This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (ANIMALS)
This section
provides statistics and basic information for many common kinds of mundane
animals. These creatures generally operate on instinct, driven by simple needs
such as food and reproduction. Most animals, even predators, do not attack
unless they or their young are threatened.
Animals are not
capable of detailed reasoning, although with the Handle Animal skill it is
possible to tame an animal and teach it to perform certain tricks.
Some herbivorous animals do not normally use their natural weapons to attack. As such, their natural weapons are treated as secondary attacks. The animal’s attack and damage entries note this fact, with an explanatory footnote.
Animal Traits: An animal possesses the following traits
(unless otherwise noted in a creature’s entry).
—Intelligence
score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be
an animal).
—Low-light vision.
—Alignment: Always
neutral. Animals are not governed by a human sense of morality.
—Treasure: None.
Animals never possess treasure.
APE
|
Large Animal |
Hit Dice: |
4d8+11 (29 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), climb 30 ft. |
Armor Class: |
14 (–1 size, +2
Dex, +3 natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+3/+12 |
Attack: |
Claws +7 melee
(1d6+5) |
Full Attack: |
2 claws +7 melee
(1d6+5) and bite +2 melee (1d6+2) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +6, Ref +6,
Will +2 |
Abilities: |
Str 21, Dex 15,
Con 14, Int 2, Wis 12, Cha 7 |
Skills: |
Climb +14,
Listen +6, Spot +6 |
Feats: |
Alertness,
Toughness |
Environment: |
Warm forests |
Organization: |
Solitary, pair,
or company (3–5) |
Challenge
Rating: |
2 |
Advancement: |
5–8 HD (Large) |
Level
Adjustment: |
— |
These powerful
omnivores resemble gorillas but are far more aggressive; they kill and eat
anything they can catch. An adult male ape is 5-1/2 to 6 feet tall and weighs
300 to 400 pounds.
Combat
Skills: Apes have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb checks, even if rushed or
threatened.
BABOON
|
Medium Animal |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares), climb 30 ft. |
Armor Class: |
13 (+2 Dex, +1
natural), touch 12, flat-footed 11 |
Base
Attack/Grapple: |
+0/+2 |
Attack: |
Bite +2 melee
(1d6+3) |
Full Attack: |
Bite +2 melee
(1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +3, Ref +4,
Will +1 |
Abilities: |
Str 15, Dex 14,
Con 12, Int 2, Wis 12, Cha 4 |
Skills: |
Climb +10,
Listen +5, Spot +5 |
Feats: |
Alertness |
Environment: |
Warm plains |
Organization: |
Solitary or
troop (10–40) |
Challenge
Rating: |
1/2 |
Advancement: |
2–3 HD (Medium) |
Level
Adjustment: |
— |
Baboons are
powerful and aggressive primates adapted to life on the ground. They prefer
open spaces but climb trees to find safe places to rest overnight. A typical
baboon is the size of a big dog.
Males can be 2 to
4 feet long and weigh as much as 90 pounds.
Combat
Baboons usually
attack in groups.
Skills: Baboons have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb checks, even if rushed or
threatened.
BADGER
|
Small Animal |
Hit Dice: |
1d8+2 (6 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6
squares), burrow 10 ft. |
Armor Class: |
15 (+1 size, +3
Dex, +1 natural), touch 14, flat-footed 12 |
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: |
TrackB,
Weapon Finesse |
Environment: |
Temperate
forests |
Organization: |
Solitary, pair,
or cete (3–5) |
Challenge
Rating: |
1/2 |
Advancement: |
2 HD (Small) |
Level
Adjustment: |
— |
The badger is a
furry animal with a squat, powerful body. Its strong forelimbs are armed with
long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35
pounds.
Combat
Badgers attack
with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies
into a berserk rage on its next turn, clawing and biting madly until either it
or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to
Armor Class. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape
Artist checks.
BAT
|
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
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.
BEAR, BLACK
|
Medium Animal |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
13 (+1 Dex, +2
natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+2/+6 |
Attack: |
Claw +6 melee
(1d4+4) |
Full Attack: |
2 claws +6 melee
(1d4+4) and bite +1 melee (1d6+2) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +5, Ref +4,
Will +2 |
Abilities: |
Str 19, Dex 13,
Con 15, Int 2, Wis 12, Cha 6 |
Skills: |
Climb +4, Listen
+4, Spot +4, Swim +8 |
Feats: |
Endurance, Run |
Environment: |
Temperate
forests |
Organization: |
Solitary or pair |
Challenge
Rating: |
2 |
Advancement: |
4–5 HD (Medium) |
Level
Adjustment: |
— |
The black bear is
a forest-dwelling omnivore that usually is not dangerous unless an interloper
threatens its cubs or food supply.
Black bears can be
pure black, blond, or cinnamon in color and are rarely more than 5 feet long.
Combat
Black bears rip
prey with their claws and teeth.
Skills: A black bear has a +4 racial bonus on Swim
checks.
BEAR, BROWN
|
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
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.
Skills: A brown bear has a +4 racial bonus on Swim
checks.
BEAR, POLAR
|
Large Animal |
Hit Dice: |
8d8+32 (68 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares), swim 30 ft. |
Armor Class: |
15 (–1 size, +1
Dex, +5 natural), touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+6/+18 |
Attack: |
Claw +13 (1d8+8) |
Full Attack: |
2 claws +13
melee (1d8+8) and bite +8 melee (2d6+4) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Improved grab |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +10, Ref
+7, Will +3 |
Abilities: |
Str 27, Dex 13,
Con 19, Int 2, Wis 12, Cha 6 |
Skills: |
Hide –2*, Listen
+5, Spot +7, Swim +16 |
Feats: |
Endurance, Run,
Track |
Environment: |
Cold plains |
Organization: |
Solitary or pair |
Challenge
Rating: |
4 |
Advancement: |
9–12 HD (Large) |
Level
Adjustment: |
— |
These long, lean
carnivores are slightly taller than brown bears.
Combat
Polar bears fight
just as brown bears do.
Improved Grab
(Ex): To use this ability,
a polar 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 polar bear 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. *A polar
bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.
BISON
|
Large Animal |
Hit Dice: |
5d8+15 (37 hp) |
Initiative: |
+0 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
13 (–1 size, +4
natural), touch 9, flat-footed 13 |
Base
Attack/Grapple: |
+3/+13 |
Attack: |
Gore +8 melee
(1d8+9) |
Full Attack: |
Gore +8 melee
(1d8+9) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Stampede |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +7, Ref +4,
Will +1 |
Abilities: |
Str 22, Dex 10,
Con 16, Int 2, Wis 11, Cha 4 |
Skills: |
Listen +7, Spot
+5 |
Feats: |
Alertness,
Endurance |
Environment: |
Temperate plains |
Organization: |
Solitary or herd
(6–30) |
Challenge
Rating: |
2 |
Advancement: |
6–7 HD (Large) |
Level
Adjustment: |
— |
These herd animals
can be aggressive when protecting young and during the mating season, but they
generally prefer flight to fighting. A bison stands more than 6 feet tall at
the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The
bison’s statistics can be used for almost any large herd animal.
Combat
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 Large size or smaller that gets in
their way, dealing 1d12 points of damage for each five bison in the herd
(Reflex DC 18 half ). The save DC is Strength-based.
BOAR
|
Medium Animal |
Hit Dice: |
3d8+12 (25 hp) |
Initiative: |
+0 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
16 (+6 natural),
touch 10, flat-footed 16 |
Base
Attack/Grapple: |
+2/+4 |
Attack: |
Gore +4 melee
(1d8+3) |
Full Attack: |
Gore +4 melee
(1d8+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Ferocity |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +6, Ref +3,
Will +2 |
Abilities: |
Str 15, Dex 10,
Con 17, Int 2, Wis 13, Cha 4 |
Skills: |
Listen +7, Spot
+5 |
Feats: |
Alertness,
Toughness |
Environment: |
Temperate
forests |
Organization: |
Solitary or herd
(5–8) |
Challenge
Rating: |
2 |
Advancement: |
4–5 HD (Medium) |
Level
Adjustment: |
— |
Though not
carnivores, these wild swine are bad-tempered and usually charge anyone who
disturbs them. A boar is covered in coarse, grayish-black fur. Adult males are
about 4 feet long and 3 feet high at the shoulder.
