Difference between revisions of "Animals"

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===Bear===
 
===Bear===
  
Large Animal
+
:Large Animal
Hit Dice: 6d8+24 (51 hp)
+
:Hit Dice: 6d8+24 (51 hp)
Initiative: +1
+
:Initiative: +1
Speed: 40 ft. (8 squares)
+
:Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
+
:Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+16
+
:Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8)
+
:Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
+
:Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
+
:Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
+
:Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
+
:Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
+
:Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
+
:Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
+
:Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track
+
:Feats: Endurance, Run, Track
Environment: Cold forests
+
:Environment: Cold forests
Organization: Solitary or pair
+
:Organization: Solitary or pair
Challenge Rating: 4
+
:Challenge Rating: 4
Advancement: 7–10 HD (Large)
+
:Advancement: 7–10 HD (Large)
Level Adjustment: —
+
: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.
 
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
+
 
 +
====Combat====
  
 
A brown bear attacks mainly by tearing at opponents with its claws.
 
A brown bear attacks mainly by tearing at opponents with its claws.
  
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.
+
====Special Abilities====
  
Skills: A brown bear has a +4 racial bonus on Swim checks.
+
* '''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===
 
===Beaver===
  
Small Animal
+
:Small Animal
Hit Dice: 1d8+1 (5 hp)
+
:Hit Dice: 1d8+1 (5 hp)
Initiative: +2
+
:Initiative: +2
Speed: 30 ft. (6 squares), swim 20 ft.
+
:Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 14 (+1 size, +2 Dex, +1
+
:Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
natural), touch 13, flat-footed 12
+
:Base Attack/Grapple: +0/-5
Base Attack/Grapple: +0/-5
+
:Attack: Claw -1 melee (1d2–1)
Attack: Claw -1 melee (1d2–1)
+
:Full Attack: 2 claws -1melee (1d2–1) and
Full Attack: 2 claws -1melee (1d2–1) and
+
:bite -6 melee (1d6–1)
bite -6 melee (1d6–1)
+
:Space/Reach: 5 ft./5 ft.
Space/Reach: 5 ft./5 ft.
+
:Special Attacks: -—
Special Attacks: -—
+
:Special Qualities: Low-light vision, scent
Special Qualities: Low-light vision, scent
+
:Saves: Fort +3, Ref +4, Will +1
Saves: Fort +3, Ref +4, Will +1
+
:Abilities: Str 8, Dex 15, Con 12,
Abilities: Str 8, Dex 15, Con 12,
+
:Int 2, Wis 12, Cha 6
Int 2, Wis 12, Cha 6
+
:Skills: Listen +5, Spot +5, Swim +7
Skills: Listen +5, Spot +5, Swim +7
+
:Feats: Alertness
Feats: Alertness
+
:Environment: Temperate streams and rivers
Environment: Temperate streams and rivers
+
:Organization: Solitary or pair
Organization: Solitary or pair
+
:Challenge Rating: 1/2
Challenge Rating: 1/2
+
:Advancement: 2 HD (Small)
Advancement: 2 HD (Small)
+
:Level Adjustment: —
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====
  
The beaver is a small furry animal with a broad, flat tail and
+
Beavers will attack with their sharp claws and teeth if cornered, but they prefer to flee to the safety of their dam.
very pronounced front teeth. Beavers live in sophisticated
 
lairs, called “dams” that they build themselves.
 
  
Combat
+
====Special Abilities====
Beavers will attack with their sharp claws and teeth if
 
cornered, but they prefer to flee to the safety of their
 
dam.
 
  
Skills: A beaver has a +4 racial bonus on Swim
+
* '''Skills''': A beaver has a +4 racial bonus on Swim checks.
checks.
 
