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MONSTERS (Animals)
Ape Baboon Badger
Large Animal Medium-Size
Animal Tiny
Animal
Hit Dice: 4d8+8
(26 hp) 1d8+1
(5 hp) 1d8+2
(6 hp)
Initiative: +2
(Dex) +2
(Dex) +3
(Dex)
Speed: 30 ft., climb 30 ft. 40 ft., climb 30 ft. 30 ft., burrow 10 ft.
AC: 14 (-1 size, +2 Dex, +3 natural) 13 (+2 Dex, +1 natural) 15 (+2 size, +3 Dex)
Attacks: 2 claws +7 melee, bite +2 melee Bite +2 melee 2 claws +5 melee,
bite
+0 melee
Damage: Claw
1d6+5, bite 1d6+2 Bite
1d6+3 Claw
1d2-1, bite 1d3-1
Face/Reach: 5 ft.
by 5 ft./10 ft. 5
ft. by 5 ft./5 ft. 2
1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: - - Rage
Special Qualities:
Scent Scent Scent
Saves: Fort +6,
Ref +6, Will +2 Fort
+3, Ref +4, Will +1 Fort
+4, Ref +5, Will +1
Abilities: Str 21,
Dex 15, Con 14, Str
15, Dex 14, Con 12, Str
8, Dex 17, Con 15,
Int 2, Wis 12, Cha 7 Int 2, Wis 12, Cha
4 Int 2, Wis
12, Cha 6
Skills: Climb +18, Listen +6, Spot +6 Climb +13, Listen +5, Spot +5 Escape Artist +7, Listen
+4, Spot +4
Feats: - - Weapon
Finesse (bite,
claw)
Climate/Terrain: Warm forest and mountains Warm desert and
plains Temperate
forest, hill,
plains,
and underground
Organization:
Solitary or company (2-5) Solitary
or troop (10-40) Solitary
or cete (2-5)
Challenge Rating:
2 1/2 1/2
Treasure: None None None
Alignment: Always
neutral Always
neutral Always
neutral
Advancement: 5-8
HD (Large) 2-3
HD (Medium-size) 2
HD (Tiny)
Badger
Rage (Ex): A
badger that takes damage in combat flies into a berserk rage the following
round, clawing and biting madly until either it or its opponent is dead. It
gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage
voluntarily.
Bat Bear,
Black Bear,
Brown
Diminutive Animal Medium-Size
Animal Large
Animal
Hit Dice: 1/4 d8
(1 hp) 3d8+6 (19
hp) 6d8+24
(51 hp)
Initiative: +2
(Dex) +1
(Dex) +1
(Dex)
Speed: 5 ft., fly
40 ft. (good) 40 ft. 40
ft.
AC: 16 (+4 size,
+2 Dex) 13 (+1 Dex,
+2 natural) 15 (-1
size, +1 Dex, +5 natural)
Attacks: - 2
claws +6 melee, bite +1 melee 2
claws +11 melee, bite +6 melee
Damage: - Claw
1d4+4, bite 1d6+2 Claw
1d8+8, bite 2d8+4
Face/Reach: 1 ft.
by 1 ft./0 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 10 ft./5 ft.
Special Attacks: - - Improved
grab
Special Qualities: Blindsight Scent Scent
Saves: Fort +2, Ref +4, Will +2 Fort +5, Ref +4, Will +2 Fort +9, Ref +6, Will +3
Abilities: Str 1,
Dex 15, Con 10 Str 19, Dex 13,
Con 15, Str 27,
Dex 13, Con 19,
Int 2, Wis 14, Cha 4 Int 2, Wis 12, Cha 6 Int 2, Wis 12, Cha
6
Skills: Listen +9, Move Climb +6, Listen +4, Listen +4, Spot +7,
Silently +6, Spot +9* Spot +7, Swim +8 Swim +14
Climate/Terrain:
Temperate and Temperate and warm
forest, hill, Any forest, hill,
mountains,
hill, plains, and
underground and mountains and
underground
Organization:
Colony (10-40) Solitary or
pair Solitary
or pair
or swarm (10-50)
Challenge Rating:
1/10 2 4
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: - 4-5 HD (Medium-size) 7-10 HD (Large)
Bat
Blindsight (Ex):
Bats can "see" by emitting high-frequency sounds, inaudible to most
other creatures, that allow them to locate objects and creatures within 120
feet. A silence spell negates this and forces the bat to rely on its weak
vision, which has a maximum range of 10 feet.
Skills: *Bats
receive a +4 racial bonus to Spot and Listen checks. These bonuses are lost if
Blindsight is negated.
Combat: A brown
bear attacks by rending opponents with its claws.
Improved Grab
(Ex): To use this ability, the brown bear must hit with a claw attack
Bear, Polar Bison Boar
Large Animal Large
Animal Medium-Size
Animal
Hit Dice: 8d8+32
(68 hp) 5d8+15
(37 hp) 3d8+9
(22 hp)
Initiative: +1
(Dex) +0 +0
Speed: 40 ft.,
swim 30 ft. 40
ft. 40
ft.
AC: 15 (-1 size,
+1 Dex, +5 natural) 13 (-1 size, +4
natural) 16 (+6
natural)
Attacks: 2 claws +13 melee, bite +8 melee Butt +6 melee Gore +4 melee
Damage: Claw
1d8+8, bite 2d8+4 Butt
1d8+6 Gore
1d8+3
Face/Reach: 5 ft.
by 10 ft./5 ft. 5
ft. by 10 ft./5 ft. 5
ft. by 5 ft./5 ft.
Special Attacks:
Improved grab Stampede Ferocity
Special Qualities:
Scent Scent Scent
Saves: Fort +10,
Ref +7, Will +3 Fort
+7, Ref +4, Will +1 Fort
+6, Ref +3, Will +2
Abilities: Str 27,
Dex 13, Con 19, Str
18, Dex 10, Con 16, Str
15, Dex 10, Con 17,
Int 2, Wis 12, Cha 6 Int 2, Wis 11, Cha
4 Int 2, Wis
13, Cha 4
Skills: Hide -2*, Listen +4, Spot +7 Listen +8, Spot +5 Listen +7, Spot
+5
Climate/Terrain: Any cold land Temperate plains Temperate and warm
forest
Organization:
Solitary or pair Solitary
or herd (6-30) Solitary
or Herd (5-8)
Challenge Rating:
4 2 2
Treasure: None None None
Alignment: Always
neutral Always
neutral Always
neutral
Advancement: 9-12
HD (Large) 6-7 HD
(Large) 4-5
HD (Medium-size)
Polar Bear
Skills: *A polar
bear’s white coat bestows a +12 racial bonus to Hide checks in snowy areas.