Combat
Ferocity (Ex): A boar is such a tenacious combatant that
it continues to fight without penalty even while disabled or dying.
CAMEL
|
Large Animal |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+3 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
13 (–1 size, +3
Dex, +1 natural) touch 12, flat-footed 10 |
Base
Attack/Grapple: |
+2/+10 |
Attack: |
Bite +0 melee
(1d4+2*) |
Full Attack: |
Bite +0 melee*
(1d4+2*) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +5, Ref +6,
Will +1 |
Abilities: |
Str 18, Dex 16,
Con 14, Int 2, Wis 11, Cha 4 |
Skills: |
Listen +5, Spot
+5 |
Feats: |
Alertness,
Endurance |
Environment: |
Warm deserts |
Organization: |
Domesticated or
herd (6–30) |
Challenge
Rating: |
1 |
Advancement: |
— |
Level
Adjustment: |
— |
Camels are known
for their ability to travel long distances without food or water.
The statistics
presented here are for the dromedary, or one-humped camel, which thrives in
warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its
hump rising 1 foot higher. The two-humped, or Bactrian, camel is suited to
cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher
Constitution score (16).
Carrying
Capacity: A light load for
a camel is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load,
601–900 pounds. A camel can drag 4,500 pounds.
Combat
*A camel’s bite is
treated as a secondary attack and adds only half the camel’s Strength bonus to
the damage roll.
CAT
|
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 +14*, Jump +10, Listen +3, Move Silently +6, Spot +3 |
Feats: |
Weapon Finesse |
Environment: |
Temperate plains |
Organization: |
Domesticated or
solitary |
Challenge
Rating: |
1/4 |
Advancement: |
— |
Level
Adjustment: |
— |
The statistics
presented here describe a common housecat.
Combat
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.
CHEETAH
|
Medium Animal |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+4 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
15 (+4 Dex, +1
natural), touch 14, flat-footed 11 |
Base
Attack/Grapple: |
+2/+5 |
Attack: |
Bite +6 melee |
Full Attack: |
Bite +6 melee
(1d6+3) and 2 claws +1 melee (1d2+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Trip |
Special
Qualities: |
Low-light
vision, scent, sprint |
Saves: |
Fort +5, Ref +7,
Will +2 |
Abilities: |
Str 16, Dex 19,
Con 15, Int 2, Wis 12, Cha 6 |
Skills: |
Hide +6, Listen
+4, Move Silently +6, Spot +4 |
Feats: |
Alertness,
Weapon Finesse |
Environment: |
Warm plains |
Organization: |
Solitary, pair,
or family (3–5) |
Challenge
Rating: |
2 |
Advancement: |
4–5 HD (Medium) |
Level
Adjustment: |
— |
Cheetahs are swift
feline predators of the plains. A cheetah is 3 to 5 feet long and weighs 110 to
130 pounds.
Combat
Cheetahs make
sudden sprints to bring down prey.
Trip (Ex): A cheetah that hits with a claw or bite
attack can attempt to trip the opponent (+3 check modifier) 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 per hour, a cheetah can move ten times
its normal speed (500 feet) when it makes a charge.
CROCODILE
|
Medium Animal |
Hit Dice: |
3d8+9 (22 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4
squares), swim 30 ft. |
Armor Class: |
15 (+1 Dex, +4
natural), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+2/+6 |
Attack: |
Bite +6 melee
(1d8+6) or tail slap +6 melee (1d12+6) |
Full Attack: |
Bite +6 melee
(1d8+6) or tail slap +6 melee (1d12+6) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Improved grab |
Special
Qualities: |
Hold breath,
low-light vision |
Saves: |
Fort +6, Ref +4,
Will +2 |
Abilities: |
Str 19, Dex 12,
Con 17, Int 1, Wis 12, Cha 2 |
Skills: |
Hide +7*, Listen
+4, Spot +4, Swim +12 |
Feats: |
Alertness, Skill
Focus (Hide) |
Environment: |
Warm marshes |
Organization: |
Solitary or
colony (6–11) |
Challenge
Rating: |
2 |
Advancement: |
4–5 HD (Medium) |
Level
Adjustment: |
— |
Crocodiles are
aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or
marshes, with only their eyes and nostrils showing, waiting for prey to come
within reach.
Combat
Improved Grab
(Ex): To use this ability,
a crocodile must hit with its bite 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, the crocodile establishes a hold on the opponent with its
mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath
(Ex): A crocodile can hold
its breath for a number of rounds equal to 4 x its Constitution score before it
risks drowning.
Skills: A crocodile 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. *A
crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a
crocodile can lie in the water with only its eyes and nostrils showing, gaining
a +10 cover bonus on Hide checks.
CROCODILE, GIANT
|
Huge Animal |
Hit Dice: |
7d8+28 (59 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4
squares), swim 30 ft. |
Armor Class: |
16 (–2 size, +1
Dex, +7 natural), touch 9, flat-footed 15 |
Base
Attack/Grapple: |
+5/+21 |
Attack: |
Bite +11 melee
(2d8+12) or tail slap +11 melee (1d12+12) |
Full
Attack: |
Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Improved grab |
Special
Qualities: |
Hold breath,
low-light vision |
Saves: |
Fort +9, Ref +6,
Will +3 |
Abilities: |
Str 27, Dex 12,
Con 19, Int 1, Wis 12, Cha 2 |
Skills: |
Hide +1*, Listen
+5, Spot +5, Swim +16 |
Feats: |
Alertness,
Endurance, Skill Focus (Hide) |
Environment: |
Warm marshes |
Organization: |
Solitary or
colony (6–11) |
Challenge
Rating: |
4 |
Advancement: |
8–14 HD (Huge) |
Level
Adjustment: |
— |
These huge
creatures usually live in salt water and can be more than 20 feet long.
Giant crocodiles
fight and behave like their smaller cousins.
DOG
|
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
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.
DOG, RIDING
|
Medium Animal |
Hit Dice: |
2d8+4 (13 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
16 (+2 Dex, +4
natural), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+1/+3 |
Attack: |
Bite +3 melee
(1d6+3) |
Full Attack: |
Bite +3 melee
(1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +5, Ref +5,
Will +1 |
Abilities: |
Str 15, Dex 15,
Con 15, Int 2, Wis 12, Cha 6 |
Skills: |
Jump +8, Listen
+5, Spot +5, Swim +3, Survival +1* |
Feats: |
Alertness, TrackB |
Environment: |
Temperate plains |
Organization: |
Solitary or pack
(5–12) |
Challenge
Rating: |
1 |
Advancement: |
— |
Level
Adjustment: |
— |
This category
includes working breeds such as collies, huskies, and St. Bernards.
Carrying
Capacity: A light load for
a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy
load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Combat
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 on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump
checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by
scent.
DONKEY
|
Medium Animal |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
13 (+1 Dex, +2
natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+1/+1 |
Attack: |
Bite +1 melee
(1d2) |
Full Attack: |
Bite +1 melee
(1d2) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +4, Ref +4,
Will +0 |
Abilities: |
Str 10, Dex 13,
Con 12, Int 2, Wis 11, Cha 4 |
Skills: |
Balance +3,
Listen +3, Spot +2 |
Feats: |
Endurance |
Environment: |
Temperate
deserts |
Organization: |
Solitary |
Challenge
Rating: |
1/6 |
Advancement: |
— |
Level
Adjustment: |
— |
These long-eared,
horselike creatures are surefooted and sturdy. The statistics presented here
could also describe burros.
Carrying
Capacity: A light load for
a donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load,
101–150 pounds. A donkey can drag 750 pounds.
Combat
A donkey bites
only when it has no way to escape.
Skills: Donkeys have a +2 racial bonus on Balance
checks.