  
 
===Cat===
 
===Cat===
  
Tiny Animal
+
:Tiny Animal
Hit Dice: 1/2 d8 (2 hp)
+
:Hit Dice: 1/2 d8 (2 hp)
Initiative: +2
+
:Initiative: +2
Speed: 30 ft. (6 squares)
+
:Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
+
:Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
+
:Base Attack/Grapple: +0/–12
Attack: Claw +4 melee (1d2–4)
+
:Attack: Claw +4 melee (1d2–4)
Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
+
:Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
+
:Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
+
:Special Attacks: —
Special Qualities: Low-light vision, scent
+
:Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
+
:Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
+
: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
+
:Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy, Weapon FinesseB
+
:Feats: Stealthy, Weapon FinesseB
Environment: Temperate plains
+
:Environment: Temperate plains
Organization: Domesticated or solitary
+
:Organization: Domesticated or solitary
Challenge Rating: 1/4
+
:Challenge Rating: 1/4
Advancement: —
+
:Advancement: —
Level Adjustment: —
+
:Level Adjustment: —
  
 
The statistics presented here describe a common housecat.
 
The statistics presented here describe a common housecat.
Combat
+
 
 +
====Combat====
  
 
Cats prefer to sneak up on their prey.
 
Cats prefer to sneak up on their prey.
  
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.
+
====Special Abilities====
 +
 
 +
* '''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===
 
===Dog===
  
Small Animal
+
:Small Animal
Hit Dice: 1d8+2 (6 hp)
+
:Hit Dice: 1d8+2 (6 hp)
Initiative: +3
+
:Initiative: +3
Speed: 40 ft. (8 squares)
+
:Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
+
:Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–3
+
:Base Attack/Grapple: +0/–3
Attack: Bite +2 melee (1d4+1)
+
:Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
+
:Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
+
:Space/Reach: 5 ft./5 ft.
Special Attacks: —
+
:Special Attacks: —
Special Qualities: Low-light vision, scent
+
:Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
+
:Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
+
:Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
+
:Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB
+
:Feats: Alertness, TrackB
Environment: Temperate plains
+
:Environment: Temperate plains
Organization: Solitary or pack (5–12)
+
:Organization: Solitary or pack (5–12)
Challenge Rating: 1/3
+
:Challenge Rating: 1/3
Advancement: —
+
:Advancement: —
Level Adjustment: —
+
: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.
 
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
+
 
 +
====Combat====
  
 
Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.
 
Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.
  
Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.
+
====Special Abilities====
 +
 
 +
* '''Skills''': Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.
  
 
===Ferret===
 
===Ferret===
  
Tiny Animal
+
:Tiny Animal
Hit Dice: 1/2 d8 (2 hp)
+
:Hit Dice: 1/2 d8 (2 hp)
Initiative: +2
+
:Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
+
:Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
+
:Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
+
:Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
+
:Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
+
:Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
+
:Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach
+
:Special Attacks: Attach
Special Qualities: Low-light vision, scent
+
:Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
+
:Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
+
: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
+
:Skills: Balance +12, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats: Agile, Weapon FinesseB
+
:Feats: Agile, Weapon FinesseB
Environment: Temperate hills
+
:Environment: Temperate hills
Organization: Solitary
+
:Organization: Solitary
Challenge Rating: 1/4
+
:Challenge Rating: 1/4
Advancement: —
+
:Advancement: —
Level Adjustment: —
+
:Level Adjustment: —
 
 
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
 
Combat
 
 
 
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.
+
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to weasels.
  
===Frog===
+
====Combat====
  
Diminutive Animal
+
====Special Abilities====
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.
+
* '''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: A toad’s coloration gives it a +4 racial bonus on Hide checks.
+
* '''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===
 
===Hedgehog===
Line 196: Line 178:
 