Bison
Stampede (Ex): A
frightened herd of bison flees as a group in a random direction (but always
away from the perceived source of danger). They literally run over anything of
size Large or smaller that gets in their way, dealing 1d12 points of damage for
each five bison in the herd. A successful Reflex save (DC 16) halves the
damage.
Boar
Ferocity (Ex): A
boar is such a tenacious combatant that it continues to fight without penalty
even while disabled or dying.
Camel Cat Cheetah
Large Animal Tiny
Animal Medium-Size
Animal
Hit Dice: 3d8+6
(19 hp) 1/2
d8 (2 hp) 3d8+6
(19 hp)
Initiative: +3
(Dex) +2
(Dex) +4
(Dex)
Speed: 50 ft. 30
ft. 50
ft.
AC: 13 (-1 size,
+3 Dex, +1 natural) 14 (+2 size, +2
Dex) 15 (+4
Dex, +1 natural)
Attacks: Bite +5 melee 2
claws +4 melee, bite -1 melee Bite
+6 melee, 2 claws +1
melee
Damage: Bite 1d4+6 Claw
1d2-4, bite 1d3-4 Bite
1d6+3, claw 1d2+1
Face/Reach: 5 ft.
by 10 ft./5 ft. 2
1/2 ft. by 2 1/2 ft./0 ft. 5
ft. by 5 ft./5 ft.
Special Attacks: - - Trip
Special Qualities: Scent - Sprint
Saves: Fort +5,
Ref +6, Will +1 Fort
+2, Ref +4, Will +1 Fort
+5, Ref +7, Will +2
Abilities: Str 18,
Dex 16, Con 14, Str
3, Dex 15, Con 10, Str
16, Dex 19, Con 15,
Int 1, Wis 11, Cha 4 Int 2, Wis 12, Cha
7 Int 2, Wis
12, Cha 6
Skills: Listen +5, Spot +5 Balance +10, Climb +5, Hide +17*, Hide +7, Listen +5,
Listen +4, Move Silently +9, Spot +4 Move Silently +8,
Spot +5
Feats: - Weapon
Finesse (claw, bite) Weapon
Finesse (bite,
claw)
Climate/Terrain:
Any desert, hill, and mountains Any land Warm
plains
Organization:
Solitary Solitary Solitary,
pair, or family
(3-5)
Challenge Rating:
1 1/4 2
Treasure: None None None
Alignment: Always
neutral Always
neutral Always
neutral
Advancement: - - 4-5
HD (Medium-size)
Crocodile Crocodile,
Giant Dog
Medium-Size Animal
(Aquatic) Huge
Animal (Aquatic) Small
Animal
Hit Dice: 3d8+9
(22 hp) 7d8+28
(59 hp) 1d8+2
(6 hp)
Initiative: +1
(Dex) +1
(Dex) +3
(Dex)
Speed: 20 ft.,
swim 30 ft. 20
ft., swim 30 ft. 40
ft.
AC: 15 (+1 Dex, +4
natural) 16 (-2 size, +1
Dex, +7 natural) 15 (+1 size,
+3 Dex, +1
natural)
Attacks: Bite +6 melee; Bite
+11 melee; Bite
+2 melee
or tail slap +6 melee or
tail slap +11 melee
Damage: Bite
1d8+6; tail slap 1d12+6 Bite
2d8+12; tail slap 1d12+12 Bite
1d4+1
Face/Reach: 5 ft.
by 5 ft./5 ft. 10
ft. by 20 ft./10 ft. 5
ft. by 5 ft./5 ft.
Special Attacks:
Improved grab Improved
grab -
Special Qualities: - - Scent
Saves: Fort +6,
Ref +4, Will +2 Fort
+9, Ref +6, Will +3 Fort
+4, Ref +5, Will +1
Abilities: Str 19,
Dex 12, Con 17, Str
27, Dex 12, Con 19, Str
13, Dex 17, Con 15,
Int 2, Wis 12, Cha 2 Int 1, Wis 12, Cha
2 Int 2, Wis
12, Cha 6
Skills: Hide +7*, Listen +5, Spot +5 Hide +0*, Listen +5, Spot +5 Listen +5, Spot +5, Swim
+5, Wilderness Lore +1*
Climate/Terrain: Warm marsh and aquatic Warm marsh and aquatic Any land
Organization: Solitary or colony (6-11) Solitary or colony (6-11) Solitary or pack (5-12)
Challenge Rating:
2 4 1/3
Treasure: None None None
Alignment: Always
neutral Always
neutral Always
neutral
Advancement: 4-5
HD (Medium-size) 8-14 HD
(Huge) -
Camel
The two-humped, or
Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed
40), and has a better Constitution score (16).
Carrying Capacity:
A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; a
heavy load, 601-900 pounds. A camel can drag 4,500 pounds.
Cat
Skills: Cats
receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial
bonus to Balance checks. They use their Dexterity modifier for Climb checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
Cheetah
Trip (Ex): A
cheetah that hits with a claw or bite attack can attempt to trip the opponent
as a free action without making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot react to trip the
cheetah.
Sprint (Ex): Once
an hour, a cheetah can take a charge action to move ten times its normal speed
(500 feet).
Crocodile
Improved Grab
(Ex): To use this ability, the crocodile must hit a Medium-size or smaller
opponent with its bite attack. If it gets a hold, the crocodile grabs the
opponent with its mouth and drags it into deep water, attempting to pin it to
the bottom.
Skills: *A crocodile
gains a +12 racial bonus to Hide checks when submerged.
Giant
Crocodile
Giant crocodiles
can grab and hold creatures of Large or smaller size but otherwise fight and
behave like their smaller cousins.
Dog
Skills: *Dogs
receive a +8 racial bonus to Wilderness Lore checks when tracking by scent.