EAGLE
|
Small Animal |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+2 |
Speed: |
10 ft. (2
squares), fly 80 ft. (average) |
Armor Class: |
14 (+1 size, +2
Dex, +1 natural), touch 13, flat-footed 12 |
Base
Attack/Grapple: |
+0/–4 |
Attack: |
Talons +3 melee
(1d4) |
Full Attack: |
2 talons +3
melee (1d4) and bite –2 melee (1d4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light vision |
Saves: |
Fort +3, Ref +4,
Will +2 |
Abilities: |
Str 10, Dex 15,
Con 12, Int 2, Wis 14, Cha 6 |
Skills: |
Listen +2, Spot
+14 |
Feats: |
Weapon Finesse |
Environment: |
Temperate
mountains |
Organization: |
Solitary or pair |
Challenge
Rating: |
1/2 |
Advancement: |
2–3 HD (Medium) |
Level
Adjustment: |
— |
These birds of
prey inhabit nearly every terrain and climate, though they all prefer high,
secluded nesting spots.
A typical eagle is
about 3 feet long and has a wingspan of about 7 feet. The statistics presented
here can describe any similar-sized, diurnal bird of prey.
Combat
Eagles dive at
prey, raking with their powerful talons.
Skills: Eagles have a +8 racial bonus on Spot
checks.
ELEPHANT
|
Huge Animal |
Hit Dice: |
11d8+55 (104 hp) |
Initiative: |
+0 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
15 (–2 size, +7
natural), touch 8, flat-footed 15 |
Base
Attack/Grapple: |
+8/+26 |
Attack: |
Gore +16 melee
(2d8+15) |
Full Attack: |
Slam +16 melee
(2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Trample 2d8+15 |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +12, Ref
+7, Will +6 |
Abilities: |
Str 30, Dex 10,
Con 21, Int 2, Wis 13, Cha 7 |
Skills: |
Listen +12, Spot
+10 |
Feats: |
Alertness,
Endurance, Iron Will, Skill Focus (Listen) |
Environment: |
Warm plains |
Organization: |
Solitary or herd
(6–30) |
Challenge
Rating: |
7 |
Advancement: |
12–22 HD (Huge) |
Level
Adjustment: |
— |
Massive herbivores
of tropical lands, elephants are unpredictable creatures but nevertheless are
sometimes used as mounts or beasts of burden.
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.
Combat
Elephants tend to
charge at threatening creatures.
Trample (Ex): Reflex half DC 25. The save DC is
Strength-based.
HAWK
|
Tiny Animal |
Hit Dice: |
1d8 (4 hp) |
Initiative: |
+3 |
Speed: |
10 ft. (2
squares), fly 60 ft. (average) |
Armor Class: |
17 (+2 size, +3
Dex, +2 natural), touch 15, flat-footed 14 |
Base
Attack/Grapple: |
+0/–10 |
Attack: |
Talons +5 melee
(1d4–2) |
Full Attack: |
Talons +5 melee
(1d4–2) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light vision |
Saves: |
Fort +2, Ref +5,
Will +2 |
Abilities: |
Str 6, Dex 17,
Con 10, Int 2, Wis 14, Cha 6 |
Skills: |
Listen +2, Spot
+14 |
Feats: |
Weapon Finesse |
Environment: |
Temperate
forests |
Organization: |
Solitary or pair |
Challenge
Rating: |
1/3 |
Advancement: |
— |
Level
Adjustment: |
— |
These creatures
are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of
6 feet or less.
Combat
Hawks combine both
talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot
checks.
HORSE
Horses are widely
domesticated for riding and as beasts of burden.
Combat
A horse not
trained for war does not normally use its hooves to attack. Its hoof attack is
treated as a secondary attack and adds only half the horse’s Strength bonus to
damage. (These secondary attacks are noted with an asterisk in the Attack and
Full Attack entries for the heavy horse and the light horse.)
|
Horse, Heavy |
|
Large Animal |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+1 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
13 (–1 size, +1
Dex, +3 natural), touch 10, flat-footed 12 |
Base
Attack/Grapple: |
+2/+9 |
Attack: |
Hoof –1 melee
(1d6+1*) |
Full Attack: |
2 hooves –1
melee (1d6+1*) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +5, Ref +4,
Will +2 |
Abilities: |
Str 16, Dex 13,
Con 15, Int 2, Wis 12, Cha 6 |
Skills: |
Listen +4, Spot
+4 |
Feats: |
Endurance, Run |
Environment: |
Temperate plains |
Organization: |
Domesticated |
Challenge
Rating: |
1 |
Advancement: |
— |
Level
Adjustment: |
— |
The statistics
presented here describe large breeds of working horses such as Clydesdales.
These animals are usually ready for heavy work by age three. A heavy horse
cannot fight while carrying a rider.
Carrying
Capacity: A light load for
a heavy horse is up to 200 pounds; a medium load, 201–400 pounds; and a heavy
load, 401–600 pounds. A heavy horse can drag 3,000 pounds.
|
Horse, Light |
|
Large Animal |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+1 |
Speed: |
60 ft. (12
squares) |
Armor Class: |
13 (–1 size, +1
Dex, +3 natural), touch 10, flat-footed 12 |
Base
Attack/Grapple: |
+2/+8 |
Attack: |
Hoof –2 melee
(1d4+1*) |
Full Attack: |
2 hooves –2
melee (1d4+1*) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +5, Ref +4,
Will +2 |
Abilities: |
Str 14, Dex 13,
Con 15, Int 2, Wis 12, Cha 6 |
Skills: |
Listen +4, Spot
+4 |
Feats: |
Endurance, Run |
Environment: |
Temperate plains |
Organization: |
Domesticated or
herd (6–30) |
Challenge
Rating: |
1 |
Advancement: |
— |
Level
Adjustment: |
— |
The statistics
presented here describe smaller breeds of working horses such as quarter horses
and Arabians as well as wild horses. These animals are usually ready for useful
work by age two. 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; and a heavy
load, 301–450 pounds. A light horse can drag 2,250 pounds.
|
Warhorse, Heavy |
|
Large Animal |
Hit Dice: |
4d8+12 (30 hp) |
Initiative: |
+1 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
14 (–1 size, +1
Dex, +4 natural), touch 10, flat-footed 13 |
Base
Attack/Grapple: |
+3/+11 |
Attack: |
Hoof +6 melee
(1d6+4) |
Full Attack: |
2 hooves +6
melee (1d6+4) and bite +1 melee (1d4+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +7, Ref +5,
Will +2 |
Abilities: |
Str 18, Dex 13,
Con 17, Int 2, Wis 13, Cha 6 |
Skills: |
Listen +5, Spot
+4 |
Feats: |
Endurance, Run |
Environment: |
Temperate plains |
Organization: |
Domesticated |
Challenge
Rating: |
2 |
Advancement: |
— |
Level
Adjustment: |
— |
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 on a Ride check.
Carrying
Capacity: A light load for
a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a
heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.
|
Warhorse, Light |
|
Large Animal |
Hit Dice: |
3d8+9 (22 hp) |
Initiative: |
+1 |
Speed: |
60 ft. (12
squares) |
Armor Class: |
14 (–1 size, +1
Dex, +4 natural), touch 10, flat-footed 13 |
Base
Attack/Grapple: |
+2/+9 |
Attack: |
Hoof +4 melee
(1d4+3) |
Full Attack: |
2 hooves +4
melee (1d4+3) and bite –1 melee (1d3+1) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +6, Ref +4,
Will +2 |
Abilities: |
Str 16, Dex 13,
Con 17, Int 2, Wis 13, Cha 6 |
Skills: |
Listen +4, Spot
+4 |
Feats: |
Endurance, Run |
Environment: |
Temperate plains |
Organization: |
Domesticated |
Challenge
Rating: |
1 |
Advancement: |
— |
Level
Adjustment: |
— |
These animals or
similar to light horses but are trained and bred for strength and aggression.
They usually are not ready for warfare before age three. A light warhorse can
fight while carrying a rider, but the rider cannot also attack unless he or she
succeeds on a Ride check.
Carrying
Capacity: A light load for
a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a
heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.
HYENA
|
Medium Animal |
Hit Dice: |
2d8+4 (13 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
14 (+2 Dex, +2
natural), touch 12, flat-footed 12 |
Base
Attack/Grapple: |
+1/+3 |
Attack: |
Bite +3 melee
(1d6+3) |
Full Attack: |
Bite +3 melee
(1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Trip |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +5, Ref +5,
Will +1 |
Abilities: |
Str 14, Dex 15,
Con 15, Int 2, Wis 13, Cha 6 |
Skills: |
Hide +3*, Listen
+6, Spot +4 |
Feats: |
Alertness |
Environment: |
Warm deserts |
Organization: |
Solitary, pair,
or pack (7–16) |
Challenge
Rating: |
1 |
Advancement: |
3 HD (Medium);
4–5 HD (Large) |
Level
Adjustment: |
— |
Hyenas are pack
hunters infamous for their cunning and their unnerving vocalizations. The
statistics presented here are for a striped hyena, which is about 3 feet long
and weighs about 120 pounds.
