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[1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)
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<blockquote data-quote="Mark Chance" data-source="post: 2109890" data-attributes="member: 2795"><p><strong><span style="color: lightblue">Animal Traits</span></strong>: An animal possesses the following traits (unless otherwise noted in a creature’s entry).</p><p>* Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).</p><p>* Low-light vision.</p><p>* Alignment: Always neutral. Animals are not governed by a human sense of morality.</p><p>* Treasure: None. Animals never possess treasure.</p><p></p><p><strong><span style="color: lightblue">AXE BEAK</span></strong></p><p>Large Animal</p><p><strong><span style="color: lightblue">Hit Dice</span></strong>: 3d8+6 (19 hp)</p><p><strong><span style="color: lightblue">Initiative</span></strong>: +2</p><p><strong><span style="color: lightblue">Speed</span></strong>: 40 ft. (8 squares)</p><p><strong><span style="color: lightblue">Armor Class</span></strong>: 14 (-1 size, +2 Dex, +3 natural), touch 13, flat-footed 12</p><p><strong><span style="color: lightblue">Base Attack/Grapple</span></strong>: +2/+9</p><p><strong><span style="color: lightblue">Attack</span></strong>: Beak +5 melee (1d8+3/x3)</p><p><strong><span style="color: lightblue">Full Attack</span></strong>: Beak +5 melee (1d8+3/x3) and 2 claws +0 melee (1d3+1)</p><p><strong><span style="color: lightblue">Space/Reach</span></strong>: 10 ft./10 ft.</p><p><strong><span style="color: lightblue">Special Attacks</span></strong>: Increased critical</p><p><strong><span style="color: lightblue">Special Qualities</span></strong>: Low-light vision</p><p><strong><span style="color: lightblue">Saves</span></strong>: Fort +5, Ref +5, Will +2</p><p><strong><span style="color: lightblue">Abilities</span></strong>: Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 8</p><p><strong><span style="color: lightblue">Skills</span></strong>: Listen +6, Spot +6</p><p><strong><span style="color: lightblue">Feats</span></strong>: Alertness, Weapon Focus (beak)</p><p><strong><span style="color: lightblue">Environment</span></strong>: Warm or temperate plains</p><p><strong><span style="color: lightblue">Organization</span></strong>: Solitary, pair, or pack (3-10)</p><p><strong><span style="color: lightblue">Challenge Rating</span></strong>: 2</p><p><strong><span style="color: lightblue">Advancement</span></strong>: 4-6 HD (Large)</p><p><strong><span style="color: lightblue">Level Adjustment</span></strong>: --</p><p></p><p>The axe beak is a large, vicious species of flightless bird distantly related to the ostrich, but having a temperment closer to that of the wolverine. Dedicated carnivores, axe beaks hunt grasslands in packs very much like wolves. In fact, an axe beak pack even has an alpha male. Axe beaks get their name from their oversized bony beak that resembles a crudely formed battle axe head.</p><p></p><p><strong><span style="color: lightblue">COMBAT</span></strong></p><p></p><p>Axe beaks don't bite so much as they hack at their prey, swinging their beaks with their powerful, sinewy necks.</p><p></p><p><strong><span style="color: lightblue">Increased Critical (Ex)</span></strong>: On a successful critical hit, an axe beak inflicts triple damage.</p><p></p><p></p><p><strong><span style="color: orange">BARRACUDA, GIANT</span></strong></p><p>Huge Animal (Aquatic)</p><p><strong><span style="color: orange">Hit Dice</span></strong>: 8d8+24 (60 hp)</p><p><strong><span style="color: orange">Initiative</span></strong>: +5</p><p><strong><span style="color: orange">Speed</span></strong>: Swim 90 ft.</p><p><strong><span style="color: orange">Armor Class</span></strong>: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13</p><p><strong><span style="color: orange">Base Attack/Grapple</span></strong>: +6/+21</p><p><strong><span style="color: orange">Attack</span></strong>: Bite +11 melee (2d8+10)</p><p><strong><span style="color: orange">Full Attack</span></strong>: Bite +11 melee (2d8+10)</p><p><strong><span style="color: orange">Space/Reach</span></strong>: 15 ft./10 ft.