===Mouse===
 
===Mouse===
  
Diminutive Animal
+
:Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
+
:Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
+
:Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
+
:Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14,
+
:Armor Class: 14 (+2 size, +2 Dex), touch 14,
flat-footed 12
+
:flat-footed 12
Base Attack/Grapple: +0/–12
+
:Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1hp–5)
+
:Attack: Bite +4 melee (1hp–5)
Full Attack: Bite +4 melee (1hp–5)
+
:Full Attack: Bite +4 melee (1hp–5)
Space/Reach: 2-1/2 ft./0 ft.
+
:Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
+
:Special Attacks: —
Special Qualities: Low-light vision, scent
+
:Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
+
:Saves: Fort +2, Ref +4, Will +1
Abilities: Str 1, Dex 15, Con 10,
+
:Abilities: Str 1, Dex 15, Con 10,
Int 2, Wis 12, Cha 6
+
:Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +12,
+
:Skills: Balance +12, Climb +12,
Hide +22, Jump +4,
+
:Hide +22, Jump +4,
Move Silently +12
+
:Move Silently +12
Feats: Weapon Finesse
+
:Feats: Weapon Finesse
Environment: Any
+
:Environment: Any
Organization: Solitary or plague (10–100)
+
:Organization: Solitary or plague (10–100)
Challenge Rating: 1/10
+
:Challenge Rating: 1/10
Advancement: —
+
:Advancement: —
Level Adjustment: —
+
:Level Adjustment: —
 +
 
 +
These timid rodents can be found in great numbers almost anywhere.
  
These timid rodents can be
+
====Combat====
found in great numbers
+
Mice usually run away. They bite only as a last resort.
almost anywhere.
 
  
Combat
+
====Special Abilities====
Mice usually run away.
 
They bite only as a last resort.
 
  
Skills: Mice have a +8
+
* '''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.
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===
 
===Rabbit===
  
Tiny Animal
+
:Tiny Animal
Hit Dice: 1/4 d8 (1 hp)
+
:Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
+
:Initiative: +2
Speed: 40 ft. (8 squares)
+
:Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14,
+
:Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
flat-footed 12
+
:Base Attack/Grapple: +0/–12
Base Attack/Grapple: +0/–12
+
:Attack: Bite +4 melee (1d3–4)
Attack: Bite +4 melee (1d3–4)
+
:Full Attack: Bite +4 melee (1d3–4), rear kick -1 (1hp–4)
Full Attack: Bite +4 melee (1d3–4),
+
:Space/Reach: 2-1/2 ft./0 ft.
rear kick -1 (1hp–4)
+
:Special Attacks: —
Space/Reach: 2-1/2 ft./0 ft.
+
:Special Qualities: Low-light vision, scent
Special Attacks: —
+
:Saves: Fort +2, Ref +4, Will +1
Special Qualities: Low-light vision, scent
+
:Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 6
Saves: Fort +2, Ref +4, Will +1
+
:Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
Abilities: Str 3, Dex 15, Con 10,
+
:Feats: Weapon Finesse
Int 2, Wis 12, Cha 6
+
:Environment: Any
Skills: Balance +10, Climb +12,
+
:Organization: Solitary or warren (2–20)
Hide +14, Move Silently +10,
+
:Challenge Rating: 1/8
Swim +10
+
:Advancement: —
Feats: Weapon Finesse
+
:Level Adjustment: —
Environment: Any
 
Organization: Solitary or warren (2–20)
 
Challenge Rating: 1/8
 
Advancement: —
 
Level Adjustment: —
 
  
 
These omnivorous rodents thrive almost anywhere.
 
These omnivorous rodents thrive almost anywhere.
  
Combat
+
====Combat====
 +
 
 
Rabbits usually run away. They bite only as a last resort.
 
Rabbits usually run away. They bite only as a last resort.
  
Skills: Rabbits have a +4 racial bonus on Hide, Jump,
+
====Special Abilities====
and Move Silently checks. A rabbit uses its Dexterity
+
 
modifier instead of its Strength modifier for Jump
+
* '''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.
checks.
 
  
 