Combat
A favorite tactic
is to send a few individuals against the foe’s front while the rest of the pack
circles and attacks from the flanks or rear.
Trip (Ex): A hyena that hits with its bite attack can
attempt to trip the opponent (+2 check modifier) 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 hyena.
Skills: *Hyenas have a +4 racial bonus on Hide
checks in areas of tall grass or heavy undergrowth.
LEOPARD
|
Medium Animal |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+4 |
Speed: |
40 ft (8
squares), climb 20 ft. |
Armor Class: |
15 (+4 Dex, +1
natural), touch 14, flat-footed 11 |
Base
Attack/Grapple: |
+2/+5 |
Attack: |
Bite +6 melee
(1d6+3) |
Full Attack: |
Bite +6 melee
(1d6+3) and 2 claws +1 melee (1d3+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Improved grab,
pounce, rake 1d3+1 |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +5, Ref +7,
Will +2 |
Abilities: |
Str 16, Dex 19,
Con 15, Int 2, Wis 12, Cha 6 |
Skills: |
Balance +12,
Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6 |
Feats: |
Alertness,
Weapon Finesse |
Environment: |
Warm forests |
Organization: |
Solitary or pair |
Challenge
Rating: |
2 |
Advancement: |
4–5 HD (Medium) |
Level
Adjustment: |
— |
These jungle cats
are about 4 feet long and weigh about 120 pounds. They usually hunt at night.
The statistics presented here can describe any feline of similar size, such as
jaguars, panthers, and mountain lions.
Combat
Improved Grab
(Ex): To use this ability,
a leopard must hit with its bite 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 can rake.
Pounce (Ex): If a leopard charges a foe, it can make a
full attack, including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d3+1.
Skills: Leopards have a +8 racial bonus on Jump
checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a
+8 racial bonus on Balance and Climb checks. A leopard can always choose to
take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or
heavy undergrowth, the Hide bonus improves to +8.
LION
|
Large Animal |
Hit Dice: |
5d8+10 (32 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
15 (–1 size, +3
Dex, +3 natural), touch 12, flat-footed 12 |
Base
Attack/Grapple: |
+3/+12 |
Attack: |
Claw +7 melee
(1d4+5) |
Full Attack: |
2 claws +7 melee
(1d4+5) and bite +2 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce, improved
grab, rake 1d4+2 |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +6, Ref +7,
Will +2 |
Abilities: |
Str 21, Dex 17,
Con 15, Int 2, Wis 12, Cha 6 |
Skills: |
Balance +7, Hide
+3*, Listen +5, Move Silently +11, Spot +5 |
Feats: |
Alertness, Run |
Environment: |
Warm plains |
Organization: |
Solitary, pair,
or pride (6–10) |
Challenge
Rating: |
3 |
Advancement: |
6–8 HD (Large) |
Level
Adjustment: |
— |
The statistics
presented here describe a male African lion, which is 5 to 8 feet long and
weighs 330 to 550 pounds. Females are slightly smaller but use the same
statistics.
Combat
Pounce (Ex): If a lion charges a foe, it can make a full
attack, including two rake attacks.
Improved Grab
(Ex): To use this ability,
a lion must hit with its bite 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 can rake.
Rake (Ex): Attack bonus +7 melee, damage 1d4+2.
Skills: Lions have a +4 racial bonus on Balance,
Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth,
the Hide bonus improves to +12.
LIZARD
|
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
(1d4–4) |
Full Attack: |
Bite +4 melee
(1d4–4) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light vision |
Saves: |
Fort +2, Ref +4,
Will +1 |
Abilities: |
Str 3, Dex 15,
Con 10, Int 1, Wis 12, Cha 2 |
Skills: |
Balance +10,
Climb +12, Hide +10, Listen +3, Spot +3 |
Feats: |
Weapon Finesse |
Environment: |
Warm forests |
Organization: |
Solitary |
Challenge
Rating: |
1/6 |
Advancement: |
— |
Level
Adjustment: |
— |
The statistics
presented here describe small, nonvenomous lizards of perhaps a foot or two in
length, such as an iguana.
Combat
Lizards prefer
flight to combat, but they can bite painfully if there is no other option.
Skills: Lizards have a +8 racial bonus on Balance
checks. They also have a +8 racial bonus on Climb checks and can always choose
to take 10 on Climb checks, even if rushed or threatened. Lizards use their
Dexterity modifier instead of their Strength modifier for Climb checks.
LIZARD, MONITOR
|
Medium Animal |
Hit Dice: |
3d8+9 (22 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), swim 30 ft. |
Armor Class: |
15 (+2 Dex, +3
natural), touch 12, flat-footed 13 |
Base
Attack/Grapple: |
+2/+5 |
Attack: |
Bite +5 melee
(1d8+4) |
Full Attack: |
Bite +5 melee
(1d8+4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light vision |
Saves: |
Fort +8, Ref +5,
Will +2 |
Abilities: |
Str 17, Dex 15,
Con 17, Int 1, Wis 12, Cha 2 |
Skills: |
Climb +7, Hide
+6*, Listen +4, Move Silently +6, Spot +4, Swim +11 |
Feats: |
Alertness, Great
Fortitude |
Environment: |
Warm forests |
Organization: |
Solitary |
Challenge
Rating: |
2 |
Advancement: |
4–5 HD (Medium) |
Level
Adjustment: |
— |
This category
includes fairly large, carnivorous lizards from 3 to 5 feet long.
Combat
Monitor lizards
can be aggressive, using their powerful jaws to tear at prey or enemies.
Skills: A monitor lizard 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. Monitor
lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested
or overgrown areas, the Hide bonus improves to +8.
MANTA RAY
|
Large Animal
(Aquatic) |
Hit Dice: |
4d8 (18 hp) |
Initiative: |
+0 |
Speed: |
Swim 30 ft. (6
squares) |
Armor Class: |
12 (–1 size, +3
natural), touch 9, flat-footed 12 |
Base
Attack/Grapple: |
+3/+9 |
Attack: |
Ram –1 melee*
(1d6+1) |
Full Attack: |
Ram –1 melee*
(1d6+1) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light vision |
Saves: |
Fort +4, Ref +4,
Will +2 |
Abilities: |
Str 15, Dex 11,
Con 10, Int 1, Wis 12, Cha 2 |
Skills: |
Listen +7, Spot
+6, Swim +10 |
Feats: |
Alertness,
Endurance |
Environment: |
Warm aquatic |
Organization: |
Solitary or
school (2–5) |
Challenge
Rating: |
1 |
Advancement: |
5–6 HD (Medium) |
Level
Adjustment: |
— |
These fish are
nonaggressive and generally avoid contact with other creatures. They filter
plankton and similar small organisms from the water through their gaping,
toothless maws.
Combat
*If threatened, a
manta ray uses its size and weight to ram opponents. This is treated as a
secondary attack.
Skills: A manta ray 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.
MONKEY
|
Tiny Animal |
Hit Dice: |
1d8 (4 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), climb 30 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 |
Saves: |
Fort +2, Ref +4,
Will +1 |
Abilities: |
Str 3, Dex 15,
Con 10, Int 2, Wis 12, Cha 5 |
Skills: |
Balance + 10,
Climb +10, Hide +10, Listen +3, Spot +3 |
Feats: |
Weapon Finesse |
Environment: |
Warm forests |
Organization: |
Troop (10–40) |
Challenge
Rating: |
1/6 |
Advancement: |
2–3 HD (Small) |
Level
Adjustment: |
— |
The statistics
presented here can describe any arboreal monkey that is no bigger than a
housecat, such as a colobus or capuchin.
Combat
Monkeys generally
flee into the safety of the trees, but if cornered can fight ferociously.
