Monsters Animals R-W

Morrus

Well, that was fun
Staff member
RAT


Tiny Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+2
Speed:
15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–12
Attack:
Bite +4 melee (1d3–4)
Full Attack:
Bite +4 melee (1d3–4)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +2, Ref +4, Will +1
Abilities:
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills:
Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
Feats:
Weapon Finesse
Environment:
Any
Organization:
Plague (10–100)
Challenge Rating:
1/8
Advancement:

Level Adjustment:

These omnivorous rodents thrive almost anywhere.
Combat
Rats usually run away. They bite only as a last resort.
Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

RAVEN


Tiny Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+2
Speed:
10 ft. (2 squares), fly 40 ft. (average)
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–13
Attack:
Claws +4 melee (1d2–5)
Full Attack:
Claws +4 melee (1d2–5)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +4, Will +2
Abilities:
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills:
Listen +3, Spot +5
Feats:
Weapon Finesse
Environment:
Temperate forests
Organization:
Solitary
Challenge Rating:
1/6
Advancement:

Level Adjustment:

These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack. The statistics presented here can describe most nonpredatory birds of similar size.

RHINOCEROS


Large Animal
Hit Dice:
8d8+40 (76 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple:
+6/+18
Attack:
Gore +13 melee (2d6+12)
Full Attack:
Gore +13 melee (2d6+12)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Powerful charge
Special Qualities:
Low-light vision
Saves:
Fort +11, Ref +6, Will +3
Abilities:
Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills:
Listen +14, Spot +3
Feats:
Alertness, Endurance, Improved Natural Attack (gore)
Environment:
Warm plains
Organization:
Solitary or herd (2–12)
Challenge Rating:
4
Advancement:
9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:

The rhinoceros is infamous for its bad temper and willingness to charge intruders.
The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).
Combat
When it is harassed or annoyed, a rhinoceros lowers its head and charges.
Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.

SHARK


Shark, Medium
Shark, Large
Shark, Huge


Medium Animal (Aquatic)
Large Animal (Aquatic)
Huge Animal (Aquatic)
Hit Dice:
3d8+3 (16 hp)
7d8+7 (38 hp)
10d8+20 (65 hp)
Initiative:
+2
+6
+6
Speed:
Swim 60 ft. (12 squares)
Swim 60 ft. (12 squares)
Swim 60 ft. (12 squares)
Armor Class:
15 (+2 Dex, +3 natural), touch 12, flat-footed 13
15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple:
+2/+3
+5/+12
+7/+20
Attack:
Bite +4 melee (1d6+1)
Bite +7 melee (1d8+4)
Bite +10 melee (2d6+7)
Full Attack:
Bite +4 melee (1d6+1)
Bite +7 melee (1d8+4)
Bite +10 melee (2d6+7)
Space/Reach:
5 ft./5 ft.
10 ft./5 ft.
15 ft./10 ft.
Special Attacks:



Special Qualities:
Blindsense, keen scent
Blindsense, keen scent
Blindsense, keen scent
Saves:
Fort +4, Ref +5, Will +2
Fort +8, Ref +7, Will +3
Fort +11, Ref +9, Will +4
Abilities:
Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills:
Listen +6, Spot +6, Swim +9
Listen +8, Spot +7, Swim +11
Listen +10, Spot +10, Swim +13
Feats:
Alertness, Weapon Finesse
Alertness, Great Fortitude, Improved Initiative
Alertness, Great Fortitude, Improved Initiative, Iron Will
Environment:
Cold aquatic
Cold aquatic
Cold aquatic
Organization:
Solitary, school (2–5), or pack (6–11)
Solitary, school (2–5), or pack (6–11)
Solitary, school (2–5), or pack (6–11)
Challenge Rating:
1
2
4
Advancement:
4–6 HD (Medium)
8–9 HD (Large)
11–17 HD (Huge)
Level Adjustment:



These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.
Combat
Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SNAKE
Snakes usually are not aggressive and flee when confronted.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Constrictor Snake


