New West Animals
This document describes the animals the party may encounter during the
New West adventure. It will be used to create encounter charts that are
specific to area the party is travelling through. Please note that the
animal names in some cases have been modified to fit the western
terrain; a lion becomes a mountain lion for instance.
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.
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: |
¼ 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:
Natural Attack (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.
>
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DIRE ANIMAL
Dire animals are larger, tougher, meaner versions of ordinary
animals. Each kind tends to have a feral, prehistoric, or even demonic
appearance.
DIRE APE
|
Large Animal |
Hit Dice: |
5d8+13 (35 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares), climb 15 ft. |
Armor Class: |
15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: |
+3/+13 |
Attack: |
Claw +8 melee (1d6+6) |
Full Attack: |
2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Rend 2d6+9 |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +6, Ref +6, Will +5 |
Abilities: |
Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7 |
Skills: |
Climb
+14, Listen
+5, Move
Silently +4, Spot
+6 |
Feats: |
Alertness, Toughness |
Environment: |
Warm forests |
Organization: |
Solitary or company (5–8) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–15 HD (Large) |
Level Adjustment: |
-- |
A dire ape stands about 9 feet tall and weighs from 800 to 1,200
pounds.
Combat
Dire apes attack anything that enters their territory, even other
dire apes. If an opponent’s armor foils a dire ape’s
attacks, the
creature will attempt to grapple and pin, then rend
the prone opponent.
Rend (Ex): A dire ape that hits with both claw attacks
latches onto the opponent’s body and tears the flesh. This
attack
automatically deals an extra 2d6+12 points of damage.
Skills: Dire apes have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb
checks, even if
rushed or threatened.
DIRE BADGER
|
Medium Animal |
Hit Dice: |
3d8+15 (28 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6 squares), burrow 10 ft. |
Armor Class: |
16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
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 +6, Will +4 |
Abilities: |
Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Listen
+6, Spot
+6 |
Feats: |
Alertness, Toughness, TrackB |
Environment: |
Temperate forests |
Organization: |
Solitary or cete (2–5) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4–9 HD (Large) |
Level Adjustment: |
-- |
These vicious creatures tolerate no intrusions. They cannot burrow
into solid rock, but can move through just about any material softer
than that. A dire badger usually leaves behind a usable
tunnel 5 feet in diameter when burrowing unless the material
it’s
moving through is very loose.
A dire badger is from 5 to 7 feet in length and can weigh up to 500
pounds.
Combat
Dire badgers attack with their sharp claws and teeth.
Rage (Ex): A dire 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 Strength,
+4 Constitution,
and –2 AC. The creature cannot end its rage voluntarily.
DIRE BAT
|
Large Animal |
Hit Dice: |
4d8+12 (30 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4 squares), fly 40 ft. (good) |
Armor Class: |
20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 |
Base Attack/Grapple: |
+3/+10 |
Attack: |
Bite +5 melee (1d8+4) |
Full Attack: |
Bite +5 melee (1d8+4) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
-- |
Special Qualities: |
Blindsense 40 ft. |
Saves: |
Fort +7, Ref +10, Will +6 |
Abilities: |
Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 |
Skills: |
Hide
+4, Listen
+12*, Move
Silently +11, Spot
+8* |
Feats: |
Alertness, Stealthy |
Environment: |
Temperate deserts |
Organization: |
Solitary or colony (5–8) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
5–12 HD (Large) |
Level Adjustment: |
-- |
A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
Combat
Dire bats swoop down upon unsuspecting prey from above.
Blindsense (Ex): A dire bat uses echolocation to pinpoint
creatures within 40 feet. Opponents still have total concealment
against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot
and Listen
checks. These bonuses are lost if its blindsense is
negated.
DIRE BEAR
|
Large Animal |
Hit Dice: |
12d8+51 (105 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
Base Attack/Grapple: |
+9/+23 |
Attack: |
Claw +19 melee (2d4+10) |
Full Attack: |
2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Improved grab |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +12, Ref +9, Will +9 |
Abilities: |
Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Listen
+10, Spot
+10, Swim
+13 |
Feats: |
Alertness, Endurance, Run, Toughness, Weapon
Focus (claw) |
Environment: |
Cold forests |
Organization: |
Solitary or pair |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
13–16 HD (Large); 17–36 HD (Huge) |
Level Adjustment: |
-- |
The omnivorous dire bear usually does not bother creatures that try
to avoid it, but will aggressively defend a kill or other source of
food. It will not hesitate to rip apart anything that might
contain something edible.
A typical dire bear is 12 feet long and weighs as much as 8,000
pounds.
Combat
A dire bear attacks by tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, a dire 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.
DIRE BOAR
|
Large Animal |
Hit Dice: |
7d8+21 (52 hp) |
Initiative: |
+0 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
15 (–1 size, +6 natural), touch 9, flat-footed 15 |
Base Attack/Grapple: |
+5/+17 |
Attack: |
Gore +12 melee (1d8+12) |
Full Attack: |
Gore +12 melee (1d8+12) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Ferocity |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +8, Ref +5, Will +8 |
Abilities: |
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8 |
Skills: |
Listen
+8, Spot
+8 |
Feats: |
Alertness, Endurance, Iron
Will |
Environment: |
Temperate forests |
Organization: |
Solitary or herd (5–8) |
Challenge Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
8–16 HD (Large); 17–21 HD (Huge) |
Level Adjustment: |
-- |
Dire boars are omnivorous and spend most of their time rooting
around, much as ordinary pigs do. They viciously attack anything that
approaches them, however.
Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
Combat
A dire boar charges its opponent, trying to rip the target open with
its tusks.
Ferocity (Ex): A dire boar is such a tenacious combatant that
it continues to fight without penalty even while disabled or dying.
DIRE LION
|
Large Animal |
Hit Dice: |
8d8+24 (60 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: |
+6/+17 |
Attack: |
Claw +13 melee (1d6+7) |
Full Attack: |
2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Improved grab, pounce, rake 1d6+3 |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +9, Ref +8, Will +7 |
Abilities: |
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide
+2*, Listen
+7, Move
Silently +5, Spot
+7 |
Feats: |
Alertness, Run, Weapon
Focus (claw) |
Environment: |
Warm plains |
Organization: |
Solitary, pair, or pride (6–10) |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
9–16 HD (Large); 17–24 HD (Huge) |
Level Adjustment: |
-- |
Dire lions are patient hunters, just like their smaller cousins, but
apt to take on bigger prey.
Dire lions grow to be up to 15 feet long and weigh up to 3,500
pounds.
Combat
A dire lion attacks by running at prey, leaping, and clawing and
biting as it rakes with its rear claws. It often jumps onto a creature
larger than itself.
Improved Grab (Ex): To use this ability, a dire 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.
Pounce (Ex): If a dire lion charges, it can make a full
attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Dire lions have a +4 racial bonus on Hide
and Move
Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide
bonus improves to +8.
DIRE RAT
|
Small Animal |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8 squares), climb 20 ft. |
Armor Class: |
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 |
Base Attack/Grapple: |
+0/–4 |
Attack: |
Bite +4 melee (1d4 plus disease) |
Full Attack: |
Bite +4 melee (1d4 plus disease) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Disease |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +3, Ref +5, Will +3 |
Abilities: |
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4 |
Skills: |
Climb
+11, Hide
+8, Listen
+4, Move
Silently +4, Spot
+4, Swim
+11 |
Feats: |
Alertness, Weapon
FinesseB |
Environment: |
Any |
Organization: |
Solitary or pack (11–20) |
Challenge Rating: |
1/3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
2–3 HD (Small); 4–6 HD (Medium) |
Level Adjustment: |
-- |
Dire rats are omnivorous scavengers, but will attack to defend their
nests and territories.
A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.
Combat
Dire rat packs attack fearlessly, biting and chewing with their
sharp incisors.
Disease (Ex): Filth fever—bite, Fortitude DC 11,
incubation
period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is
Constitution-based.
Skills: Dire rats have a +8 racial bonus on Swim
checks. Dire rats have a +8 racial bonus on Climb
checks and can always
choose to take 10 on Climb
checks, even if rushed or threatened.
Dire rats use their Dexterity
modifier for Climb
and Swim
checks.
DIRE SHARK
|
Huge Animal (Aquatic) |
Hit Dice: |
18d8+66 (147 hp) |
Initiative: |
+2 |
Speed: |
Swim
60 ft. (12 squares) |
Armor Class: |
17 (–2 size, +2 Dex, +7 natural), touch 10, flat-footed 15 |
Base Attack/Grapple: |
+13/+27 |
Attack: |
Bite +18 melee (2d8+9) |
Full Attack: |
Bite +18 melee (2d8+9) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Improved grab, swallow whole |
Special Qualities: |
Keen scent |
Saves: |
Fort +14, Ref +13, Will +12 |
Abilities: |
Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10 |
Skills: |
Listen
+12, Spot
+11, Swim
+14 |
Feats: |
Improved
Natural Attack (bite), Toughness
(4), Weapon
Focus
(bite) |
Environment: |
Cold aquatic |
Organization: |
Solitary or school (2–5) |
Challenge Rating: |
9 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
19–32 (Huge); 33–54 (Gargantuan) |
Level Adjustment: |
-- |
Dire sharks attack anything they perceive to be edible, even larger
creatures.
This monstrous fish can grow to a length of 25 feet and weigh more
than 20,000 pounds.
Combat
Dire sharks bite with their powerful jaws, swallowing smaller
creatures in one gulp.
Improved Grab (Ex): To use this ability, a dire shark 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 try to swallow
the foe in the following round.
Swallow Whole (Ex): A dire shark can try to swallow a grabbed
opponent of up to one size smaller by making a successful grapple
check. Once inside, the opponent takes 2d6+6 points of
bludgeoning damage plus 1d8+4 points of acid damage per round from the
shark’s digestive juices. A swallowed creature can cut its way
out
using a light slashing or piercing weapon by dealing 25
points of damage to the shark’s digestive tract (AC 13). Once
the
creature exits, muscular action closes the hole; another swallowed
opponent must cut its own way out.
