Monsters Animals H-P

Morrus

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HAWK


Tiny Animal
Hit Dice:
1d8 (4 hp)
Initiative:
+3
Speed:
10 ft. (2 squares), fly 60 ft. (average)
Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple:
+0/–10
Attack:
Talons +5 melee (1d4–2)
Full Attack:
Talons +5 melee (1d4–2)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +5, Will +2
Abilities:
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills:
Listen +2, Spot +14
Feats:
Weapon Finesse
Environment:
Temperate forests
Organization:
Solitary or pair
Challenge Rating:
1/3
Advancement:

Level Adjustment:

These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Combat
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot checks.

HORSE
Horses are widely domesticated for riding and as beasts of burden.
Combat
A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)


Horse, Heavy


Large Animal
Hit Dice:
3d8+6 (19 hp)
Initiative:
+1
Speed:
50 ft. (10 squares)
Armor Class:
13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple:
+2/+9
Attack:
Hoof –1 melee (1d6+1*)
Full Attack:
2 hooves –1 melee (1d6+1*)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +4, Will +2
Abilities:
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills:
Listen +4, Spot +4
Feats:
Endurance, Run
Environment:
Temperate plains
Organization:
Domesticated
Challenge Rating:
1
Advancement:

Level Adjustment:

The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A heavy horse can drag 3,000 pounds.



Horse, Light


Large Animal
Hit Dice:
3d8+6 (19 hp)
Initiative:
+1
Speed:
60 ft. (12 squares)
Armor Class:
13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple:
+2/+8
Attack:
Hoof –2 melee (1d4+1*)
Full Attack:
2 hooves –2 melee (1d4+1*)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +4, Will +2
Abilities:
Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills:
Listen +4, Spot +4
Feats:
Endurance, Run
Environment:
Temperate plains
Organization:
Domesticated or herd (6–30)
Challenge Rating:
1
Advancement:

Level Adjustment:

The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.



Warhorse, Heavy


Large Animal
Hit Dice:
4d8+12 (30 hp)
Initiative:
+1
Speed:
50 ft. (10 squares)
Armor Class:
14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple:
+3/+11
Attack:
Hoof +6 melee (1d6+4)
Full Attack:
2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +7, Ref +5, Will +2
Abilities:
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills:
Listen +5, Spot +4
Feats:
Endurance, Run
Environment:
Temperate plains
Organization:
Domesticated
Challenge Rating:
2
Advancement:

Level Adjustment:

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.



Warhorse, Light


Large Animal
Hit Dice:
3d8+9 (22 hp)
Initiative:
+1
Speed:
60 ft. (12 squares)
Armor Class:
14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple:
+2/+9
Attack:
Hoof +4 melee (1d4+3)
Full Attack:
2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +6, Ref +4, Will +2
Abilities:
Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills:
Listen +4, Spot +4
Feats:
Endurance, Run
Environment:
Temperate plains
Organization:
Domesticated
Challenge Rating:
1
Advancement:

Level Adjustment:

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

HYENA


Medium Animal
Hit Dice:
2d8+4 (13 hp)
Initiative:
+2
Speed:
50 ft. (10 squares)
Armor Class:
14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+1/+3
Attack:
Bite +3 melee (1d6+3)
Full Attack:
Bite +3 melee (1d6+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Trip
Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +5, Will +1
Abilities:
Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills:
Hide +3*, Listen +6, Spot +4
Feats:
Alertness
Environment:
Warm deserts
Organization:
Solitary, pair, or pack (7–16)
Challenge Rating:
1
Advancement:
3 HD (Medium); 4–5 HD (Large)
Level Adjustment:

Hyenas are pack hunters infamous for their cunning and their unnerving vocalizations. The statistics presented here are for a striped hyena, which is about 3 feet long and weighs about 120 pounds.
Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.
Skills: *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

LEOPARD


Medium Animal
Hit Dice:
3d8+6 (19 hp)
Initiative:
+4
Speed:
40 ft (8 squares), climb 20 ft.
Armor Class:
15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple:
+2/+5
Attack:
Bite +6 melee (1d6+3)
Full Attack:
Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Improved grab, pounce, rake 1d3+1
Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +7, Will +2
Abilities:
Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills:
Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6
Feats:
Alertness, Weapon Finesse
Environment:
Warm forests
Organization:
Solitary or pair
Challenge Rating:
2
Advancement:
4–5 HD (Medium)
Level Adjustment:

These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions.
Combat
Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d3+1.
Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

LION


Large Animal
Hit Dice:
5d8+10 (32 hp)
Initiative:
+3
Speed:
40 ft. (8 squares)
Armor Class:
15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+3/+12
Attack:
Claw +7 melee (1d4+5)
Full Attack:
2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, improved grab, rake 1d4+2
Special Qualities:
Low-light vision, scent
Saves:
Fort +6, Ref +7, Will +2
Abilities:
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills:
Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats:
Alertness, Run
Environment:
Warm plains
Organization:
Solitary, pair, or pride (6–10)
Challenge Rating:
3
Advancement:
6–8 HD (Large)
Level Adjustment:

The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics.
Combat
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +7 melee, damage 1d4+2.
Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

LIZARD


Tiny Animal
Hit Dice:
1/2 d8 (2 hp)
Initiative:
+2
Speed:
20 ft. (4 squares), climb 20 ft.
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–12
Attack:
Bite +4 melee (1d4–4)
Full Attack:
Bite +4 melee (1d4–4)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +4, Will +1
Abilities:
Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills:
Balance +10, Climb +12, Hide +10, Listen +3, Spot +3
Feats:
Weapon Finesse
Environment:
Warm forests
Organization:
Solitary
Challenge Rating:
1/6
Advancement:

Level Adjustment:

The statistics presented here describe small, nonvenomous lizards of perhaps a foot or two in length, such as an iguana.
Combat
Lizards prefer flight to combat, but they can bite painfully if there is no other option.
Skills: Lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Lizards use their Dexterity modifier instead of their Strength modifier for Climb checks.

LIZARD, MONITOR


Medium Animal
Hit Dice:
3d8+9 (22 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), swim 30 ft.
Armor Class:
15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple:
+2/+5
Attack:
Bite +5 melee (1d8+4)
Full Attack:
Bite +5 melee (1d8+4)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +8, Ref +5, Will +2
Abilities:
Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Skills:
Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11
Feats:
Alertness, Great Fortitude
Environment:
Warm forests
Organization:
Solitary
Challenge Rating:
2
Advancement:
4–5 HD (Medium)
Level Adjustment:

This category includes fairly large, carnivorous lizards from 3 to 5 feet long.
Combat
Monitor lizards can be aggressive, using their powerful jaws to tear at prey or enemies.
Skills: A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.

MANTA RAY


Large Animal (Aquatic)
Hit Dice:
4d8 (18 hp)
Initiative:
+0
Speed:
Swim 30 ft. (6 squares)
Armor Class:
12 (–1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple:
+3/+9
Attack:
Ram –1 melee* (1d6+1)
Full Attack:
Ram –1 melee* (1d6+1)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +4, Ref +4, Will +2
Abilities:
Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2
Skills:
Listen +7, Spot +6, Swim +10
Feats:
Alertness, Endurance
Environment:
Warm aquatic
Organization:
Solitary or school (2–5)
Challenge Rating:
1
Advancement:
5–6 HD (Medium)
Level Adjustment:

These fish are nonaggressive and generally avoid contact with other creatures. They filter plankton and similar small organisms from the water through their gaping, toothless maws.
Combat
*If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack.
Skills: A manta ray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

MONKEY


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

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +4, Will +1
Abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills:
Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3
Feats:
Weapon Finesse
Environment:
Warm forests
Organization:
Troop (10–40)
Challenge Rating:
1/6
Advancement:
2–3 HD (Small)
Level Adjustment:

The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.
Combat
Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.
Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

MULE


Large Animal
Hit Dice:
3d8+9 (22 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple:
+2/+9
Attack:
Hoof +4 melee (1d4+3)
Full Attack:
2 hooves +4 melee (1d4+3)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +6, Ref +4, Will +1
Abilities:
Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills:
Listen +6, Spot +6
Feats:
Alertness, Endurance
Environment:
Warm plains
Organization:
Domesticated
Challenge Rating:
1
Advancement:

Level Adjustment:

Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.
Combat
A mule’s powerful kick can be dangerous.
Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

OCTOPUS


Small Animal (Aquatic)
Hit Dice:
2d8 (9 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), swim 30 ft.
Armor Class:
16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple:
+1/+2
Attack:
Arms +5 melee (0)
Full Attack:
Arms +5 melee (0) and bite +0 melee (1d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Improved grab
Special Qualities:
Ink cloud, jet, low-light vision
Saves:
Fort +3, Ref +6, Will +1
Abilities:
Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
Skills:
Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats:
Weapon Finesse
Environment:
Warm aquatic
Organization:
Solitary
Challenge Rating:
1
Advancement:
3–6 HD (Medium)
Level Adjustment:

These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
Combat
Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.
Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

OCTOPUS, GIANT


Large Animal (Aquatic)
Hit Dice:
8d8+11 (47 hp)
Initiative:
+2
Speed:
20 ft. (4 squares), swim 30 ft.
Armor Class:
18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple:
+6/+15
Attack:
Tentacle +10 melee (1d4+5)
Full Attack:
8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2)
Space/Reach:
10 ft./10 ft. (20 ft. with tentacle)
Special Attacks:
Improved grab, constrict
Special Qualities:
Ink cloud, jet, low-light vision
Saves:
Fort +7, Ref +8, Will +3
Abilities:
Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills:
Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13
Feats:
Alertness, Skill Focus (Hide), Toughness
Environment:
Warm aquatic
Organization:
Solitary
Challenge Rating:
8
Advancement:
9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:

These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers.
Combat
An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.
Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

OWL


Tiny Animal
Hit Dice:
1d8 (4 hp)
Initiative:
+3
Speed:
10 ft. (2 squares), fly 40 ft. (average)
Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple:
+0/–11
Attack:
Talons +5 melee (1d4–3)
Full Attack:
Talons +5 melee (1d4–3)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +5, Will +2
Abilities:
Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills:
Listen +14, Move Silently +17, Spot +6*
Feats:
Weapon Finesse
Environment:
Temperate forests
Organization:
Solitary
Challenge Rating:
1/4
Advancement:
2 HD (Small)
Level Adjustment:

The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

PONY


Medium Animal
Hit Dice:
2d8+2 (11 hp)
Initiative:
+1
Speed:
40 ft. (8 squares)
Armor Class:
13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack:
Hoof –3 melee (1d3*)
Full Attack:
2 hooves –3 melee (1d3*)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +4, Ref +4, Will +0
Abilities:
Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills:
Listen +5, Spot +5
Feats:
Endurance
Environment:
Temperate plains
Organization:
Solitary
Challenge Rating:
1/4
Advancement:

Level Adjustment:

The statistics presented here describe a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider.
Combat
*A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage.
Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds.

PONY, WAR


Medium Animal
Hit Dice:
2d8+4 (13 hp)
Initiative:
+1
Speed:
40 ft. (8 squares)
Armor Class:
13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+1/+3
Attack:
Hoof +3 melee (1d3+2)
Full Attack:
2 hooves +3 melee (1d3+2)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +4, Will +0
Abilities:
Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Skills:
Listen +5, Spot +5
Feats:
Endurance
Environment:
Temperate plains
Organization:
Domesticated
Challenge Rating:
1/2
Advancement:

Level Adjustment:

Warponies are bred for strength and aggression, and are similar to light warhorses.
Combat
A warpony can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a warpony is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A warpony can drag 1,500 pounds.

PORPOISE


Medium Animal
Hit Dice:
2d8+2 (11 hp)
Initiative:
+3
Speed:
Swim 80 ft. (16 squares)
Armor Class:
15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple:
+1/+1
Attack:
Slam +4 melee (2d4)
Full Attack:
Slam +4 melee (2d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Blindsight 120 ft., hold breath, low-light vision
Saves:
Fort +4, Ref +6, Will +1
Abilities:
Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills:
Listen +8*, Spot +7*, Swim +8
Feats:
Weapon Finesse
Environment:
Temperate aquatic
Organization:
Solitary, pair, or school (3–20)
Challenge Rating:
1/2
Advancement:
3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment:

Porpoises are mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size.
Combat
Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
 

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