</p><p><strong><span style="color: orange">Special Attacks</span></strong>: Improved grab, savage</p><p><strong><span style="color: orange">Special Qualities</span></strong>: Low-light vision, scent</p><p><strong><span style="color: orange">Saves</span></strong>: Fort +9, Ref +7, Will +3</p><p><strong><span style="color: orange">Abilities</span></strong>: Str 24, Dex 13, Con 16, Int 1, Wis 13, Cha 7</p><p><strong><span style="color: orange">Skills</span></strong>: Listen +8, Spot +8, Swim +17</p><p><strong><span style="color: orange">Feats</span></strong>: Alertness, Dodge, Improved Initiative</p><p><strong><span style="color: orange">Environment</span></strong>: Warm aquatic</p><p><strong><span style="color: orange">Organization</span></strong>: School (2-12)</p><p><strong><span style="color: orange">Challenge Rating</span></strong>: 5</p><p><strong><span style="color: orange">Advancement</span></strong>: 9-16 HD (Huge); 16-24 HD (Gargantuan)</p><p><strong><span style="color: orange">Level Adjustment</span></strong>: --</p><p></p><p>Giant barracuda inhabit warm salt waters. Lightning quick and highly predatory, they attack any prey which is injured, appears helpless, or is relatively small. Giant barracuda reach lengths between 20 to 25 feet long.</p><p></p><p>(There is a photograph of a barracuda at this <a href="http://www.keyshistory.org/fish-great-barracuda.jpg" target="_blank">link</a>.)</p><p></p><p><strong><span style="color: orange">COMBAT</span></strong></p><p></p><p>The giant barracuda rushes into attack with its powerful jaws. It tries to catch its prey in these jaws so that it can savage the prey with thrashing about and grinding with its teeth.</p><p></p><p><strong><span style="color: orange">Improved Grab (Ex)</span></strong>: To use this ability, a giant barracuda 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 succeeds on the grapple check, it can savage.</p><p></p><p><strong><span style="color: orange">Savage (Ex)</span></strong>: A giant barracuda deals 2d8+10 points of damage with a successful grapple check.</p><p></p><p><strong><span style="color: orange">Skills</span></strong>: A giant barracuda 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.</p><p></p><p></p><p><strong><span style="color: sandybrown">BOOBRIE</span></strong></p><p>Large Animal</p><p><strong><span style="color: sandybrown">Hit Dice</span></strong>: 9d8+27 (67 hp)</p><p><strong><span style="color: sandybrown">Initiative</span></strong>: +0</p><p><strong><span style="color: sandybrown">Speed</span></strong>: 40 ft. (8 squares), fly 40 ft. (poor)</p><p><strong><span style="color: sandybrown">Armor Class</span></strong>: 15 (-1 size, +6 natural), touch 9, flat-footed 15</p><p><strong><span style="color: sandybrown">Base Attack/Grapple</span></strong>: +6/+16</p><p><strong><span style="color: sandybrown">Attack</span></strong>: Bite +11 melee (1d10+6)</p><p><strong><span style="color: sandybrown">Full Attack</span></strong>: Bite +11 melee (1d10+6) and 2 claws +9 melee (1d3+3)</p><p><strong><span style="color: sandybrown">Space/Reach</span></strong>: 10 ft./10 ft.</p><p><strong><span style="color: sandybrown">Special Attacks</span></strong>: Pounce</p><p><strong><span style="color: sandybrown">Special Qualities</span></strong>: Low-light vision, poison immunity</p><p><strong><span style="color: sandybrown">Saves</span></strong>: Fort +11, Ref +3, Will +8</p><p><strong><span style="color: sandybrown">Abilities</span></strong>: Str 22, Dex 11, Con 16, Int 2, Wis 14, Cha 6</p><p><strong><span style="color: sandybrown">Skills</span></strong>: Listen +10, Spot +10</p><p><strong><span style="color: sandybrown">Feats</span></strong>: Alertness, Great Fortitude, Multiattack, Run</p><p><strong><span style="color: sandybrown">Environment</span></strong>: Any marsh</p><p><strong><span style="color: sandybrown">Organization</span></strong>: Solitary or mated pair</p><p><strong><span style="color: sandybrown">Challenge Rating</span></strong>: 5</p><p><strong><span style="color: sandybrown">Advancement</span></strong>: 10-18 HD (Large); 19-27 HD (Huge)</p><p><strong><span style="color: sandybrown">Level Adjustment</span></strong>: --</p><p></p><p>The gigantic boobrie - an adult stands about 12 feet tall - is a marsh-dwelling relative of the roc. A boobrie resembles an enormous heron with a hooked beak. It has a number of small, sharp teeth along the edges of its beak. Its favorite foods, other than huge marsh catfish, are humans and sheep. It also preys on all manner of poisonous snakes and amphibians. A boobrie's long legs permit fast running and easy movement over swampy ground. The boobrie's flight is relatively slow and clumsy.