A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small,
32
Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Keen Scent (Ex): A dire shark can notice creatures by scent
in a 180-foot radius and can detect blood in the water at a range of up
to 1 mile.
Skills: A dire 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.
DIRE TIGER
|
Large Animal |
Hit Dice: |
16d8+48 (120 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: |
+12/+24 |
Attack: |
Claw +20 melee (2d4+8) |
Full Attack: |
2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Improved grab, pounce, rake 2d4+4 |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +13, Ref +12, Will +11 |
Abilities: |
Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide
+7*, Jump
+14, Listen
+6, Move
Silently +11, Spot
+7, Swim
+10 |
Feats: |
Alertness, Improved
Natural Attack (claw), Improved
Natural Attack (bite), Run, Stealthy, Weapon
Focus (claw) |
Environment: |
Warm forests |
Organization: |
Solitary or pair |
Challenge Rating: |
8 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
17–32 HD (Large); 33–48 (Huge) |
Level Adjustment: |
-- |
Dire tigers prey on just about anything that moves. They will
patiently stalk a potential meal, striking whenever the creature lets
down its guard.
Dire tigers grow to be over 12 feet long and can weigh up to 6,000
pounds.
Combat
A dire tiger attacks by running at prey, leaping, and clawing and
biting as it rakes with its rear claws.
Improved Grab (Ex): To use this ability, a dire tiger 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 dire tiger charges, it can make a full
attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Skills: Dire tigers have a +4 racial bonus on Hide
and Move
Silently checks. *In areas of tall grass or heavy
undergrowth, the Hide
bonus improves to +8.
DIRE WEASEL
|
Medium Animal |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+4 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
16 (+4 Dex, +2 natural), touch 14, flat-footed 12 |
Base Attack/Grapple: |
+2/+4 |
Attack: |
Bite +6 melee (1d6+3) |
Full Attack: |
Bite +6 melee (1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Attach, blood drain |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +3, Ref +7, Will +4 |
Abilities: |
Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11 |
Skills: |
Hide
+8, Listen
+3, Move
Silently +8, Spot
+5 |
Feats: |
Alertness, Stealthy
, Weapon
FinesseB |
Environment: |
Temperate hills |
Organization: |
Solitary or pair |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4–6 HD (Medium); 7–9 HD (Large) |
Level Adjustment: |
-- |
Dire weasels grow to be up to 10 feet long and can reach a weight of
700 pounds.
Combat
Dire weasels stalk their prey in the dark and then leap on it,
biting and clawing.
Attach (Ex): A dire weasel that hits with its bite attack
latches onto the opponent’s body with its powerful jaws. An
attached
dire weasel loses its Dexterity
bonus to AC and thus has an AC of 12. An attached dire weasel can be
struck with a weapon or grappled itself. To remove an attached dire
weasel through
grappling, the opponent must achieve a pin against the creature.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points
of Constitution
damage each round it remains attached.
DIRE WOLF
|
Large Animal |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
Base Attack/Grapple: |
+4/+15 |
Attack: |
Bite +11 melee (1d8+10) |
Full Attack: |
Bite +11 melee (1d8+10) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Trip |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +8, Ref +7, Will +6 |
Abilities: |
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide
+0, Listen
+7, Move
Silently +4, Spot
+7, Survival
+2* |
Feats: |
Alertness, Run, TrackB, Weapon
Focus
(bite) |
Environment: |
Temperate forests |
Organization: |
Solitary or pack (5–8) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
7–18 HD (Large) |
Level Adjustment: |
-- |
Dire wolves are efficient pack hunters that will kill anything they
can catch.
Dire wolves are mottled gray or black, about 9 feet long and
weighing some 800 pounds.
Combat
Dire wolves prefer to attack in packs, surrounding and flanking a
foe when they can.
Trip (Ex): A dire wolf that hits with a bite attack can
attempt to trip its opponent (+11 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 dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide,
Listen,
Move
Silently,
and Spot
checks.
*It also has a +4 racial bonus on Survival
checks when tracking by scent.
DIRE WOLVERINE
|
Large Animal |
Hit Dice: |
5d8+23 (45 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6 squares), climb 10 ft. |
Armor Class: |
16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 |
Base Attack/Grapple: |
+3/+13 |
Attack: |
Claw +8 melee (1d6+6) |
Full Attack: |
2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Rage |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +8, Ref +7, Will +5 |
Abilities: |
Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Climb
+14, Listen
+7, Spot
+7 |
Feats: |
Alertness, Toughness, TrackB |
Environment: |
Cold forests |
Organization: |
Solitary or pair |
Challenge Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–15 HD (Large) |
Level Adjustment: |
-- |
Dire wolverines grow to about 12 feet in length and can weigh as
much as 2,000 pounds.
Combat
Dire wolverines attack opponents wantonly, fearing no other
creatures.
Rage (Ex): A dire 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. An enraged dire
wolverine gains +4 Strength,
+4 Constitution,
and –2 AC. The creature cannot end its rage voluntarily.
Skills: A dire wolverine has a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb
checks, even
if rushed or threatened.