Monsters Animals A-E

Morrus

Well, that was fun
Staff member
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MONSTERS (ANIMALS)

This section provides statistics and basic information for many common kinds of mundane animals. These creatures generally operate on instinct, driven by simple needs such as food and reproduction. Most animals, even predators, do not attack unless they or their young are threatened.
Animals are not capable of detailed reasoning, although with the Handle Animal skill it is possible to tame an animal and teach it to perform certain tricks.
Some herbivorous animals do not normally use their natural weapons to attack. As such, their natural weapons are treated as secondary attacks. The animal’s attack and damage entries note this fact, with an explanatory footnote.

Animal Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry).
Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
Low-light vision.
Alignment: Always neutral. Animals are not governed by a human sense of morality.
Treasure: None. Animals never possess treasure.

APE


Large Animal
Hit Dice:
4d8+11 (29 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), climb 30 ft.
Armor Class:
14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+3/+12
Attack:
Claws +7 melee (1d6+5)
Full Attack:
2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)
Space/Reach:
10 ft./10 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +6, Ref +6, Will +2
Abilities:
Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills:
Climb +14, Listen +6, Spot +6
Feats:
Alertness, Toughness
Environment:
Warm forests
Organization:
Solitary, pair, or company (3–5)
Challenge Rating:
2
Advancement:
5–8 HD (Large)
Level Adjustment:

These powerful omnivores resemble gorillas but are far more aggressive; they kill and eat anything they can catch. An adult male ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds.
Combat
Skills: Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

BABOON


Medium Animal
Hit Dice:
1d8+1 (5 hp)
Initiative:
+2
Speed:
40 ft. (8 squares), climb 30 ft.
Armor Class:
13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple:
+0/+2
Attack:
Bite +2 melee (1d6+3)
Full Attack:
Bite +2 melee (1d6+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +3, Ref +4, Will +1
Abilities:
Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4
Skills:
Climb +10, Listen +5, Spot +5
Feats:
Alertness
Environment:
Warm plains
Organization:
Solitary or troop (10–40)
Challenge Rating:
1/2
Advancement:
2–3 HD (Medium)
Level Adjustment:

Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog.
Males can be 2 to 4 feet long and weigh as much as 90 pounds.
Combat
Baboons usually attack in groups.
Skills: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

BADGER


Small Animal
Hit Dice:
1d8+2 (6 hp)
Initiative:
+3
Speed:
30 ft. (6 squares), burrow 10 ft.
Armor Class:
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–5
Attack:
Claw +4 melee (1d2–1)
Full Attack:
2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Rage
Special Qualities:
Low-light vision, scent
Saves:
Fort +4, Ref +5, Will +1
Abilities:
Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills:
Escape Artist +7, Listen +3, Spot +3
Feats:
TrackB, Weapon Finesse
Environment:
Temperate forests
Organization:
Solitary, pair, or cete (3–5)
Challenge Rating:
1/2
Advancement:
2 HD (Small)
Level Adjustment:

The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Combat
Badgers attack with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape Artist checks.

BAT


Diminutive Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+2
Speed:
5 ft (1 square), fly 40 ft. (good)
Armor Class:
16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple:
+0/–17
Attack:

Full Attack:

Space/Reach:
1 ft./0 ft.
Special Attacks:

Special Qualities:
Blindsense 20 ft., low-light vision
Saves:
Fort +2, Ref +4, Will +2
Abilities:
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills:
Hide +14, Listen +8*, Move Silently +6, Spot +8*
Feats:
Alertness
Environment:
Temperate deserts
Organization:
Colony (10–40) or crowd (10–50)
Challenge Rating:
1/10
Advancement:

Level Adjustment:

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.
Combat
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

BEAR, BLACK


Medium Animal
Hit Dice:
3d8+6 (19 hp)
Initiative:
+1
Speed:
40 ft. (8 squares)
Armor Class:
13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+2/+6
Attack:
Claw +6 melee (1d4+4)
Full Attack:
2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +4, Will +2
Abilities:
Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills:
Climb +4, Listen +4, Spot +4, Swim +8
Feats:
Endurance, Run
Environment:
Temperate forests
Organization:
Solitary or pair
Challenge Rating:
2
Advancement:
4–5 HD (Medium)
Level Adjustment:

The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply.
Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.
Combat
Black bears rip prey with their claws and teeth.
Skills: A black bear has a +4 racial bonus on Swim checks.

BEAR, BROWN


Large Animal
Hit Dice:
6d8+24 (51 hp)
Initiative:
+1
Speed:
40 ft. (8 squares)
Armor Class:
15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple:
+4/+16
Attack:
Claw +11 melee (1d8+8)
Full Attack:
2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Improved grab
Special Qualities:
Low-light vision, scent
Saves:
Fort +9, Ref +6, Will +3
Abilities:
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills:
Listen +4, Spot +7, Swim +12
Feats:
Endurance, Run, Track
Environment:
Cold forests
Organization:
Solitary or pair
Challenge Rating:
4
Advancement:
7–10 HD (Large)
Level Adjustment:

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.
Combat
A brown bear attacks mainly by tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: A brown bear has a +4 racial bonus on Swim checks.