Dog, Riding Donkey Eagle
Medium-Size Animal Medium-Size Animal Small Animal
Hit Dice: 2d8+4
(13 hp) 2d8+2 (11
hp) 1d8+1
(5 hp)
Initiative: +2
(Dex) +1
(Dex) +2
(Dex)
Speed: 40 ft. 30
ft. 10 ft., fly 80
ft. (average)
AC: 16 (+2 Dex, +4 natural) 13 (+1 Dex, +2 natural) 14 (+1 size, +2 Dex, +1
natural)
Attacks: Bite +3 melee Bite
+1 melee 2
claws +3 melee, bite -2 melee
Damage: Bite 1d6+3 Bite 1d2 Claw
1d3, bite 1d4
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 5 ft./5 ft.
Special Qualities: Scent Scent -
Saves: Fort +5, Ref +5, Will +1 Fort +4, Ref +4, Will +0 Fort +3, Ref +4, Will +2
Abilities: Str 15,
Dex 15, Con 15, Str 10, Dex 13, Con
12, Str 10, Dex
15, Con 12,
Int 2, Wis 12, Cha 6 Int 1, Wis 11, Cha 4 Int 2, Wis 14, Cha
6
Skills: Listen +5, Spot +5, Balance +3, Listen +5, Spot +5 Listen +6, Spot +6*
Swim +5 Wilderness
Lore +1*
Feats: - - Weapon
Finesse (claw, bite)
Climate/Terrain: Any land Temperate
and warm desert, hill, Any forest,
hill, plains, and
plains,
and mountains mountains
Organization:
Solitary Solitary Solitary
or pair
Challenge Rating:
1 1/6 1/2
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: - - 2-3
HD (Medium-size)
Riding Dog
If trained for
war, these animals can make trip attacks just as wolves do (see the Wolf
entry). A riding dog can fight while carrying a rider, but the rider cannot
also attack unless he or she succeeds at a Ride check.
Carrying Capacity:
A light load for a riding dog is up to 100 pounds; a medium load, 101-200
pounds; a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.
Skills: *Riding
dogs receive a +4 racial bonus to Wilderness Lore checks when tracking by
scent.
Donkey
Carrying Capacity:
A light load for a donkey is up to 50 pounds; a medium load, 51-100 pounds; a
heavy load, 101-150 pounds. A donkey can drag 750 pounds.
Skills: Donkeys
receive a +2 racial bonus to Balance.
Eagle
Skills: *Eagles
receive a +8 racial bonus to Spot checks during daylight.
Elephant Hawk Horse,
Heavy
Huge Animal Tiny
Animal Large
Animal
Hit Dice: 11d8+55
(104 hp) 1d8 (4 hp) 3d8+6
(19 hp)
Initiative: +0
(Dex) +3
(Dex) +1
(Dex)
Speed: 40 ft. 10
ft., fly 60 ft. (average) 50
ft.
AC: 15 (-2 size,
+7 natural) 17 (+2 size, +3 Dex, +2
natural) 13 (-1 size, +1 Dex, +3
natural)
Attacks: Slam +16 melee, Claws
+5 melee 2
hooves +3 melee
2 stamps +11
melee;or gore +16 melee
Damage: Slam
2d6+10, stamp 2d6+5; Claws 1d4-2 Hoof
1d6+2
gore 2d8+15
Face/Reach: 10 ft.
by 20 ft./10 ft. 2 1/2 ft. by 2 1/2
ft./0 ft. 5 ft. by
10 ft./5 ft.
Special Attacks:
Trample 2d8+15 - -
Special Qualities: Scent - Scent
Saves: Fort +12, Ref +7, Will +4 Fort +2, Ref +5, Will +2 Fort +5, Ref +4, Will +2
Abilities: Str 30,
Dex 10, Con 21, Str 6, Dex 17, Con
10, Str 15, Dex
13, Con 15,
Int 2, Wis 13, Cha 7 Int 2, Wis 14, Cha 6 Int 2, Wis 12, Cha
6
Skills: Listen +6, Spot +6 Listen +6, Spot +6* Listen
+6, Spot +6
Feats: - Weapon
Finesse (claws) -
Climate/Terrain:
Warm forest and plains Any
forest, hill, plains, and mountains Any
land
Organization:
Solitary or herd (6-30) Solitary or pair Solitary
Challenge Rating:
8 1/3 1
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 12-22
HD (Huge) - -
Horse, Heavy War Horse, Light Horse,
Light War
Large Animal Large
Animal Large
Animal
Hit Dice: 4d8+12
(30 hp) 3d8+6 (19 hp) 3d8+9
(22 hp)
Initiative: +1
(Dex) +1
(Dex) +1
(Dex)
Speed: 50 ft. 60 ft. 60
ft.
AC: 14 (-1 size,
+1 Dex, +4 natural) 13 (-1 size, +1 Dex, +3 natural) 14 (-1 size, +1 Dex, +4 natural)
Attacks: 2 hooves +6 melee; 2 hooves +2 melee 2
hooves +4 melee; bite -1 melee
bite +1 melee
Damage: Hoof
1d6+4; bite 1d4+2 Hoof 1d4+1 Hoof
1d4+3; bite 1d3+1
Face/Reach: 5 ft.
by 10 ft./5 ft. 5 ft. by 10
ft./5 ft. 5
ft. by 10 ft./5 ft.
Special Qualities: Scent Scent Scent
Saves: Fort +7, Ref +5, Will +2 Fort +5, Ref +4, Will +2 Fort +6, Ref +4, Will +2
Abilities: Str 18,
Dex 13, Con 17, Str 13, Dex 13, Con
15, Str 16, Dex
13, Con 17,
Int 2, Wis 13, Cha 6 Int 2, Wis 12, Cha 6 Int 2, Wis 13, Cha
6
Skills: Listen +7, Spot +7 Listen +6, Spot +6 Listen
+7, Spot +7
Climate/Terrain: Any land Any
land Any
land
Organization:
Domesticated Solitary Solitary
Challenge Rating:
2 1 1
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: - - -
Elephant
This entry
describes an African elephant. Indian elephants are slightly smaller and weaker
(Strength 28), but more readily trained (Wisdom 15). These statistics can also
represent prehistoric creatures such as mammoths and mastodons.