===Raccoon===
 
===Raccoon===
  
Small Animal
+
:Small Animal
Hit Dice: 1d8 (4 hp)
+
:Hit Dice: 1d8 (4 hp)
Initiative: +2
+
:Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
+
:Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14,
+
:Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
flat-footed 12
+
:Base Attack/Grapple: +0/–12
Base Attack/Grapple: +0/–12
+
:Attack: Bite +4 melee (1d3–2)
Attack: Bite +4 melee (1d3–2)
+
:Full Attack: Bite +4 melee (1d3–2), 2 claws (1d2–2)
Full Attack: Bite +4 melee (1d3–2),
+
:Space/Reach: 2-1/2 ft./0 ft.
2 claws (1d2–2)
+
:Special Attacks: —
Space/Reach: 2-1/2 ft./0 ft.
+
:Special Qualities: Low-light vision, scent
Special Attacks: —
+
:Saves: Fort +2, Ref +4, Will +1
Special Qualities: Low-light vision, scent
+
:Abilities: Str 6, Dex 15, Con 10, Int 2, Wis 12, Cha 4
Saves: Fort +2, Ref +4, Will +1
+
:Skills: Climb +2, Disable Device +6, Escape Artist +6, Listen +5, Open Locks +6, Spot +5
Abilities: Str 6, Dex 15, Con 10,
+
:Feats: Alertness
Int 2, Wis 12, Cha 4
+
:Environment: Any
Skills: Climb +2, Disable Device +6,
+
:Organization: Solitary or warren (2–20)
Escape Artist +6, Listen +5,
+
:Challenge Rating: 1/8
Open Locks +6, Spot +5
+
:Advancement: —
Feats: Alertness
+
:Level Adjustment: —
Environment: Any
+
 
Organization: Solitary or warren (2–20)
+
These omnivorous scavengers have a knack for getting into almost anything.
Challenge Rating: 1/8
 
Advancement: —
 
Level Adjustment: —
 
  
These omnivorous scavengers have a knack for getting
+
====Combat====
into almost anything.
 
  
Combat
 
 
Raccoons only fight when cornered.
 
Raccoons only fight when cornered.
  
Skills: Raccoons have a +4 racial bonus on Disable
+
====Special Abilities====
Device, Escape Artist, and Open Locks checks.
+
 
 +
* '''Skills''': Raccoons have a +4 racial bonus on Disable Device, Escape Artist, and Open Locks checks.
  
 
===Skunk===
 
===Skunk===
  
Tiny Animal
+
:Tiny Animal
Hit Dice: 1d8+2 (6 hp)
+
:Hit Dice: 1d8+2 (6 hp)
Initiative: +3
+
:Initiative: +3
Speed: 30 ft. (6 squares)
+
:Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 size, +3 Dex,
+
:Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
+1 natural), touch 15,
+
:Base Attack/Grapple: +0/–5
flat-footed 13
+
:Attack: Claw +4 melee (1d2–1)
Base Attack/Grapple: +0/–5
+
:Full Attack: 2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1)
Attack: Claw +4 melee (1d2–1)
+
:Space/Reach: 5 ft./5 ft.
Full Attack: 2 claws +4 melee (1d2–1) and
+
:Special Attacks: Rage
bite –1 melee (1d3–1)
+
:Special Qualities: Low-light vision, scent
Space/Reach: 5 ft./5 ft.
+
:Saves: Fort +4, Ref +5, Will +1
Special Attacks: Rage
+
:Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: Low-light vision, scent
+
:Skills: Escape Artist +7, Listen +3, Spot +3
Saves: Fort +4, Ref +5, Will +1
+
:Feats: Weapon Finesse
Abilities: Str 8, Dex 17, Con 15,
+
:Environment: Temperate forests
Int 2, Wis 12, Cha 6
+
:Organization: Solitary or pair
Skills: Escape Artist +7, Listen +3,
+
:Challenge Rating: 1/2
Spot +3
+
:Advancement: 2 HD (Small)
Feats: Weapon Finesse
+
:Level Adjustment: —
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
+
The distinctive white stripe on this creature’s black fur serves as a warning to potential predators.
When threatened, a skunk will spray its scent at a foe
 
and attempt to escape.
 
  
Spray Scent: Up to three times a day a noble skunk
+
====Combat====
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.). While
 
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
+
When threatened, a skunk will spray its scent at a foe and attempt to escape.
Artist checks
 
  
===Squirrel===
+
====Special Abilities====
  
Tiny Animal
+
* '''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
Hit Dice: 1/4 d8 (1 hp)
+
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.
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
+
* '''Skills''': A skunk has a +4 racial bonus on Escape Artist checks
tail and endearing manner give it a much better reputation.
 
  
Combat
+
===Squirrel===
Squirrels usually run away. They bite only as a last
 
resort.
 