Skills: Monkeys have a +8 racial bonus on Balance
and Climb checks. They can always choose to take 10 on Climb checks, even if
rushed or threatened. They use their Dexterity modifier instead of their
Strength modifier for Climb checks.
MULE
|
Large Animal |
Hit Dice: |
3d8+9 (22 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
13 (–1 size, +1
Dex, +3 natural), touch 10, flat-footed 12 |
Base
Attack/Grapple: |
+2/+9 |
Attack: |
Hoof +4 melee
(1d4+3) |
Full Attack: |
2 hooves +4
melee (1d4+3) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +6, Ref +4,
Will +1 |
Abilities: |
Str 16, Dex 13,
Con 17, Int 2, Wis 11, Cha 6 |
Skills: |
Listen +6, Spot
+6 |
Feats: |
Alertness,
Endurance |
Environment: |
Warm plains |
Organization: |
Domesticated |
Challenge
Rating: |
1 |
Advancement: |
— |
Level
Adjustment: |
— |
Mules are sterile
crossbreeds of donkeys and horses. A mule is similar to a light horse, but
slightly stronger and more agile.
Combat
A mule’s powerful
kick can be dangerous.
Carrying
Capacity: A light load for
a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load,
461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity
checks to avoid slipping or falling.
OCTOPUS
|
Small Animal
(Aquatic) |
Hit Dice: |
2d8 (9 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4
squares), swim 30 ft. |
Armor Class: |
16 (+1 size, +3
Dex, +2 natural), touch 14, flat-footed 13 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Arms +5 melee
(0) |
Full Attack: |
Arms +5 melee
(0) and bite +0 melee (1d3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Improved grab |
Special
Qualities: |
Ink cloud, jet,
low-light vision |
Saves: |
Fort +3, Ref +6,
Will +1 |
Abilities: |
Str 12, Dex 17,
Con 11, Int 2, Wis 12, Cha 3 |
Skills: |
Escape Artist
+13, Hide +11, Listen +2, Spot +5, Swim +9 |
Feats: |
Weapon Finesse |
Environment: |
Warm aquatic |
Organization: |
Solitary |
Challenge
Rating: |
1 |
Advancement: |
3–6 HD (Medium) |
Level
Adjustment: |
— |
These
bottom-dwelling sea creatures are dangerous only to their prey. If disturbed,
they usually try to escape.
Combat
Improved Grab
(Ex): To use this ability,
an octopus 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.
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 per minute as a free
action. The cloud provides total concealment, which the octopus normally uses
to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): An octopus can jet backward once per round
as a full-round action, at a speed of 200 feet. It must move in a straight
line, but does not provoke attacks of opportunity while jetting.
Skills: An octopus can change colors, giving it a
+4 racial bonus on Hide checks. An octopus also can squeeze and contort its
body, giving it a +10 racial bonus on Escape Artist checks. An octopus 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.
OCTOPUS, GIANT
|
Large Animal
(Aquatic) |
Hit Dice: |
8d8+11 (47 hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4
squares), swim 30 ft. |
Armor Class: |
18 (–1 size, +2
Dex, +7 natural), touch 11, flat-footed 16 |
Base
Attack/Grapple: |
+6/+15 |
Attack: |
Tentacle +10
melee (1d4+5) |
Full Attack: |
8 tentacles +10
melee (1d4+5) and bite +5 melee (1d8+2) |
Space/Reach: |
10 ft./10 ft.
(20 ft. with tentacle) |
Special
Attacks: |
Improved grab,
constrict |
Special
Qualities: |
Ink cloud, jet,
low-light vision |
Saves: |
Fort +7, Ref +8,
Will +3 |
Abilities: |
Str 20, Dex 15,
Con 13, Int 2, Wis 12, Cha 3 |
Skills: |
Escape Artist
+12, Hide +12, Listen +4, Spot +6, Swim +13 |
Feats: |
Alertness, Skill
Focus (Hide), Toughness |
Environment: |
Warm aquatic |
Organization: |
Solitary |
Challenge
Rating: |
8 |
Advancement: |
9–12 HD (Large);
13–24 HD (Huge) |
Level
Adjustment: |
— |
These creatures
are aggressive and territorial hunters, with arms reaching 10 feet or more in
length. Their tentacles are studded with barbs and sharp-edged suckers.
Combat
An opponent can
attack a giant octopus’s tentacles with a sunder attempt as if they were
weapons. A giant octopus’s tentacles have 10 hit points each. If a giant
octopus is currently grappling a target with the tentacle that is being
attacked, it usually uses another limb to make its attack of opportunity
against the opponent making the sunder attempt. Severing one of a giant
octopus’s tentacles deals 5 points of damage to the creature. A giant octopus
usually withdraws from combat if it loses four tentacles. The creature regrows
severed limbs in 1d10+10 days.
Constrict (Ex):
A giant octopus deals
2d8+6 points of damage with a successful grapple check.
Improved Grab
(Ex): To use this ability,
a giant octopus must hit an opponent of any size with a tentacle 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 can
constrict.
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 per
minute as a free action. The cloud provides total concealment, which the
octopus normally uses to escape a losing fight. All vision within the cloud is
obscured.
Jet (Ex): A giant octopus can jet backward once per round
as a full-round action, at a speed of 200 feet. It must move in a straight
line, but does not provoke attacks of opportunity while jetting.
Skills: A giant octopus can change colors, giving
it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and
contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant
octopus 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.
OWL
|
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 +14, Move
Silently +17, Spot +6* |
Feats: |
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
Owls swoop quietly
down onto prey, attacking with their powerful talons.
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.
PONY
|
Medium Animal |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
13 (+1 Dex, +2
natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Hoof –3 melee
(1d3*) |
Full Attack: |
2 hooves –3
melee (1d3*) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +4, Ref +4,
Will +0 |
Abilities: |
Str 13, Dex 13,
Con 12, Int 2, Wis 11, Cha 4 |
Skills: |
Listen +5, Spot
+5 |
Feats: |
Endurance |
Environment: |
Temperate plains |
Organization: |
Solitary |
Challenge
Rating: |
1/4 |
Advancement: |
— |
Level
Adjustment: |
— |
The statistics
presented here describe a small horse, under 5 feet tall at the shoulder.
Ponies are otherwise similar to light horses and cannot fight while carrying a
rider.
Combat
*A pony not
trained for war does not normally use its hooves to attack but rather to run.
Its hoof attack is treated as a secondary attack and adds only half the pony’s
Strength bonus to damage.
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.
PONY, WAR
|
Medium Animal |
Hit Dice: |
2d8+4 (13 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
13 (+1 Dex, +2
natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+1/+3 |
Attack: |
Hoof +3 melee
(1d3+2) |
Full Attack: |
2 hooves +3
melee (1d3+2) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +5, Ref +4,
Will +0 |
Abilities: |
Str 15, Dex 13,
Con 14, Int 2, Wis 11, Cha 4 |
Skills: |
Listen +5, Spot
+5 |
Feats: |
Endurance |
Environment: |
Temperate plains |
Organization: |
Domesticated |
Challenge
Rating: |
1/2 |
Advancement: |
— |
Level
Adjustment: |
— |
Warponies are bred
for strength and aggression, and are similar to light warhorses.
Combat
A warpony can
fight while carrying a rider, but the rider cannot also attack unless he or she
succeeds on 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
|
Medium Animal |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+3 |
Speed: |
Swim 80 ft. (16
squares) |
Armor Class: |
15 (+3 Dex, +2
natural), touch 13, flat-footed 12 |
Base
Attack/Grapple: |
+1/+1 |
Attack: |
Slam +4 melee
(2d4) |
Full Attack: |
Slam +4 melee
(2d4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Blindsight 120
ft., hold breath, low-light vision |
Saves: |
Fort +4, Ref +6,
Will +1 |
Abilities: |
Str 11, Dex 17,
Con 13, Int 2, Wis 12, Cha 6 |
Skills: |
Listen +8*, Spot
+7*, Swim +8 |
Feats: |
Weapon Finesse |
Environment: |
Temperate
aquatic |
Organization: |
Solitary, pair,
or school (3–20) |
Challenge
Rating: |
1/2 |
Advancement: |
3–4 HD (Medium);
5–6 HD (Large) |
Level
Adjustment: |
— |
Porpoises are
mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4
to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can
describe any small whale of similar size.