Trample (Ex): An
elephant can trample Medium-size or smaller creatures for automatic gore
damage. Opponents who do not make attacks of opportunity against the elephant
can attempt a Reflex save (DC 20) to halve the damage.
Hawk
Skills: *Hawks gain
a +8 racial bonus to Spot checks in daylight.
Heavy Horse
Carrying Capacity:
A light load for a heavy horse is up to 200 pounds; a medium load, 201-400
pounds; a heavy load, 401-600 pounds. A heavy horse can drag 3,000 pounds.
Heavy Warhorse
These animals are
similar to heavy horses but are trained and bred for strength and aggression. A
heavy warhorse can fight while carrying a rider, but the rider cannot also
attack unless he or she succeeds at a Ride check (DC 10).
Carrying Capacity:
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600
pounds; a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
Light Horse
A light horse
cannot fight while carrying a rider.
Carrying Capacity:
A light load for a light horse is up to 150 pounds; a medium load, 151-300
pounds; a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.
Light Warhorse
A light warhorse
can fight while carrying a rider, but the rider cannot also attack unless he or
she succeeds at a Ride check (DC 10).
Carrying Capacity:
A light load for a light warhorse is up to 230 pounds; a medium load, 231-460
pounds; a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.
Leopard Lion Lizard
Medium-Size Animal Large Animal Tiny
Animal
Hit Dice: 3d8+6
(19 hp) 5d8+10 (32
hp) 1/2
d8 (2 hp)
Initiative: +4
(Dex) +3
(Dex) +2
(Dex)
Speed: 40 ft.,
climb 20 ft. 40 ft. 20
ft., climb 20 ft.
AC: 15 (+4 Dex, +1
natural) 15 (-1 size, +3
Dex, +3 natural) 14 (+2 size,
+2 Dex)
Attacks: Bite +6 melee; 2 claws +1 melee 2 claws +7 melee, bite +2 melee Bite +4 melee
Damage: Bite
1d6+3; claw 1d3+1 Claw 1d4+5, bite
1d8+2 Bite 1d4-4
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 10
ft./5 ft. 2
1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Pounce, improved grab, rake 1d3+1 Pounce, improved grab, rake 1d4+2 -
Special Qualities: Scent Scent -
Saves: Fort +5, Ref +7, Will +2 Fort +6, Ref +7, Will +2 Fort +2, Ref +4, Will +1
Abilities: Str 16,
Dex 19, Con 15, Str 21, Dex 17, Con
15, Str 3, Dex 15,
Con 10,
Int 2, Wis 12, Cha 6 Int 2, Wis 12, Cha 6 Int 2, Wis 12, Cha
2
Skills: Balance +12, Climb +11, Balance +7, Hide +4*, Jump +5, Balance +10, Climb +12, Hide +13,
Hide +9*,Listen
+6, Listen
+5, Move Silently +11, Listen
+4, Spot +4
Move Silently +9, Spot +6 Spot +5
Feats: Weapon
Finesse (bite, claw) - Weapon
Finesse (bite)
Climate/Terrain: Warm forest and plains Warm plains Any warm land
Organization: Solitary or pair Solitary, pair, or pride (6-10) Solitary
Challenge Rating:
2 3 1/6
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 4-5
HD (Medium-size) 6-8 HD (Large) -
Lizard, Giant Monkey Mule
Medium-Size Animal Tiny Animal Large
Animal
Hit Dice: 3d8+9
(22 hp) 1d8 (4 hp) 3d8+9
(22 hp)
Initiative: +2
(Dex) +2
(Dex) +1
(Dex)
Speed: 30 ft., swim 30 ft. 30 ft., climb 30 ft. 30 ft.
AC: 15 (+2 Dex, +3
natural) 14 (+2 size, +2
Dex) 13 (-1
size, +1 Dex, +3 natural)
Attacks: Bite +5 melee Bite
+4 melee 2
hooves +4 melee
Damage: Bite 1d8+4 Bite 1d3-4 Hoof
1d4+3
Face/Reach: 5 ft.
by 5 ft./5 ft. 2 1/2 ft. by 2
1/2 ft./0 ft. 5 ft.
by 10 ft./5 ft.
Special Attacks: - - -
Special Qualities: - - -
Saves: Fort +6, Ref +5, Will +2 Fort +2, Ref +4, Will +1 Fort +6, Ref +4, Will +1
Abilities: Str 17,
Dex 15, Con 17, Str 3, Dex 15, Con
10, Str 16, Dex
13, Con 17,
Int 2, Wis 12, Cha 2 Int 2, Wis 12, Cha 5 Int 2, Wis 11, Cha
6
Skills: Climb +9, Hide +7*, Balance + 10, Climb +13, Listen +6, Spot +6
Move Silently +6, Spot +4 Hide +13,Listen +4, Spot +4
Listen +4,
Feats: - Weapon
Finesse (bite) -
Climate/Terrain: Any warm land Warm forest Warm
plains
Organization: Solitary Troop
(10-40) Solitary
Challenge Rating:
2 1/6 1
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 4-5
HD (Medium-size) 2-3 HD (Medium-size) -
Leopard
Pounce (Ex): If a
leopard leaps upon a foe during the first round of combat, it can make a full
attack even if it has already taken a move action.
Improved Grab
(Ex): To use this ability, the leopard must hit with its bite attack. If it
gets a hold, it can rake.
Rake (Ex): A
leopard that gets a hold can make two rake attacks (+6 melee) with its hind
legs for 1d3+1 damage each. If the leopard pounces on an opponent, it can also
rake.
Skills: Leopards
receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial
bonus to Balance checks. *In areas of tall grass or heavy undergrowth, the Hide
bonus improves to +8.
Lion
Pounce (Ex): If a
lion leaps upon a foe during the first round of combat, it can make a full
attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the lion must hit with its bite
attack. If it gets a hold, it can rake.
Rake (Ex): A lion
that gets a hold can make two rake attacks (+7 melee) with its hind legs for
1d4+2 damage each. If the lion pounces on an opponent, it can also rake.
Skills: Lions
receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas
of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Lizard
Skills: Lizards
use their Dexterity modifier for Climb checks and receive a +8 bonus to Balance
checks.
Giant Lizard
Skills: Giant
lizards receive a +4 racial bonus to Hide and Move Silently checks. *In
forested or overgrown areas, the Hide bonus improves to +8.