 
 
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.
 
  
===Turtle===
+
: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: —
  
Small Animal
+
While essentially similar to rats, the squirrel’s bushy tail and endearing manner give it a much better reputation.
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
+
====Combat====
them from all but the most determined of predators.
 
  
Combat
+
Squirrels usually run away. They bite only as a last resort.
When threatened, a tortoise will simply pull its legs,
 
head, and tail into their shell and wait for their foes to
 
tire and leave.
 
  
Hold Breath (Ex): A tortoise can hold its breath for a
+
====Special Abilities====
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
+
* '''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
check to perform some special action or avoid a hazard.
+
its Strength modifier for Climb checks. A squirrel can use a run action while climbing.
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.
 
  
 
-----
 
-----
Line 459: Line 356:
 
===Bat===
 
===Bat===
  
Diminutive Animal
+
:Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
+
:Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
+
:Initiative: +2
Speed: 5 ft (1 square), fly 40 ft. (good)
+
:Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
+
:Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +0/–17
+
:Base Attack/Grapple: +0/–17
Attack: —
+
:Attack: —
Full Attack: —
+
:Full Attack: —
Space/Reach: 1 ft./0 ft.
+
:Space/Reach: 1 ft./0 ft.
Special Attacks: —
+
:Special Attacks: —
Special Qualities: Blindsense 20 ft., low-light vision
+
:Special Qualities: Blindsense 20 ft., low-light vision
Saves: Fort +2, Ref +4, Will +2
+
:Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
+
:Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
+
:Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
Feats: Alertness
+
:Feats: Alertness
Environment: Temperate deserts
+
:Environment: Temperate deserts
Organization: Colony (10–40) or crowd (10–50)
+
:Organization: Colony (10–40) or crowd (10–50)
Challenge Rating: 1/10
+
:Challenge Rating: 1/10
Advancement: —
+
:Advancement: —
Level Adjustment: —
+
:Level Adjustment: —
  
 
Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.
 
Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.
Combat
 
  
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
+
====Combat====
  
Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
+
====Special Abilities====
 +
 
 +
* '''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===
 
===Bee===
Line 505: Line 405:
 
===Songbird===
 
===Songbird===
  
Tiny Animal
+
:Tiny Animal
Hit Dice: 1d8 (4 hp)
+
:Hit Dice: 1d8 (4 hp)
Initiative: +2
+
:Initiative: +2
Speed: 10 ft. (2 squares),
+
:Speed: 10 ft. (2 squares), fly 40 ft. (average)
fly 40 ft. (average)
+
:Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Armor Class: 17 (+2 size, +3 Dex,
+
:Base Attack/Grapple: +0/–13
+2 natural), touch 15,
+
:Attack: Claws +4 melee (1d2–5)
flat-footed 14
+
:Full Attack: Claws +4 melee (1d2–5)
Base Attack/Grapple: +0/–13
+
:Space/Reach: 2-1/2 ft./0 ft.
Attack: Claws +4 melee (1d2–5)
+
:Special Attacks: —
Full Attack: Claws +4 melee (1d2–5)
+
:Special Qualities: Low-light vision
Space/Reach: 2-1/2 ft./0 ft.
+
:Saves: Fort +2, Ref +4, Will +2
Special Attacks: —
+
:Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Special Qualities: Low-light vision
+
:Skills: Listen +6, Spot +6
Saves: Fort +2, Ref +4, Will +2
+
:Feats: Weapon Finesse
Abilities: Str 1, Dex 15, Con 10,
+
:Environment: Temperate forests
Int 2, Wis 14, Cha 6
+
:Organization: Solitary, pair, or flock (6-100)
Skills: Listen +6, Spot +6
+
:Challenge Rating: 1/8
Feats: Weapon Finesse
+
:Advancement: —
Environment: Temperate forests
+
:Level Adjustment: —
Organization: Solitary, pair, or flock (6-100)
 
Challenge Rating: 1/8
 
Advancement: —
 
Level Adjustment: —
 
  
These are the most common type of bird most often
+
These are the most common type of bird most often seen, encompassing many hundreds of different species, from cardinals to sparrows.
seen, encompassing many hundreds of different species,
+
 
from cardinals to sparrows.
+
====Combat====
  
Combat
 
 
Songbirds only attack when desperate or sick.
 