Combat
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.
Hold Breath
(Ex): A porpoise can hold
its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: A porpoise 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. *A
porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are
lost if its blindsight is negated.
RAT
|
Tiny Animal |
Hit Dice: |
1/4 d8 (1 hp) |
Initiative: |
+2 |
Speed: |
15 ft. (3
squares), climb 15 ft., swim 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 2 |
Skills: |
Balance +10,
Climb +12, Hide +14, Move Silently +10, Swim +10 |
Feats: |
Weapon Finesse |
Environment: |
Any |
Organization: |
Plague (10–100) |
Challenge
Rating: |
1/8 |
Advancement: |
— |
Level
Adjustment: |
— |
These omnivorous
rodents thrive almost anywhere.
Combat
Rats usually run
away. They bite only as a last resort.
Skills: Rats have a +4 racial bonus on Hide and
Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks.
A rat can always choose to take 10 on Climb checks, even if rushed or threatened.
A rat uses its Dexterity modifier instead of its Strength modifier for Climb
and Swim checks. A rat 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.
RAVEN
|
Tiny Animal |
Hit Dice: |
1/4 d8 (1 hp) |
Initiative: |
+2 |
Speed: |
10 ft. (2
squares), fly 40 ft. (average) |
Armor Class: |
14 (+2 size, +2
Dex), touch 14, flat-footed 12 |
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 +3, Spot
+5 |
Feats: |
Weapon Finesse |
Environment: |
Temperate
forests |
Organization: |
Solitary |
Challenge
Rating: |
1/6 |
Advancement: |
— |
Level
Adjustment: |
— |
These glossy black
birds are about 2 feet long and have wingspans of about 4 feet. They combine
both claws into a single attack. The statistics presented here can describe
most nonpredatory birds of similar size.
RHINOCEROS
|
Large Animal |
Hit Dice: |
8d8+40 (76 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
16 (–1 size, +7
natural), touch 9, flat-footed 16 |
Base
Attack/Grapple: |
+6/+18 |
Attack: |
Gore +13 melee
(2d6+12) |
Full Attack: |
Gore +13 melee
(2d6+12) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Powerful charge |
Special
Qualities: |
Low-light vision |
Saves: |
Fort +11, Ref
+6, Will +3 |
Abilities: |
Str 26, Dex 10,
Con 21, Int 2, Wis 13, Cha 2 |
Skills: |
Listen +14, Spot
+3 |
Feats: |
Alertness,
Endurance, Improved Natural Attack (gore) |
Environment: |
Warm plains |
Organization: |
Solitary or herd
(2–12) |
Challenge
Rating: |
4 |
Advancement: |
9–12 HD (Large);
13–24 HD (Huge) |
Level
Adjustment: |
— |
The rhinoceros is
infamous for its bad temper and willingness to charge intruders.
The statistics
presented here are based on the African black rhino, which is 6 to 14 feet
long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These
statistics can describe any herbivore of similar size and similar natural
weapons (antlers, horns, tusks, or the like).
Combat
When it is
harassed or annoyed, a rhinoceros lowers its head and charges.
Powerful Charge
(Ex): A rhinoceros deals
4d6+24 points of damage when it makes a charge.
SHARK
|
Shark, Medium |
Shark, Large |
Shark, Huge |
|
Medium Animal
(Aquatic) |
Large Animal
(Aquatic) |
Huge Animal
(Aquatic) |
Hit Dice: |
3d8+3 (16 hp) |
7d8+7 (38 hp) |
10d8+20 (65 hp) |
Initiative: |
+2 |
+6 |
+6 |
Speed: |
Swim 60 ft. (12
squares) |
Swim 60 ft. (12
squares) |
Swim 60 ft. (12
squares) |
Armor Class: |
15 (+2 Dex, +3
natural), touch 12, flat-footed 13 |
15 (–1 size, +2
Dex, +4 natural), touch 11, flat-footed 13 |
15 (–2 size, +2
Dex, +5 natural), touch 10, flat-footed 13 |
Base
Attack/Grapple: |
+2/+3 |
+5/+12 |
+7/+20 |
Attack: |
Bite +4 melee
(1d6+1) |
Bite +7 melee
(1d8+4) |
Bite +10 melee
(2d6+7) |
Full Attack: |
Bite +4 melee
(1d6+1) |
Bite +7 melee
(1d8+4) |
Bite +10 melee
(2d6+7) |
Space/Reach: |
5 ft./5 ft. |
10 ft./5 ft. |
15 ft./10 ft. |
Special
Attacks: |
— |
— |
— |
Special
Qualities: |
Blindsense, keen
scent |
Blindsense, keen
scent |
Blindsense, keen
scent |
Saves: |
Fort +4, Ref +5,
Will +2 |
Fort +8, Ref +7,
Will +3 |
Fort +11, Ref
+9, Will +4 |
Abilities: |
Str 13, Dex 15,
Con 13, Int 1, Wis 12, Cha 2 |
Str 17, Dex 15,
Con 13, Int 1, Wis 12, Cha 2 |
Str 21, Dex 15,
Con 15, Int 1, Wis 12, Cha 2 |
Skills: |
Listen +6, Spot
+6, Swim +9 |
Listen +8, Spot
+7, Swim +11 |
Listen +10, Spot
+10, Swim +13 |
Feats: |
Alertness,
Weapon Finesse |
Alertness, Great
Fortitude, Improved Initiative |
Alertness, Great
Fortitude, Improved Initiative, Iron Will |
Environment: |
Cold aquatic |
Cold aquatic |
Cold aquatic |
Organization: |
Solitary, school
(2–5), or pack (6–11) |
Solitary, school
(2–5), or pack (6–11) |
Solitary, school
(2–5), or pack (6–11) |
Challenge
Rating: |
1 |
2 |
4 |
Advancement: |
4–6 HD (Medium) |
8–9 HD (Large) |
11–17 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
These carnivorous
fish are aggressive and liable to make unprovoked attacks against anything that
approaches them. Smaller sharks are from 5 to 8 feet long and not usually
dangerous to creatures other than their prey. Large sharks can reach around 15
feet in length and are a serious threat. Huge sharks are true monsters, like
great whites, that can exceed 20 feet in length.
Combat
Sharks circle and
observe potential prey, then dart in and bite with their powerful jaws.
Blindsense
(Ex): A shark can locate
creatures underwater within a 30-foot radius. This ability works only when the
shark is underwater.
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.
Skills: A shark 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.
SNAKE
Snakes usually are
not aggressive and flee when confronted.
Skills: Snakes have a +4 racial bonus on Hide,
Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A
snake can always choose to take 10 on a Climb check, even if rushed or
threatened. Snakes use either their Strength modifier or Dexterity modifier for
Climb checks, whichever is higher. A snake 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.
Constrictor Snake
|
Medium Animal |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4
squares), climb 20 ft., swim 20 ft. |
Armor Class: |
15 (+3 Dex, +2
natural), touch 13, flat-footed 12 |
Base
Attack/Grapple: |
+2/+5 |
Attack: |
Bite +5 melee
(1d3+4) |
Full Attack: |
Bite +5 melee
(1d3+4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Constrict 1d3+4,
improved grab |
Special
Qualities: |
Scent |
Saves: |
Fort +4, Ref +6,
Will +2 |
Abilities: |
Str 17, Dex 17,
Con 13, Int 1, Wis 12, Cha 2 |
Skills: |
Balance +11,
Climb +14, Hide +10, Listen +7, Spot +7, Swim +11 |
Feats: |
Alertness,
Toughness |
Environment: |
Warm forests |
Organization: |
Solitary |
Challenge
Rating: |
2 |
Advancement: |
4–5 HD (Medium);
6–10 HD (Large) |
Level
Adjustment: |
— |
Constrictor snakes
usually are not aggressive and flee when confronted. They hunt for food but do
not attempt to make a meal out of any creature that is too large to constrict.
Combat
Constrictor snakes
hunt by grabbing prey with their mouths and then squeezing it with their
powerful bodies.
Constrict (Ex): On a successful grapple check, a
constrictor snake deals 1d3+4 points of damage.
Improved Grab
(Ex): To use this ability,
a constrictor snake must hit with its bite 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 can constrict.