Monkey
Skills: Monkeys
use their Dexterity modifier for Climb checks and receive a +8 racial bonus to
Balance checks.
Mule
Carrying Capacity:
A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; a
heavy load, 461-690 pounds. A mule can drag 3,450 pounds.
Skills: Mules
receive a +2 racial bonus to Dexterity checks to avoid slipping or falling.
Octopus Octopus,
Giant Owl
Small Animal
(Aquatic) Large
Animal (Aquatic) Tiny
Animal
Hit Dice: 2d8 (9
hp) 8d8+8 (44
hp) 1d8
(4 hp)
Initiative: +3
(Dex) +2
(Dex) +3
(Dex)
Speed: 20 ft.,
swim 30 ft. 20 ft.,
swim 30 ft. 10
ft., fly 40 ft. (average)
AC: 16 (+1 size,
+3 Dex, +2 natural) 18 (-1 size, +2 Dex, +7 natural) 17 (+2 size, +3 Dex, +2 natural)
Attacks: 8 arms +5 melee, 8 tentacle rakes +10 melee, Claws +5 melee
bite +0 melee bite
+5 melee
Damage: Arms 0,
bite 1d3 Tentacle rake
1d4+5, bite 1d8+2 Claws 1d4-2
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./10 ft. 2 1/2 ft. by 2
1/2 ft./0 ft.
Special Attacks: Improved grab Improved
grab, constrict -
Special Qualities: Ink cloud, jet Ink
cloud, jet -
Saves: Fort +3, Ref +6, Will +1 Fort +7, Ref +8, Will +3 Fort +2, Ref +5, Will +2
Abilities: Str 12,
Dex 17, Con 11, Str 20, Dex 15, Con
13, Str 6, Dex 17,
Con 10,
Int 2, Wis 12, Cha 3 Int 2, Wis 12, Cha 3 Int 2, Wis 14, Cha
4
Skills: Escape Artist +16, Hide +11, Listen +4, Spot +4 Listen +14, Move Silently +20,
Hide +15, Listen +5, Spot
+6*
Spot +5
Feats: Weapon Finesse (arms, bite) - Weapon
Finesse (claws)
Climate/Terrain: Temperate and Temperate and warm aquatic Any
forest, hill, plains, and
warm aquatic mountains
Organization: Solitary Solitary Solitary
Challenge Rating:
1 8 1/4
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 3-6
HD (Medium-size); 9-12 HD (Large); 1
HD (Medium-size);
7 HD (Large) 13-24 HD (Huge) 2 HD (Large)
Octopus
Improved Grab
(Ex): To use this ability, the octopus must hit with its arms attack. If it
gets a hold, it automatically deals bite damage each round the hold is
maintained.
Ink Cloud (Ex): An
octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10
feet long once a minute as a free action. The cloud provides total concealment,
which the octopus normally uses to escape a losing fight. Creatures within the
cloud suffer the effects of total darkness.
Jet (Ex): An
octopus can jet backward once a round as a double move action, at a speed of
200 feet.
Skills: An octopus
can change colors, giving it a +4 racial bonus to Hide checks. An octopus also can squeeze and contort its
body, giving it a +10 racial bonus to Escape Artist checks.
Giant Octopus
Improved Grab
(Ex): To use this ability, the giant octopus must hit a Medium-size or smaller
opponent with a tentacle rake attack. If it gets a hold, it can constrict.
Constrict (Ex): A
giant octopus deals 2d8+6 points of damage with a successful grapple check
against Medium-size or smaller creatures.
Ink Cloud (Ex): A
giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by
20 feet long once a minute as a free action. The cloud provides total
concealment, which the octopus normally uses to escape a losing fight.
Creatures within the cloud suffer the effects of total darkness.
Jet (Ex): A giant
octopus can jet backward once a round as a double move action, at a speed of
200 feet.
Skills: A giant
octopus can change colors, giving it a +4 racial bonus to Hide checks.
Owl
Skills: Owls
receive a +8 racial bonus to Listen checks, and a +14 to Move Silently checks.
*They receive a +8 racial bonus to Spot checks in dusk and darkness.
Pony Pony, War Porpoise
Medium-Size Animal Medium-Size Animal Medium-Size Animal
(Aquatic)
Hit Dice: 2d8+2
(11 hp) 2d8+4 (13
hp) 2d8+2
(11 hp)
Initiative: +1
(Dex) +1
(Dex) +3
(Dex)
Speed: 40 ft. 40
ft. Swim
80 ft.
AC: 13 (+1 Dex, +2
natural) 13 (+1 Dex, +2
natural) 15 (+3
Dex, +2 natural)
Attacks: 2 hooves +2 melee 2 hooves +3 melee Butt
+4 melee
Damage: Hoof 1d3+1 Hoof 1d3+2 Butt
2d4
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 5 ft./5 ft.
Special Qualities: Scent Scent Blindsight
Saves: Fort +4, Ref +4, Will +0 Fort +5, Ref +4, Will +0 Fort +4, Ref +6, Will +1
Abilities: Str 13,
Dex 13, Con 12, Str 15, Dex 13, Con
14, Str 11, Dex
17, Con 13,
Int 2, Wis 11, Cha 4 Int 2, Wis 11, Cha 4 Int 2, Wis 12, Cha
6
Skills: Listen +5, Spot +5 Listen +5, Spot +5 Listen
+10*, Spot +10*
Feats: - - Weapon
Finesse (butt)
Climate/Terrain: Any land Any
land Any
aquatic
Organization:
Solitary Solitary Solitary
or school (2-20)
Challenge Rating:
1/4 1/4 1/2
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: - - 3-4
HD (Medium-size);
5-6
HD (Large)
Pony
Carrying Capacity:
A light load for a pony is up to 75 pounds; a medium load, 76-150 pounds; and a
heavy load, 151-225 pounds. A pony can drag 1,125 pounds.
Warpony
A warpony can
fight while carrying a rider, but the rider cannot also attack unless he or she
succeeds at a Ride check.
Carrying Capacity:
A light load for a warpony is up to 100 pounds; a medium load, 101-200 pounds;
and a heavy load, 201-300 pounds. A warpony can drag 1,500 pounds.
