|
|
|
Monsters
Animals
This section provides statistics and basic information for
many common kinds of mundane animals. These creatures generally operate
on instinct, driven by simple needs such as food and reproduction. Most
animals, even predators, do not attack unless they or their young are
threatened.
Animals are not capable of detailed reasoning, although with
the Handle Animal skill it is possible to tame an animal and teach it
to perform certain tricks.
Some herbivorous animals do not normally use their natural
weapons to attack. As such, their natural weapons are treated as
secondary attacks. The animal’s attack and damage entries note this
fact, with an explanatory footnote.
Animal Traits: An animal possesses the following traits
(unless otherwise noted in a creature’s entry).
—Intelligence score of 1 or 2 (no creature with an
Intelligence score of 3 or higher can be an animal).
—Low-light vision.
—Alignment: Always neutral. Animals are not governed by a
human sense of morality.
—Treasure: None. Animals never possess treasure.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Medium Animal Hit Dice: 3d8+6 (19 hp) Initiative: +4 Speed: 40 ft (8 squares), climb
20 ft. Armor Class: 15 (+4 Dex,
+1
natural), touch 14, flat-footed 11 Base
Attack/Grapple: +2/+5 Attack:
Bite +6 melee (1d6+3) Full Attack:
Bite +6 melee
(1d6+3) and 2 claws +1 melee (1d3+1) Space/Reach:
5 ft./5 ft. Special Attacks:
Improved grab,
pounce, rake 1d3+1 Special Qualities:
Low-light
vision, scent Saves: Fort +5,
Ref +7, Will +2 Abilities: Str
16, Dex 19, Con
15, Int 2, Wis 12, Cha 6 Skills:
Balance
+12, Climb
+11, Hide +8*,
Jump +11, Listen +6, Move Silently +8, Spot +6 Feats: Alertness, Weapon Finesse Environment: Warm forests Organization: Solitary or pair Challenge Rating: 2 Advancement: 4–5 HD (Medium) Level Adjustment: —
These jungle cats are about 4 feet long and weigh about 120
pounds. They usually hunt at night.
The statistics presented here can describe any feline of
similar size, such as jaguars, panthers, and mountain lions.
Combat
Improved Grab (Ex): To use this
ability, a leopard must hit with its bite attack. It can then attempt
to start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a hold and
can rake.
Pounce (Ex): If a leopard charges a foe, it can make a
full attack, including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d3+1.
Skills: Leopards have a +8 racial bonus on Jump checks
and a +4 racial bonus on Hide and Move Silently checks. Leopards have a
+8 racial bonus on Balance and Climb checks. A leopard can always
choose to take 10 on a Climb check, even if rushed or threatened. *In
areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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, Medium
Medium Animal (Aquatic) |
|
Shark, Large
Large Animal (Aquatic) |
|
Shark, Huge
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.
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
Tinay Animal |
|
Snake, Small Viper
Small Animal |
| Hit Dice: |
1/4 d8 (1 hp) |
|
1d8 (4 hp) |
| Initiative: |
+3 |
|
+3 |
| Speed: |
15 ft. (3 squares), climb 15 ft., swim 15 ft. |
|
20 ft. (4 squares), climb 20 ft., swim 20 ft. |
| Armor Class: |
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed
14 |
|
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed
14 |
| Base Attack/Grapple: |
+0/–11 |
|
+0/–6 |
| Attack: |
Bite +5 melee (1 plus poison) |
|
Bite +4 melee (1d2–2 plus poison) |
| Full Attack: |
Bite +5 melee (1 plus poison) |
|
Bite +4 melee (1d2–2 plus poison) |
| Space/Reach: |
2-1/2 ft./0 ft. |
|
5 ft./5 ft. |
| Special Attacks: |
Poison |
|
Poison |
| Special Qualities: |
Scent |
|
Scent |
| Saves: |
Fort +2, Ref +5, Will +1 |
|
Fort +2, Ref +5, Will +1 |
| Abilities: |
Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2 |
|
Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2 |
| Skills: |
Balance +11, Climb
+11, Hide +15, Listen +6, Spot +6, Swim +5 |
|
Balance +11, Climb +11, Hide +11, Listen +7, Spot +7,
Swim +6 |
| Feats: |
Weapon Finesse |
|
Weapon Finesse |
| Environment: |
Temperate m | |