Constrictor Snake,
Giant
|
Huge Animal |
Hit Dice: |
11d8+14 (63 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4
squares), climb 20 ft., swim 20 ft. |
Armor Class: |
15 (–2 size, +3
Dex, +4 natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+8/+23 |
Attack: |
Bite +13 melee
(1d8+10) |
Full Attack: |
Bite +13 melee
(1d8+10) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Constrict
1d8+10, improved grab |
Special
Qualities: |
Scent |
Saves: |
Fort +8, Ref
+10, Will +4 |
Abilities: |
Str 25, Dex 17,
Con 13, Int 1, Wis 12, Cha 2 |
Skills: |
Balance +11,
Climb +17, Hide +10, Listen +9, Spot +9, Swim +16 |
Feats: |
Alertness,
Endurance, Skill Focus (Hide), Toughness |
Environment: |
Warm forests |
Organization: |
Solitary |
Challenge
Rating: |
5 |
Advancement: |
12–16 HD (Huge);
17–33 HD (Gargantuan) |
Level
Adjustment: |
— |
Giant constrictor
snakes are more aggressive than their smaller cousins, principally because they
need a great amount of food to survive.
Viper Snake
|
Snake, Tiny
Viper |
Snake, Small
Viper |
|
Tiny Animal |
Small Animal |
Hit Dice: |
1/4 d8 (1 hp) |
1d8 (4 hp) |
Initiative: |
+3 |
+3 |
Speed: |
15 ft. (3
squares), climb 15 ft., swim 15 ft. |
20 ft. (4
squares), climb 20 ft., swim 20 ft. |
Armor Class: |
17 (+2 size, +3
Dex, +2 natural), touch 15, flat-footed 14 |
17 (+1 size, +3
Dex, +3 natural), touch 14, flat-footed 14 |
Base
Attack/Grapple: |
+0/–11 |
+0/–6 |
Attack: |
Bite +5 melee (1
plus poison) |
Bite +4 melee
(1d2–2 plus poison) |
Full Attack: |
Bite +5 melee (1
plus poison) |
Bite +4 melee
(1d2–2 plus poison) |
Space/Reach: |
2-1/2 ft./0 ft. |
5 ft./5 ft. |
Special
Attacks: |
Poison |
Poison |
Special
Qualities: |
Scent |
Scent |
Saves: |
Fort +2, Ref +5,
Will +1 |
Fort +2, Ref +5,
Will +1 |
Abilities: |
Str 4, Dex 17,
Con 11, Int 1, Wis 12, Cha 2 |
Str 6, Dex 17,
Con 11, Int 1, Wis 12, Cha 2 |
Skills: |
Balance +11,
Climb +11, Hide +15, Listen +6, Spot +6, Swim +5 |
Balance +11,
Climb +11, Hide +11, Listen +7, Spot +7, Swim +6 |
Feats: |
Weapon Finesse |
Weapon Finesse |
Environment: |
Temperate
marshes |
Temperate
marshes |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
1/3 |
1/2 |
Advancement: |
— |
— |
Level
Adjustment: |
— |
— |
|
Snake, Medium
Viper |
Snake, Large
Viper |
Snake, Huge
Viper |
|
Medium Animal |
Large Animal |
Huge Animal |
Hit Dice: |
2d8 (9 hp) |
3d8 (13 hp) |
6d8+6 (33 hp) |
Initiative: |
+3 |
+7 |
+6 |
Speed: |
20 ft. (4
squares), climb 20 ft., swim 20 ft. |
20 ft. (4
squares), climb 20 ft., swim 20 ft. |
20 ft. (4
squares), climb 20 ft., swim 20 ft. |
Armor Class: |
16 (+3 Dex, +3
natural), touch 13, flat-footed 13 |
15 (–1 size, +3
Dex, +3 natural), touch 12, flat-footed 12 |
15 (–2 size, +2
Dex, +5 natural), touch 10, flat-footed 15 |
Base
Attack/Grapple: |
+1/+0 |
+2/+6 |
+4/+15 |
Attack: |
Bite +4 melee
(1d4–1 plus poison) |
Bite +4 melee
(1d4 plus poison) |
Bite +6 melee
(1d6+4 plus poison) |
Full Attack: |
Bite +4 melee
(1d4–1 plus poison) |
Bite +4 melee
(1d4 plus poison) |
Bite +6 melee
(1d6+4 plus poison) |
Space/Reach: |
5 ft./5 ft. |
10 ft./5 ft. |
15 ft./10 ft. |
Special
Attacks: |
Poison |
Poison |
Poison |
Special
Qualities: |
Scent |
Scent |
Scent |
Saves: |
Fort +3, Ref +6,
Will +1 |
Fort +3, Ref +6,
Will +2 |
Fort +6, Ref +7,
Will +3 |
Abilities: |
Str 8, Dex 17,
Con 11, Int 1, Wis 12, Cha 2 |
Str 10, Dex 17,
Con 11, Int 1, Wis 12, Cha 2 |
Str 16, Dex 15,
Con 13, Int 1, Wis 12, Cha 2 |
Skills: |
Balance +11,
Climb +11, Hide +12, Listen +5, Spot +5, Swim +7 |
Balance +11,
Climb +11, Hide +8, Listen +5, Spot +6, Swim +8 |
Balance +10,
Climb +11, Hide +3, Listen +7, Spot +7, Swim +11 |
Feats: |
Weapon Finesse |
Improved
Initiative, Weapon Finesse |
Improved
Initiative, Run, Weapon Focus (bite) |
Environment: |
Temperate marshes |
Temperate
marshes |
Temperate
marshes |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
1 |
2 |
3 |
Advancement: |
— |
— |
7–18 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
These creatures
range widely in size. They are not particularly aggressive, but will often lash
out with a bite attack before attempting to retreat.
Combat
Viper snakes rely
on their venomous bite to kill prey and defend themselves.
Poison (Ex): A
viper snake has a poisonous bite that deals initial and secondary damage of 1d6
Con. The save DC varies by the snake’s size, as shown on the table below. The
save DCs are Constitution-based.
Size |
Fort DC |
Tiny |
10 |
Small |
10 |
Medium |
11 |
Large |
11 |
Huge |
14 |
SQUID
|
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
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
SQUID, GIANT
|
Huge Animal
(Aquatic) |
Hit Dice: |
12d8+18 (72 hp) |
Initiative: |
+3 |
Speed: |
Swim 80 ft. (16
squares) |
Armor Class: |
17 (–2 size, +3
Dex, +6 natural), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+9/+29 |
Attack: |
Tentacle +15
melee (1d6+8) |
Full Attack: |
10 tentacles +15
melee (1d6+8) and bite +10 melee (2d8+4) |
Space/Reach: |
15 ft./15 ft.
(30 ft. with tentacle) |
Special
Attacks: |
Constrict 1d6+8,
improved grab |
Special
Qualities: |
Ink cloud, jet,
low-light vision |
Saves: |
Fort +9, Ref
+11, Will +5 |
Abilities: |
Str 26, Dex 17,
Con 13, Int 1, Wis 12, Cha 2 |
Skills: |
Listen +10, Spot
+11, Swim +16 |
Feats: |
Alertness,
Diehard, Endurance, Toughness (2) |
Environment: |
Temperate
aquatic |
Organization: |
Solitary |
Challenge
Rating: |
9 |
Advancement: |
13–18 HD (Huge);
19–36 HD (Gargantuan) |
Level
Adjustment: |
— |
These voracious
creatures can have bodies more than 20 feet long and attack almost anything
they meet.
Combat
An opponent can
attack a giant squid’s tentacles with a sunder attempt as if they were weapons.
A giant squid’s tentacles have 10 hit points each. If a giant squid is
currently grappling a target with the tentacle that is being attacked, it
usually uses another limb to make its attack of opportunity against the
opponent making the sunder attempt. Severing one of a giant squid’s tentacles
deals 5 points of damage to the creature. A giant squid usually withdraws from
combat if it loses five tentacles. The creature regrows severed limbs in
1d10+10 days.
Constrict (Ex):
A giant squid deals 1d6+8
points of damage with a successful grapple check.
Improved Grab
(Ex): To use this ability,
a giant squid must hit an opponent of any size with a tentacle 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 can constrict.
