edit]

Frog[edit]

Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/–17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Amphibious, low-light vision
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
Skills: Hide +21, Listen +4, Spot +4
Feats: Alertness
Environment: Temperate marshes
Organization: Swarm (10–100)
Challenge Rating: 1/10
Advancement: —
Level Adjustment: —

These diminutive amphibians are innocuous and beneficial, since they eat insects.

Special Abilities[edit]

  • Skills: A frog’s coloration gives it a +4 racial bonus on Hide checks.

Sea Urchin[edit]

Starfish[edit]

Squid[edit]

Medium Animal (Aquatic)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+8*
Attack: Arms +4 melee (0)
Full Attack: Arms +4 melee (0) and bite –1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10
Feats: Alertness, Endurance
Environment: Temperate aquatic
Organization: Solitary or school (6–11)
Challenge Rating: 1
Advancement: 4–6 HD (Medium); 7–11 HD (Large)
Level Adjustment: —

These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.

Combat[edit]

Special Abilities[edit]

  • Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.
  • Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
  • Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
  • Skills: A squid 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

Turtle[edit]

Small Animal
Hit Dice: 1d8+5 (9 hp)
Initiative: +2
Speed: 5 ft. (1 square), swim 20 ft.
Armor Class: 13 (+1 size, -3 Dex, +5 natural), touch 8, flat-footed 16
Base Attack/Grapple: +0/–4
Attack: Bite +0 melee (1d3)
Full Attack: Bite +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +4, Ref -1, Will +2
Abilities: Str 10, Dex 4, Con 14, Int 2, Wis 14, Cha 4
Skills: Listen +5, Spot +5, Swim +10
Feats: Toughness
Environment: Deserts and temperate wetlands
Organization: Solitary
Challenge Rating: 1/2
Advancement: 2–3 HD (Medium)
Level Adjustment: —

These reptiles have an extremely hard shell to protect them from all but the most determined of predators.

Combat[edit]

When threatened, a tortoise will simply pull its legs, head, and tail into their shell and wait for their foes to tire and leave.

Special Abilities[edit]

  • Hold Breath (Ex): A tortoise can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
  • Skills: A tortoise 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.

Yellyfish[edit]