BEAR, POLAR


Large Animal
Hit Dice:
8d8+32 (68 hp)
Initiative:
+1
Speed:
40 ft. (8 squares), swim 30 ft.
Armor Class:
15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple:
+6/+18
Attack:
Claw +13 (1d8+8)
Full Attack:
2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Improved grab
Special Qualities:
Low-light vision, scent
Saves:
Fort +10, Ref +7, Will +3
Abilities:
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills:
Hide –2*, Listen +5, Spot +7, Swim +16
Feats:
Endurance, Run, Track
Environment:
Cold plains
Organization:
Solitary or pair
Challenge Rating:
4
Advancement:
9–12 HD (Large)
Level Adjustment:

These long, lean carnivores are slightly taller than brown bears.
Combat
Polar bears fight just as brown bears do.
Improved Grab (Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: A polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.

BISON


Large Animal
Hit Dice:
5d8+15 (37 hp)
Initiative:
+0
Speed:
40 ft. (8 squares)
Armor Class:
13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple:
+3/+13
Attack:
Gore +8 melee (1d8+9)
Full Attack:
Gore +8 melee (1d8+9)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Stampede
Special Qualities:
Low-light vision, scent
Saves:
Fort +7, Ref +4, Will +1
Abilities:
Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills:
Listen +7, Spot +5
Feats:
Alertness, Endurance
Environment:
Temperate plains
Organization:
Solitary or herd (6–30)
Challenge Rating:
2
Advancement:
6–7 HD (Large)
Level Adjustment:

These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.
Combat
Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

BOAR


Medium Animal
Hit Dice:
3d8+12 (25 hp)
Initiative:
+0
Speed:
40 ft. (8 squares)
Armor Class:
16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple:
+2/+4
Attack:
Gore +4 melee (1d8+3)
Full Attack:
Gore +4 melee (1d8+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Ferocity
Special Qualities:
Low-light vision, scent
Saves:
Fort +6, Ref +3, Will +2
Abilities:
Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills:
Listen +7, Spot +5
Feats:
Alertness, Toughness
Environment:
Temperate forests
Organization:
Solitary or herd (5–8)
Challenge Rating:
2
Advancement:
4–5 HD (Medium)
Level Adjustment:

Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. A boar is covered in coarse, grayish-black fur. Adult males are about 4 feet long and 3 feet high at the shoulder.
Combat
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

CAMEL


Large Animal
Hit Dice:
3d8+6 (19 hp)
Initiative:
+3
Speed:
50 ft. (10 squares)
Armor Class:
13 (–1 size, +3 Dex, +1 natural) touch 12, flat-footed 10
Base Attack/Grapple:
+2/+10
Attack:
Bite +0 melee (1d4+2*)
Full Attack:
Bite +0 melee* (1d4+2*)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +6, Will +1
Abilities:
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Skills:
Listen +5, Spot +5
Feats:
Alertness, Endurance
Environment:
Warm deserts
Organization:
Domesticated or herd (6–30)
Challenge Rating:
1
Advancement:

Level Adjustment:

Camels are known for their ability to travel long distances without food or water.
The statistics presented here are for the dromedary, or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher. The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16).
Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A camel can drag 4,500 pounds.
Combat
*A camel’s bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll.

CAT


Tiny Animal
Hit Dice:
1/2 d8 (2 hp)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–12
Attack:
Claw +4 melee (1d2–4)
Full Attack:
2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +2, Ref +4, Will +1
Abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills:
Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats:
Weapon Finesse
Environment:
Temperate plains
Organization:
Domesticated or solitary
Challenge Rating:
1/4
Advancement:

Level Adjustment:

The statistics presented here describe a common housecat.
Combat
Cats prefer to sneak up on their prey.
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

CHEETAH


Medium Animal
Hit Dice:
3d8+6 (19 hp)
Initiative:
+4
Speed:
50 ft. (10 squares)
Armor Class:
15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple:
+2/+5
Attack:
Bite +6 melee
Full Attack:
Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Trip
Special Qualities:
Low-light vision, scent, sprint
Saves:
Fort +5, Ref +7, Will +2
Abilities:
Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills:
Hide +6, Listen +4, Move Silently +6, Spot +4
Feats:
Alertness, Weapon Finesse
Environment:
Warm plains
Organization:
Solitary, pair, or family (3–5)
Challenge Rating:
2
Advancement:
4–5 HD (Medium)
Level Adjustment:

Cheetahs are swift feline predators of the plains. A cheetah is 3 to 5 feet long and weighs 110 to 130 pounds.
Combat
Cheetahs make sudden sprints to bring down prey.
Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.
Sprint (Ex): Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge.