*A giant squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex):
A giant squid can emit a
cloud of jet-black ink 20 feet high by 20 feet wide by 20 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 giant squid can jet backward once per
round as a full-round action, at a speed of 320 feet. It must move in a
straight line, but does not provoke attacks of opportunity while jetting.
Skills: A giant 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.
TIGER
|
Large Animal |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
14 (–1 size, +2
Dex, +3 natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+4/+14 |
Attack: |
Claw +9 melee (1d8+6) |
Full Attack: |
2 claws +9 melee
(1d8+6) and bite +4 melee (2d6+3) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Improved grab,
pounce, rake 1d8+3 |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +8, Ref +7,
Will +3 |
Abilities: |
Str 23, Dex 15,
Con 17, Int 2, Wis 12, Cha 6 |
Skills: |
Balance +6, Hide
+3*, Listen +3, Move Silently +9, Spot +3, Swim +11 |
Feats: |
Alertness, Improved Natural
Weapon (bite), and Improved Natural Weapon (claw). |
Environment: |
Warm forests |
Organization: |
Solitary |
Challenge
Rating: |
4 |
Advancement: |
7–12 HD (Large);
13–18 HD (Huge) |
Level
Adjustment: |
— |
These great cats
stand more than 3 feet tall at the shoulder and are about 9 feet long. They
weigh from 400 to 600 pounds.
Combat
Improved Grab
(Ex): To use this ability,
a tiger must hit with a claw or bite 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 can rake.
Pounce (Ex): If a tiger charges a foe, it can make a
full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance,
Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth,
the Hide bonus improves to +8.
TOAD
|
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.
Skills: A toad’s coloration gives it a +4 racial
bonus on Hide checks.
WEASEL
|
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 +10,
Climb +10, Hide +11, Move Silently +8, Spot +3 |
Feats: |
Weapon Finesse |
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 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.
WHALE
Some varieties of
these seagoing mammals are among the largest animals known. Relatively small
whales (such as the orca presented here) can be vicious predators, attacking
virtually anything they detect.
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.
Hold Breath
(Ex): A whale can hold its
breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.
Skills: A whale 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. *A whale has a +4
racial bonus on Spot and Listen checks. These bonuses are lost if its
blindsight is negated.
|
Baleen Whale |
|
Gargantuan
Animal |
Hit Dice: |
12d8+78 (132 hp) |
Initiative: |
+1 |
Speed: |
Swim 40 ft. (8
squares) |
Armor Class: |
16 (–4 size, +1
Dex, +9 natural), touch 7, flat-footed 15 |
Base
Attack/Grapple: |
+9/+33 |
Attack: |
Tail slap +17
melee (1d8+18) |
Full Attack: |
Tail slap +17
melee (1d8+18) |
Space/Reach: |
20 ft./15 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Blindsight 120
ft., hold breath, low-light vision |
Saves: |
Fort +14, Ref
+9, Will +5 |
Abilities: |
Str 35, Dex 13,
Con 22, Int 2, Wis 12, Cha 6 |
Skills: |
Listen +15*,
Spot +14*, Swim +20 |
Feats: |
Alertness, Diehard, Endurance, Toughness (2) |
Environment: |
Warm aquatic |
Organization: |
Solitary |
Challenge
Rating: |
6 |
Advancement: |
13–18 HD
(Gargantuan); 19–36 HD (Colossal) |
Level
Adjustment: |
— |
The statistics
here describe a plankton-feeding whale between 30 and 60 feet long, such as
gray, humpback, and right whales. These massive creatures are surprisingly
gentle. If harassed or provoked, they are as likely to flee as they are to
retaliate.
|
Cachalot Whale |
|
Gargantuan
Animal |
Hit Dice: |
12d8+87 (141 hp) |
Initiative: |
+1 |
Speed: |
Swim 40 ft. (8
squares) |
Armor Class: |
16 (–4 size, +1
Dex, +9 natural), touch 7, flat-footed 15 |
Base
Attack/Grapple: |
+9/+33 |
Attack: |
Bite +17 melee
(4d6+12) |
Full Attack: |
Bite +17 melee
(4d6+12) and tail slap +12 melee (1d8+6) |
Space/Reach: |
20 ft./15 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Blindsight 120
ft., hold breath, low-light vision |
Saves: |
Fort +15, Ref
+9, Will +6 |
Abilities: |
Str 35, Dex 13,
Con 24, Int 2, Wis 14, Cha 6 |
Skills: |
Listen +15*,
Spot +14*, Swim +20 |
Feats: |
Alertness,
Diehard, Endurance, Improved Natural Attack (bite), Toughness |
Environment: |
Temperate
aquatic |
Organization: |
Solitary or pod
(6–11) |
Challenge
Rating: |
7 |
Advancement: |
13–18 HD
(Gargantuan); 19–36 HD (Colossal) |
Level
Adjustment: |
— |
Also known as
sperm whales, these creatures can be up to 60 feet long. They prey on giant
squids.
|
Orca |
|
Huge Animal |
Hit Dice: |
9d8+48 (88 hp) |
Initiative: |
+2 |
Speed: |
Swim 50 ft. (10
squares) |
Armor Class: |
16 (–2 size, +2
Dex, +6 natural), touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+6/+22 |
Attack: |
Bite +12 melee
(2d6+12) |
Full Attack: |
Bite +12 melee
(2d6+12) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Blindsight 120
ft., hold breath, low-light vision |
Saves: |
Fort +11, Ref
+8, Will +5 |
Abilities: |
Str 27, Dex 15,
Con 21, Int 2, Wis 14, Cha 6 |
Skills: |
Listen +14*,
Spot +14*, Swim +16 |
Feats: |
Alertness,
Endurance, Run, Toughness |
Environment: |
Cold aquatic |
Organization: |
Solitary or pod
(6–11) |
Challenge
Rating: |
5 |
Advancement: |
10–13 HD (Huge);
14–27 HD (Gargantuan) |
Level
Adjustment: |
— |
These ferocious
creatures are about 30 feet long. They eat fish, squid, seals, and other
whales.
WOLF
|
Medium Animal |
Hit Dice: |
2d8+4 (13 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
14 (+2 Dex, +2
natural), touch 12, flat-footed 12 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Bite +3 melee
(1d6+1) |
Full Attack: |
Bite +3 melee
(1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Trip |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +5, Ref +5,
Will +1 |
Abilities: |
Str 13, Dex 15,
Con 15, Int 2, Wis 12, Cha 6 |
Skills: |
Hide +2, Listen
+3, Move Silently +3, Spot +3, Survival +1* |
Feats: |
TrackB,
Weapon Focus (bite) |
Environment: |
Temperate
forests |
Organization: |
Solitary, pair,
or pack (7–16) |
Challenge
Rating: |
1 |
Advancement: |
3 HD (Medium);
4–6 HD (Large) |
Level
Adjustment: |
— |
Wolves are pack
hunters known for their persistence and cunning.
Combat
A favorite tactic
is to send a few individuals against the foe’s front while the rest of the pack
circles and attacks from the flanks or rear.
Trip (Ex): A wolf that hits with a bite attack can
attempt to trip the opponent (+1 check modifier) 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 have a +4 racial bonus on Survival
checks when tracking by scent.
WOLVERINE
|
Medium Animal |
Hit Dice: |
3d8+15 (28 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), burrow 10 ft., climb 10 ft. |
Armor Class: |
14 (+2 Dex, +2
natural), touch 12, flat-footed 12 |
Base
Attack/Grapple: |
+2/+4 |
Attack: |
Claw +4 melee
(1d4+2) |
Full Attack: |
2 claws +4 melee
(1d4+2) and bite –1 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Rage |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +7, Ref +5,
Will +2 |
Abilities: |
Str 14, Dex 15,
Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Climb +10,
Listen +6, Spot +6 |
Feats: |
Alertness,
Toughness, TrackB |
Environment: |
Cold forests |
Organization: |
Solitary |
Challenge
Rating: |
2 |
Advancement: |
4–5 HD (Large) |
Level
Adjustment: |
— |
These creatures
are similar to badgers but are bigger, stronger, and even more ferocious.
COMBAT
Rage (Ex): A wolverine that takes damage in combat
flies into a berserk rage on its next turn, clawing and biting madly until
either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution,
and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.