Songbirds only attack when desperate or sick.
 +
 +
====Special Abilities====
 +
  
 
===Owl===
 
===Owl===
  
Tiny Animal
+
:Tiny Animal
Hit Dice: 1d8 (4 hp)
+
:Hit Dice: 1d8 (4 hp)
Initiative: +3
+
:Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
+
:Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
+
:Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–11
+
:Base Attack/Grapple: +0/–11
Attack: Talons +5 melee (1d4–3)
+
:Attack: Talons +5 melee (1d4–3)
Full Attack: Talons +5 melee (1d4–3)
+
:Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
+
:Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
+
:Special Attacks: —
Special Qualities: Low-light vision
+
:Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
+
:Saves: Fort +2, Ref +5, Will +2
Abilities: Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
+
:Abilities: Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +16, Move Silently +17, Spot +8*
+
:Skills: Listen +16, Move Silently +17, Spot +8*
Feats: Alertness, Weapon FinesseB
+
:Feats: Alertness, Weapon Finesse
Environment: Temperate forests
+
:Environment: Temperate forests
Organization: Solitary
+
:Organization: Solitary
Challenge Rating: 1/4
+
:Challenge Rating: 1/4
Advancement: 2 HD (Small)
+
:Advancement: 2 HD (Small)
Level Adjustment: —
+
: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.
 
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
+
 
 +
====Combat====
  
 
Owls swoop quietly down onto prey, attacking with their powerful talons.
 
Owls swoop quietly down onto prey, attacking with their powerful talons.
 +
 +
====Special Abilities====
  
 
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.
 
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.
Line 574: Line 475:
  
  
 +
 +
===Frog===
 +
 +
: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====
 +
 +
* '''Skills''': A frog’s coloration gives it a +4 racial bonus on Hide checks.
  
 
===Sea Urchin===
 
===Sea Urchin===
Line 585: Line 515:
 
===Squid===
 
===Squid===
  
Medium Animal (Aquatic)
+
:Medium Animal (Aquatic)
Hit Dice: 3d8 (13 hp)
+
:Hit Dice: 3d8 (13 hp)
Initiative: +3
+
:Initiative: +3
Speed: Swim 60 ft. (12 squares)
+
:Speed: Swim 60 ft. (12 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
+
:Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+8*
+
:Base Attack/Grapple: +2/+8*
Attack: Arms +4 melee (0)
+
:Attack: Arms +4 melee (0)
Full Attack: Arms +4 melee (0) and bite –1 melee (1d6+1)
+
:Full Attack: Arms +4 melee (0) and bite –1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
+
:Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
+
:Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision
+
:Special Qualities: Ink cloud, jet, low-light vision
Saves: Fort +3, Ref +6, Will +2
+
:Saves: Fort +3, Ref +6, Will +2
Abilities: Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
+
:Abilities: Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10
+
:Skills: Listen +7, Spot +7, Swim +10
Feats: Alertness, Endurance
+
:Feats: Alertness, Endurance
Environment: Temperate aquatic
+
:Environment: Temperate aquatic
Organization: Solitary or school (6–11)
+
:Organization: Solitary or school (6–11)
Challenge Rating: 1
+
:Challenge Rating: 1
Advancement: 4–6 HD (Medium); 7–11 HD (Large)
+
:Advancement: 4–6 HD (Medium); 7–11 HD (Large)
Level Adjustment: —
+
:Level Adjustment: —
  
 
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
 
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
Combat
 
  
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.
+
====Combat====
 +
 
 +
====Special Abilities====
 +
 
 +
* '''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===
 +
 
 +
: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====
 +
 
 +
When threatened, a tortoise will simply pull its legs, head, and tail into their shell and wait for their foes to tire and leave.
  
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.
+
====Special Abilities====
  
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.
+
* '''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 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
+
* '''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===
 
===Yellyfish===

Latest revision as of 15:52, 22 November 2011


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]