CROCODILE


Medium Animal
Hit Dice:
3d8+9 (22 hp)
Initiative:
+1
Speed:
20 ft. (4 squares), swim 30 ft.
Armor Class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+2/+6
Attack:
Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Full Attack:
Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Improved grab
Special Qualities:
Hold breath, low-light vision
Saves:
Fort +6, Ref +4, Will +2
Abilities:
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills:
Hide +7*, Listen +4, Spot +4, Swim +12
Feats:
Alertness, Skill Focus (Hide)
Environment:
Warm marshes
Organization:
Solitary or colony (6–11)
Challenge Rating:
2
Advancement:
4–5 HD (Medium)
Level Adjustment:

Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.
Combat
Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

CROCODILE, GIANT


Huge Animal
Hit Dice:
7d8+28 (59 hp)
Initiative:
+1
Speed:
20 ft. (4 squares), swim 30 ft.
Armor Class:
16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple:
+5/+21
Attack:
Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Full Attack:
Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Improved grab
Special Qualities:
Hold breath, low-light vision
Saves:
Fort +9, Ref +6, Will +3
Abilities:
Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills:
Hide +1*, Listen +5, Spot +5, Swim +16
Feats:
Alertness, Endurance, Skill Focus (Hide)
Environment:
Warm marshes
Organization:
Solitary or colony (6–11)
Challenge Rating:
4
Advancement:
8–14 HD (Huge)
Level Adjustment:

These huge creatures usually live in salt water and can be more than 20 feet long.
Giant crocodiles fight and behave like their smaller cousins.

DOG


Small Animal
Hit Dice:
1d8+2 (6 hp)
Initiative:
+3
Speed:
40 ft. (8 squares)
Armor Class:
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–3
Attack:
Bite +2 melee (1d4+1)
Full Attack:
Bite +2 melee (1d4+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +4, Ref +5, Will +1
Abilities:
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills:
Jump +7, Listen +5, Spot +5, Survival +1*
Feats:
Alertness, TrackB
Environment:
Temperate plains
Organization:
Solitary or pack (5–12)
Challenge Rating:
1/3
Advancement:

Level Adjustment:

The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.
Combat
Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.
Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

DOG, RIDING


Medium Animal
Hit Dice:
2d8+4 (13 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple:
+1/+3
Attack:
Bite +3 melee (1d6+3)
Full Attack:
Bite +3 melee (1d6+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +5, Will +1
Abilities:
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:
Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats:
Alertness, TrackB
Environment:
Temperate plains
Organization:
Solitary or pack (5–12)
Challenge Rating:
1
Advancement:

Level Adjustment:

This category includes working breeds such as collies, huskies, and St. Bernards.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Combat
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

DONKEY


Medium Animal
Hit Dice:
2d8+2 (11 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+1/+1
Attack:
Bite +1 melee (1d2)
Full Attack:
Bite +1 melee (1d2)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +4, Ref +4, Will +0
Abilities:
Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills:
Balance +3, Listen +3, Spot +2
Feats:
Endurance
Environment:
Temperate deserts
Organization:
Solitary
Challenge Rating:
1/6
Advancement:

Level Adjustment:

These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros.
Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load, 101–150 pounds. A donkey can drag 750 pounds.
Combat
A donkey bites only when it has no way to escape.
Skills: Donkeys have a +2 racial bonus on Balance checks.

EAGLE


Small Animal
Hit Dice:
1d8+1 (5 hp)
Initiative:
+2
Speed:
10 ft. (2 squares), fly 80 ft. (average)
Armor Class:
14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple:
+0/–4
Attack:
Talons +3 melee (1d4)
Full Attack:
2 talons +3 melee (1d4) and bite –2 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +3, Ref +4, Will +2
Abilities:
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills:
Listen +2, Spot +14
Feats:
Weapon Finesse
Environment:
Temperate mountains
Organization:
Solitary or pair
Challenge Rating:
1/2
Advancement:
2–3 HD (Medium)
Level Adjustment:

These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.
A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.
Combat
Eagles dive at prey, raking with their powerful talons.
Skills: Eagles have a +8 racial bonus on Spot checks.

ELEPHANT


Huge Animal
Hit Dice:
11d8+55 (104 hp)
Initiative:
+0
Speed:
40 ft. (8 squares)
Armor Class:
15 (–2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple:
+8/+26
Attack:
Gore +16 melee (2d8+15)
Full Attack:
Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Trample 2d8+15
Special Qualities:
Low-light vision, scent
Saves:
Fort +12, Ref +7, Will +6
Abilities:
Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills:
Listen +12, Spot +10
Feats:
Alertness, Endurance, Iron Will, Skill Focus (Listen)
Environment:
Warm plains
Organization:
Solitary or herd (6–30)
Challenge Rating:
7
Advancement:
12–22 HD (Huge)
Level Adjustment:

Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.
This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons.
Combat
Elephants tend to charge at threatening creatures.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.
 

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