Medium Animal
Hit Dice:
3d8+6 (19 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class:
15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple:
+2/+5
Attack:
Bite +5 melee (1d3+4)
Full Attack:
Bite +5 melee (1d3+4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Constrict 1d3+4, improved grab
Special Qualities:
Scent
Saves:
Fort +4, Ref +6, Will +2
Abilities:
Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills:
Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11
Feats:
Alertness, Toughness
Environment:
Warm forests
Organization:
Solitary
Challenge Rating:
2
Advancement:
4–5 HD (Medium); 6–10 HD (Large)
Level Adjustment:

Constrictor snakes usually are not aggressive and flee when confronted. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict.
Combat
Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies.
Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.
Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrictor Snake, Giant


Huge Animal
Hit Dice:
11d8+14 (63 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class:
15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+8/+23
Attack:
Bite +13 melee (1d8+10)
Full Attack:
Bite +13 melee (1d8+10)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Constrict 1d8+10, improved grab
Special Qualities:
Scent
Saves:
Fort +8, Ref +10, Will +4
Abilities:
Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills:
Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16
Feats:
Alertness, Endurance, Skill Focus (Hide), Toughness
Environment:
Warm forests
Organization:
Solitary
Challenge Rating:
5
Advancement:
12–16 HD (Huge); 17–33 HD (Gargantuan)
Level Adjustment:

Giant constrictor snakes are more aggressive than their smaller cousins, principally because they need a great amount of food to survive.

Viper Snake


Snake, Tiny Viper
Snake, Small Viper


Tiny Animal
Small Animal
Hit Dice:
1/4 d8 (1 hp)
1d8 (4 hp)
Initiative:
+3
+3
Speed:
15 ft. (3 squares), climb 15 ft., swim 15 ft.
20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:
+0/–11
+0/–6
Attack:
Bite +5 melee (1 plus poison)
Bite +4 melee (1d2–2 plus poison)
Full Attack:
Bite +5 melee (1 plus poison)
Bite +4 melee (1d2–2 plus poison)
Space/Reach:
2-1/2 ft./0 ft.
5 ft./5 ft.
Special Attacks:
Poison
Poison
Special Qualities:
Scent
Scent
Saves:
Fort +2, Ref +5, Will +1
Fort +2, Ref +5, Will +1
Abilities:
Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills:
Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats:
Weapon Finesse
Weapon Finesse
Environment:
Temperate marshes
Temperate marshes
Organization:
Solitary
Solitary
Challenge Rating:
1/3
1/2
Advancement:


Level Adjustment:




Snake, Medium Viper
Snake, Large Viper
Snake, Huge Viper


Medium Animal
Large Animal
Huge Animal
Hit Dice:
2d8 (9 hp)
3d8 (13 hp)
6d8+6 (33 hp)
Initiative:
+3
+7
+6
Speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.
20 ft. (4 squares), climb 20 ft., swim 20 ft.
20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class:
16 (+3 Dex, +3 natural), touch 13, flat-footed 13
15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple:
+1/+0
+2/+6
+4/+15
Attack:
Bite +4 melee (1d4–1 plus poison)
Bite +4 melee (1d4 plus poison)
Bite +6 melee (1d6+4 plus poison)
Full Attack:
Bite +4 melee (1d4–1 plus poison)
Bite +4 melee (1d4 plus poison)
Bite +6 melee (1d6+4 plus poison)
Space/Reach:
5 ft./5 ft.
10 ft./5 ft.
15 ft./10 ft.
Special Attacks:
Poison
Poison
Poison
Special Qualities:
Scent
Scent
Scent
Saves:
Fort +3, Ref +6, Will +1
Fort +3, Ref +6, Will +2
Fort +6, Ref +7, Will +3
Abilities:
Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills:
Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11
Feats:
Weapon Finesse
Improved Initiative, Weapon Finesse
Improved Initiative, Run, Weapon Focus (bite)
Environment:
Temperate marshes
Temperate marshes
Temperate marshes
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
1
2
3
Advancement:


7–18 HD (Huge)
Level Adjustment:



These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.
Combat
Viper snakes rely on their venomous bite to kill prey and defend themselves.
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based.
Size
Fort DC
Tiny
10
Small
10
Medium
11
Large
11
Huge
14
SQUID


Medium Animal (Aquatic)
Hit Dice:
3d8 (13 hp)
Initiative:
+3
Speed:
Swim 60 ft. (12 squares)
Armor Class:
16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple:
+2/+8*
Attack:
Arms +4 melee (0)
Full Attack:
Arms +4 melee (0) and bite –1 melee (1d6+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Improved grab
Special Qualities:
Ink cloud, jet, low-light vision
Saves:
Fort +3, Ref +6, Will +2
Abilities:
Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills:
Listen +7, Spot +7, Swim +10
Feats:
Alertness, Endurance
Environment:
Temperate aquatic
Organization:
Solitary or school (6–11)
Challenge Rating:
1
Advancement:
4–6 HD (Medium); 7–11 HD (Large)
Level Adjustment:

These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
Combat
Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line

SQUID, GIANT


Huge Animal (Aquatic)
Hit Dice:
12d8+18 (72 hp)
Initiative:
+3
Speed:
Swim 80 ft. (16 squares)
Armor Class:
17 (–2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+9/+29
Attack:
Tentacle +15 melee (1d6+8)
Full Attack:
10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4)
Space/Reach:
15 ft./15 ft. (30 ft. with tentacle)
Special Attacks:
Constrict 1d6+8, improved grab
Special Qualities:
Ink cloud, jet, low-light vision
Saves:
Fort +9, Ref +11, Will +5
Abilities:
Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills:
Listen +10, Spot +11, Swim +16
Feats:
Alertness, Diehard, Endurance, Toughness (2)
Environment:
Temperate aquatic
Organization:
Solitary
Challenge Rating:
9
Advancement:
13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment:

These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet.
Combat
An opponent can attack a giant squid’s tentacles with a sunder attempt as if they were weapons. A giant squid’s tentacles have 10 hit points each. If a giant squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant squid’s tentacles deals 5 points of damage to the creature. A giant squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days.
Constrict (Ex): A giant squid deals 1d6+8 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a giant squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A giant squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A giant squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

TIGER


Large Animal
Hit Dice:
6d8+18 (45 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+4/+14
Attack:
Claw +9 melee (1d8+6)
Full Attack:
2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Improved grab, pounce, rake 1d8+3
Special Qualities:
Low-light vision, scent
Saves:
Fort +8, Ref +7, Will +3
Abilities:
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills:
Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11
Feats:
[FONT=Times New Roman, Courier New, serif]Alertness, Improved Natural Weapon (bite), and Improved Natural Weapon (claw).[/FONT]
Environment:
Warm forests
Organization:
Solitary
Challenge Rating:
4
Advancement:
7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment:

These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.
Combat
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

TOAD


Diminutive Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+1
Speed:
5 ft. (1 square)
Armor Class:
15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple:
+0/–17
Attack:

Full Attack:

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

Special Qualities:
Amphibious, low-light vision
Saves:
Fort +2, Ref +3, Will +2
Abilities:
Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
Skills:
Hide +21, Listen +4, Spot +4
Feats:
Alertness
Environment:
Temperate marshes
Organization:
Swarm (10–100)
Challenge Rating:
1/10
Advancement:

Level Adjustment:

These diminutive amphibians are innocuous and beneficial, since they eat insects.
Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks.

WEASEL


Tiny Animal
Hit Dice:
1/2 d8 (2 hp)
Initiative:
+2
Speed:
20 ft. (4 squares), climb 20 ft.
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–12
Attack:
Bite +4 melee (1d3–4)
Full Attack:
Bite +4 melee (1d3–4)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:
Attach
Special Qualities:
Low-light vision, scent
Saves:
Fort +2, Ref +4, Will +1
Abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills:
Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats:
Weapon Finesse
Environment:
Temperate hills
Organization:
Solitary
Challenge Rating:
1/4
Advancement:

Level Adjustment:

These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

WHALE
Some varieties of these seagoing mammals are among the largest animals known. Relatively small whales (such as the orca presented here) can be vicious predators, attacking virtually anything they detect.
Blindsight (Ex): Whales can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.
Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.
Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.