Porpoise
Blindsight (Ex):
Porpoises can "see" by emitting high-frequency sounds, inaudible to
most other creatures, that allow them to locate objects and creatures within
120 feet. A silence spell negates this and forces the porpoise to rely on its
vision, which is approximately as good as a human’s.
Skills: Porpoises
gain a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if
blindsight is negated.
Rat Raven Rhinoceros
Tiny Animal Tiny
Animal Large
Animal
Hit Dice: 1/4 d8
(1 hp) 1/4 d8 (1
hp) 8d8+40
(76 hp)
Initiative: +2
(Dex) +2
(Dex) +0
(Dex)
Speed: 15 ft., climb 15 ft. 10 ft., fly 40 ft. (average) 30
ft.
AC: 14 (+2 size, +2 Dex) 14 (+2 size, +2 Dex) 16 (-1 size, +7
natural)
Attacks: Bite +4 melee Claws
+4 melee Gore
+13 melee
Damage: Bite 1d3-4 Claws 1d2-5 Gore
2d6+12
Face/Reach: 2 1/2
ft. by 2 1/2 ft./0 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 10 ft./5 ft.
Special Qualities: Scent - -
Saves: Fort +2, Ref +4, Will +1 Fort +2, Ref +4, Will +2 Fort +11, Ref +6, Will +3
Abilities: Str 2,
Dex 15, Con 10, Str 1, Dex 15,
Con 10, Str 26,
Dex 10, Con 21,
Int 2, Wis 12, Cha 2 Int 2, Wis 14, Cha 6 Int 2, Wis 13, Cha
2
Skills: Balance +10, Climb +12, Listen +6, Spot +6 Listen +11
Hide +18, Move Silently +10
Feats: Weapon Finesse (bite) Weapon Finesse (claws) -
Climate/Terrain: Any land and underground Any forest, hill, plains, and
mountains Warm plains
Organization:
Swarm (10-100) Solitary Solitary
or herd (2-12)
Challenge Rating:
1/8 1/6 4
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: - - 9-12
HD (Large);
13-24
HD (Huge)
Shark, Medium-Size Shark, Large Shark,
Huge
Medium-Size Animal
(Aquatic) Large Animal (Aquatic) Huge Animal (Aquatic)
Hit Dice: 3d8+3
(16 hp) 7d8+7 (38
hp) 10d8+20
(65 hp)
Initiative: +2
(Dex) +2
(Dex) +2
(Dex)
Speed: Swim 60 ft. Swim
60 ft. Swim
60 ft.
AC: 15 (+2 Dex, +3
natural) 15 (-1 size, +2 Dex, +4 natural) 15 (-2 size, +2 Dex, +5 natural)
Attacks: Bite +4 melee Bite
+7 melee Bite
+10 melee
Damage: Bite 1d6+1 Bite 1d8+4 Bite
2d6+7
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 10
ft./5 ft. 10
ft. by 20 ft./10 ft.
Special Qualities: Keen scent Keen
scent Keen
scent
Saves: Fort +4, Ref +5, Will +2 Fort +6, Ref +7, Will +3 Fort +9, Ref +9, Will +4
Abilities: Str 13,
Dex 15, Con 13, Str 17, Dex 15, Con
13, Str 21, Dex
15, Con 15,
Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha
2
Skills: Listen +7, Spot +7 Listen +7, Spot +7 Listen
+7, Spot +7
Feats: Weapon Finesse (bite) - -
Climate/Terrain: Any aquatic Any
aquatic Any
aquatic
Organization: Solitary, school (2-5), Solitary, school
(2-5), Solitary,
school (2-5), or
or pack (6-11) or pack (6-11) pack
(6-11)
Challenge Rating:
1 2 4
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 4-6
HD (Medium-size) 8-10 HD (Large) 11-17
HD (Huge)
Rat
Skills: Rats
receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial
bonus to Balance checks. They use their Dexterity modifier for Climb checks.
Shark
Keen Scent (Ex): A
shark can notice creatures by scent in a 180-foot radius and detect blood in
the water at ranges of up to a mile.
Snake, Constrictor
Snake, Giant
Constrictor Snake,
Tiny Viper
Medium-Size Animal
Huge Animal Tiny
Animal
Hit Dice: 3d8+3
(16 hp) 11d8+11 (60
hp) 1/4
d8 (1 hp)
Initiative: +3
(Dex) +3
(Dex) +3
(Dex)
Speed: 20 ft.,
climb 20 ft., swim 20 ft. 20 ft., climb 20 ft. 15
ft., climb 15 ft., swim 15 ft.
AC: 15 (+3 Dex, +2
natural) 15 (-2 size, +3 Dex, +4 natural) 17 (+2 size, +3 Dex, +2 natural)
Attacks: Bite +5 melee Bite
+13 melee Bite
+5 melee
Damage: Bite 1d3+4
Bite 1d8+10 Bite
poison
Face/Reach: 5 ft.
by 5 ft. (coiled)/5 ft. 15 ft. by 15
ft. (coiled)/10 ft. 2 1/2 ft.
by 2 1/2 ft. (coiled)/0 ft.
Special Attacks: Improved grab, Improved grab, constrict 1d8+10 Poison
constrict 1d3+4
Special Qualities: Scent Scent Scent
Saves: Fort +4, Ref +6, Will +2 Fort +8, Ref +10, Will +4 Fort +2, Ref +5, Will +1
Abilities: Str 17,
Dex 17, Con 13, Str 25, Dex 17, Con
13, Str 6, Dex 17,
Con 11,
Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha
2
Skills: Balance +11, Climb +14, Balance +11, Climb +18, Hide +3, Balance +11, Climb +12, Hide +18
Hide +11, Listen +9, Spot +9
Listen +9, Spot +9 Listen
+8, Spot +8
Feats: - - Weapon
Finesse (bite)
Climate/Terrain: Warm forest and aquatic Warm forest and aquatic Temperate and warm land,
aquatic,
and underground
Organization: Solitary Solitary Solitary
Challenge Rating:
2 5 1/3
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 4-5
HD (Medium-size); 12-16 HD (Huge); -
6-10 HD (Large) 17-33 HD (Gargantuan)
Snake, Small Viper Snake,
Medium-Size Viper Snake, Large Viper
Small Animal Medium-Size
Animal Large
Animal
Hit Dice: 1d8 (4
hp) 2d8 (9
hp) 3d8
(13 hp)
Initiative: +3
(Dex) +3
(Dex) +3
(Dex)
Speed: 20 ft., climb 20 ft., 20 ft., climb 20 ft., swim 20 ft. 20
ft., climb 20 ft., swim 20 ft.
swim 20 ft.
AC: 17 (+1 size, +3 Dex, 16 (+3 Dex, +3 natural) 15 (-1 size, +3 Dex, +3
natural)
+3 natural)
Attacks: Bite +4 melee Bite
+4 melee Bite
+4 melee
Damage: Bite 1d2-2
and poison Bite 1d4-1 and poison Bite 1d4 and poison
Face/Reach: 5 ft.
by 5 ft. (coiled)/5 ft. 5 ft. by 5 ft. (coiled)/5 ft. 5 ft. by 5 ft. (coiled)/10 ft.
Special Attacks: Poison Poison Poison
Special Qualities: Scent Scent Scent
Saves: Fort +2, Ref +5, Will +1 Fort +3, Ref +6, Will +1 Fort +3, Ref +6, Will +2
Abilities: Str 6,
Dex 17, Con 11, Str 8, Dex 17,
Con 11, Str 10,
Dex 17, Con 11,
Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha
2
Skills: Balance +11, Climb +12, Balance +11, Climb +11, Balance +11, Climb +11,
Hide +8,
Hide +15,Listen +9, Hide +12, Listen +9, Spot +9 Listen +9, Spot +9
Spot +9
Feats: Weapon Finesse (bite) Weapon Finesse (bite) Weapon Finesse (bite)
Climate/Terrain: Temperate and Temperate and warm land, aquatic, Temperate and warm land,
warm land,
aquatic, and underground and underground aquatic,
and underground
Organization:
Solitary Solitary Solitary
Challenge Rating:
1/2 1 2
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: - - -
Snake, Huge Viper Squid Squid,
Giant
Huge Animal Medium-Size
Animal (Aquatic) Huge Animal
(Aquatic)
Hit Dice: 4d8+4
(22 hp) 3d8 (13 hp)
12d8+12
(66 hp)
Initiative: +4
(Dex) +3
(Dex) +3
(Dex)
Speed : 20 ft., climb 20 ft., Swim 60 ft. Swim
80 ft.
swim 20 ft.
AC: 15 (-2 size,
+4 Dex, +3 natural) 16 (+3 Dex, +3 natural) 17
(-2 size, +3 Dex, +6 natural)
Attacks: Bite +5 melee 10
arms +5 melee, bite +0 melee 10
tentacle rakes +15 melee,
bite
+10 melee
Damage: Bite 1d4
and poison Arms 0, bite 1d6+1 Tentacle 1d6+8,
bite 2d8+4
Face/Reach: 15 ft.
by 15 ft. (coiled)/10 ft. 5 ft. by
5 ft./5 ft. 10 ft. by
20 ft./10 ft. (40 ft.
with
tentacle)
Special Attacks: Poison Improved
grab Improved
grab, constrict 1d6+8
Special Qualities: Scent Ink
cloud, jet Ink
cloud, jet
Saves: Fort +5, Ref +8, Will +2 Fort +3, Ref +6, Will +2 Fort +9, Ref +11, Will +5
Abilities: Str 10,
Dex 19, Con 13, Str 14, Dex 17, Con
11, Str 26, Dex
17, Con 13,
Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha
2
Skills: Balance, +12, Climb +12, Listen +8, Spot +8 Listen +9, Spot +9
Hide +3, Listen +7, Spot +7
Feats: Weapon Finesse (bite) - -
Climate/Terrain: Temperate and Any
aquatic Any
aquatic
warm land,
aquatic, and underground
Organization: Solitary Solitary
or school (6-11) Solitary
Challenge Rating:
3 1 9
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 5-6
HD (Huge); 4-6 HD (Medium-size); 13-18 HD (Huge);
7-12 HD (Gargantuan) 7-11 HD (Large) 19-36 HD (Gargantuan)
Snake
Skills: Snakes
receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial
bonus to Balance checks. They can use either their Strength or Dexterity
modifier for Climb checks, whichever is better.
Constrictor
Improved Grab
(Ex): To use this ability, the constrictor snake must hit with its bite attack.
If it gets a hold, it can constrict.
Constrict (Ex): A
constrictor snake deals 1d3+4 points of damage with a successful grapple check
against Medium-size or smaller creatures.
Giant
Constrictor
Can constrict
opponents of up to Large size, dealing 1d8+10 points of damage per round.
Viper
Poison (Ex): Bite,
Fortitude save (DC 11 for all sizes Large and smaller, DC 13 for a Huge viper);
initial and secondary damage 1d6 temporary Constitution.
Squid
Improved Grab
(Ex): To use this ability, the squid must hit with its arms attack. If it gets
a hold, it automatically deals bite damage each round the hold is maintained.
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 a minute as a free action. The cloud provides total concealment,
which the squid normally uses to escape a losing fight. Creatures within the
cloud suffer the effects of total darkness.
Jet (Ex): A squid
can jet backward once a round as a double move action, at a speed of 240 feet.
Giant Squid
Improved Grab
(Ex): To use this ability, the giant squid must hit a Medium-size or smaller
opponent with a tentacle rake attack. If it gets a hold, it can constrict.
Constrict (Ex): A
giant squid deals automatic tentacle rake damage with a successful grapple
check against Medium-size or smaller creatures.
Ink Cloud (Ex): A
giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by
40 feet long once a minute as a free action. The cloud provides total
concealment, which the squid normally uses to escape a losing fight. Creatures
within the cloud suffer the effects of total darkness.
Jet (Ex): A giant
squid can jet backward once a round as a double move action, at a speed of 320
feet.
Tiger Toad Weasel
Large Animal Diminutive
Animal Tiny
Animal
Hit Dice: 6d8+18
(45 hp) 1/4 d8 (1 hp) 1/2 d8
(2 hp)
Initiative: +2
(Dex) +1
(Dex) +2
(Dex)
Speed: 40 ft. 5
ft. 20
ft., climb 20 ft.