Baleen Whale


Gargantuan Animal
Hit Dice:
12d8+78 (132 hp)
Initiative:
+1
Speed:
Swim 40 ft. (8 squares)
Armor Class:
16 (–4 size, +1 Dex, +9 natural), touch 7, flat-footed 15
Base Attack/Grapple:
+9/+33
Attack:
Tail slap +17 melee (1d8+18)
Full Attack:
Tail slap +17 melee (1d8+18)
Space/Reach:
20 ft./15 ft.
Special Attacks:

Special Qualities:
Blindsight 120 ft., hold breath, low-light vision
Saves:
Fort +14, Ref +9, Will +5
Abilities:
Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6
Skills:
Listen +15*, Spot +14*, Swim +20
Feats:
Alertness, Diehard, Endurance, Toughness (2)
Environment:
Warm aquatic
Organization:
Solitary
Challenge Rating:
6
Advancement:
13–18 HD (Gargantuan); 19–36 HD (Colossal)
Level Adjustment:

The statistics here describe a plankton-feeding whale between 30 and 60 feet long, such as gray, humpback, and right whales. These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate.



Cachalot Whale


Gargantuan Animal
Hit Dice:
12d8+87 (141 hp)
Initiative:
+1
Speed:
Swim 40 ft. (8 squares)
Armor Class:
16 (–4 size, +1 Dex, +9 natural), touch 7, flat-footed 15
Base Attack/Grapple:
+9/+33
Attack:
Bite +17 melee (4d6+12)
Full Attack:
Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6)
Space/Reach:
20 ft./15 ft.
Special Attacks:

Special Qualities:
Blindsight 120 ft., hold breath, low-light vision
Saves:
Fort +15, Ref +9, Will +6
Abilities:
Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6
Skills:
Listen +15*, Spot +14*, Swim +20
Feats:
Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness
Environment:
Temperate aquatic
Organization:
Solitary or pod (6–11)
Challenge Rating:
7
Advancement:
13–18 HD (Gargantuan); 19–36 HD (Colossal)
Level Adjustment:

Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.



Orca


Huge Animal
Hit Dice:
9d8+48 (88 hp)
Initiative:
+2
Speed:
Swim 50 ft. (10 squares)
Armor Class:
16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple:
+6/+22
Attack:
Bite +12 melee (2d6+12)
Full Attack:
Bite +12 melee (2d6+12)
Space/Reach:
15 ft./10 ft.
Special Attacks:

Special Qualities:
Blindsight 120 ft., hold breath, low-light vision
Saves:
Fort +11, Ref +8, Will +5
Abilities:
Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6
Skills:
Listen +14*, Spot +14*, Swim +16
Feats:
Alertness, Endurance, Run, Toughness
Environment:
Cold aquatic
Organization:
Solitary or pod (6–11)
Challenge Rating:
5
Advancement:
10–13 HD (Huge); 14–27 HD (Gargantuan)
Level Adjustment:

These ferocious creatures are about 30 feet long. They eat fish, squid, seals, and other whales.

WOLF


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

Wolves are pack hunters known for their persistence and cunning.
Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

WOLVERINE


Medium Animal
Hit Dice:
3d8+15 (28 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), burrow 10 ft., climb 10 ft.
Armor Class:
14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+2/+4
Attack:
Claw +4 melee (1d4+2)
Full Attack:
2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Rage
Special Qualities:
Low-light vision, scent
Saves:
Fort +7, Ref +5, Will +2
Abilities:
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills:
Climb +10, Listen +6, Spot +6
Feats:
Alertness, Toughness, TrackB
Environment:
Cold forests
Organization:
Solitary
Challenge Rating:
2
Advancement:
4–5 HD (Large)
Level Adjustment:

These creatures are similar to badgers but are bigger, stronger, and even more ferocious.
COMBAT
Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
 

log in or register to remove this ad

Remove ads

Top