AC: 14 (-1 size,
+2 Dex, +3 natural) 15 (+4 size, +1 Dex) 14
(+2 size, +2 Dex)
Attacks: 2 claws +9 melee, bite +4 melee - Bite
+4 melee
Damage: Claw
1d8+6, bite 2d6+3 - Bite
1d3-4
Face/Reach: 5 ft.
by 10 ft./5 ft. 1 ft. by 1 ft./0
ft. 2
1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Pounce, improved grab, rake 1d8+3 - Attach
Special Qualities: - - Scent
Saves: Fort +8, Ref +7, Will +3 Fort +2, Ref +3, Will +2 Fort +2, Ref +4, Will +1
Abilities: Str 23,
Dex 15, Con 17, Str 1, Dex 12, Con
11, Str 3, Dex
15, Con 10,
Int 2, Wis 12, Cha 6 Int 1, Wis 14, Cha 4 Int 2, Wis 12, Cha
5
Skills: Balance +6, Hide +5*, Hide +21, Listen +5, Spot +5 Balance +10, Climb +11, Hide +13,
Listen +3, Move Silently +9, Move
Silently +9, Spot +4
Spot +3, Swim +11
Feats: - - Weapon
Finesse (bite)
Climate/Terrain: Any forest, hill, Temperate and warm land Temperate
forest, hill, mountains, mountains,
and plains and aquatic and
plains
Organization:
Solitary Swarm
(10-100) Solitary
Challenge Rating:
4 1/10 1/4
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 7-12
HD (Large); 13-18 HD (Huge) - -
Tiger
Pounce (Ex): If a
tiger leaps upon a foe during the first round of combat, it can make a full
attack even if it has already taken a move action.
Improved Grab
(Ex): To use this ability, the tiger must hit with a claw or bite attack. If it
gets a hold, it can rake.
Rake (Ex): A tiger
that gets a hold can make two rake attacks (+9 melee) with its hind legs for
1d8+3 damage each. If the tiger pounces on an opponent, it can also rake.
Skills: Tigers
receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas
of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Toad
Skills: A toad’s
coloration gives it a +4 racial bonus to Hide checks.
Weasel
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 Dex bonus to AC and thus has an AC of
12.
Skills: Weasels
receive a +4 racial bonus to Move Silently checks and a +8 racial bonus to
Balance checks. They use their Dexterity modifier for Climb checks.
Whale, Baleen Whale,
Cachalot Whale,
Orca
Gargantuan Animal
(Aquatic) Gargantuan Animal
(Aquatic) Huge Animal (Aquatic)
Hit Dice: 12d8+72
(126 hp) 12d8+84 (138 hp) 9d8+45 (85 hp)
Initiative: +1
(Dex) +1
(Dex) +2
(Dex)
Speed: Swim 40 ft. Swim
40 ft. Swim
50 ft.
AC: 16 (-4 size,
+1 Dex, +9 natural) 16 (-4 size, +1 Dex, +9 natural) 16 (-2 size, +2 Dex, +6 natural)
Attacks: Tail slap +17 melee Bite +17 melee, tail slap +12 melee Bite +12 melee
Damage: Tail slap
1d8+18 Bite 4d6+12, tail
slap 1d8+6 Bite 2d6+12
Face/Reach: 20 ft.
by 40 ft./10 ft. 20 ft. by 40 ft./10
ft. 10 ft. by
20 ft./10 ft.
Special Qualities: Blindsight Blindsight Blindsight
Saves: Fort +14, Ref +9, Will +5 Fort +15, Ref +9, Will +6 Fort +11, Ref +8, Will +5
Abilities: Str 35,
Dex 13, Con 22, Str 35, Dex 13, Con
24, Str 27, Dex
15, Con 21,
Int 2, Wis 12, Cha 6 Int 2, Wis 14, Cha 6 Int 2, Wis 14, Cha
6
Skills: Listen +10*, Spot +11* Listen +11*, Spot +12* Listen +12*, Spot +12*
Climate/Terrain: Any aquatic Any
aquatic Any
aquatic
Organization: Solitary Solitary
or pod (6-11) Solitary
or pod (6-11)
Challenge Rating:
5 6 5
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 13-18
HD (Gargantuan); 13-18 HD (Gargantuan); 10-13
HD (Huge);
19-36 HD (Colossal) 19-36 HD (Colossal) 14-27 HD
(Gargantuan)
Wolf Wolverine
Medium-Size Animal Medium-Size
Animal
Hit Dice: 2d8+4
(13 hp) 3d8+12
(25 hp)
Initiative: +2
(Dex) +2
(Dex)
Speed: 50 ft. 30
ft., burrow 10 ft., climb 10 ft.
AC: 14 (+2 Dex, +2 natural) 14 (+2
Dex, +2 natural)
Attacks: Bite +3 melee 2
claws +4 melee; bite -1 melee
Damage: Bite 1d6+1 Claw
1d4+2; bite 1d6+1
Face/Reach: 5 ft.
by 5 ft./5 ft. 5
ft. by 5 ft./5 ft.
Special Attacks: Trip Rage
Special Qualities: Scent Scent
Saves: Fort +5, Ref +5, Will +1 Fort +7,
Ref +5, Will +2
Abilities: Str 13,
Dex 15, Con 15, Str
14, Dex 15, Con 19,
Int 2, Wis 12, Cha 6 Int
1, Wis 12, Cha 10
Skills: Hide +3, Listen +6, Move Silently +4, Climb +15, Listen +6, Spot +6
Spot +4, Wilderness Lore +1*
Feats: Weapon Finesse (bite) -
Climate/Terrain: Any forest, hill, plains, and mountains Cold
and temperate forest and hill
Organization: Solitary, pair, or pack (7-16) Solitary
Challenge Rating:
1 2
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 3 HD (Medium-size); 4-5 HD (Large)
4-5 HD (Large)
Whale
Blindsight (Ex):
Whales can "see" by emitting high-frequency sounds, inaudible to most
other creatures, that allow them to locate objects and creatures within 120
feet. A silence spell negates this and forces the whale to rely on its vision,
which is approximately as good as a human’s.
Skills: Whales
gain a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if
Blindsight is negated.
Wolf
Trip (Ex): A wolf
that hits with a bite attack can attempt to trip the opponent as a free action
without making a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves
receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Wolverine
Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.