</p><p></p><p><strong><span style="color: sandybrown">COMBAT</span></strong></p><p></p><p>A boobrie's main attack is by means of its long, hooked beak. It prefers to pounce on its prey.</p><p></p><p><strong><span style="color: sandybrown">Pounce (Ex)</span></strong>: If a boobrie charges a foe, it can make a full attack.</p><p></p><p></p><p><strong><span style="color: yellow">CARNIVOROUS FLYING SQUIRREL</span></strong></p><p>Tiny Animal</p><p><strong><span style="color: yellow">Hit Dice</span></strong>: 1d8 (4 hp)</p><p><strong><span style="color: yellow">Initiative</span></strong>: +3</p><p><strong><span style="color: yellow">Speed</span></strong>: 30 ft. (6 squares), climb 30 ft.</p><p><strong><span style="color: yellow">Armor Class</span></strong>: 15 (+2 size, +3 Dex), touch 15, flat-footed 12</p><p><strong><span style="color: yellow">Base Attack/Grapple</span></strong>: +0/-10</p><p><strong><span style="color: yellow">Attack</span></strong>: Bite +5 melee (1d4-2)</p><p><strong><span style="color: yellow">Full Attack</span></strong>: Bite +5 melee (1d4-2) and 2 claws +0 melee (1d3-2)</p><p><strong><span style="color: yellow">Space/Reach</span></strong>: 2-1/2 ft./0 ft.</p><p><strong><span style="color: yellow">Special Attacks</span></strong>: --</p><p><strong><span style="color: yellow">Special Qualities</span></strong>: Low-light vision</p><p><strong><span style="color: yellow">Saves</span></strong>: Fort +2, Ref +5, Will +1</p><p><strong><span style="color: yellow">Abilities</span></strong>: Str 6, Dex 17, Con 10, Int 2, Wis 12, Cha 7</p><p><strong><span style="color: yellow">Skills</span></strong>: Climb +6, Jump +10, Listen +5</p><p><strong><span style="color: yellow">Feats</span></strong>: Dodge (B), Mobility (B), Weapon Finesse</p><p><strong><span style="color: yellow">Environment</span></strong>: Temperate forests</p><p><strong><span style="color: yellow">Organization</span></strong>: Pack (3-18)</p><p><strong><span style="color: yellow">Challenge Rating</span></strong>: 1/4</p><p><strong><span style="color: yellow">Advancement</span></strong>: 2-3 HD (Tiny)</p><p><strong><span style="color: yellow">Level Adjustment</span></strong>: --</p><p></p><p>Carnivorous flying squirrels are dangerous pack rodents. A carnivorous flying squirrel appears very much like a common squirrel, except that its head is noticeably lupine, including a mouth full of tiny but sharp canines. They usually travel through the trees, leaping from branch to branch, climbing by means of their strong toes and hooked claws. Despite their name, these animals don't really fly, but are capable of amazing jumps assisted by the flaps of skin growing between fore- and hindlegs. They prey mainly on birds, other small mammals, and lizards, but packs have been known to attack small, domesticated animals and even small humanoids (such as halflings or human children).</p><p></p><p><strong><span style="color: yellow">COMBAT</span></strong></p><p></p><p>Carnivorous flying squirrels leap at their prey (usually provoking attacks of opportunity).</p><p></p><p><strong><span style="color: yellow">Skills</span></strong>: A carnivorous flying squirrel has a +8 racial bonus on Climb checks, and it can take 10 on Climb checks even when rushed or threatened. These animals are prodigious leapers, having a +12 racial bonus on Jump checks.</p><p></p><p></p><p><strong><span style="color: magenta">CAVE MORAY</span></strong></p><p>Medium Animal</p><p><strong><span style="color: magenta">Hit Dice</span></strong>: 4d8+7 (25 hp)</p><p><strong><span style="color: magenta">Initiative</span></strong>: +3</p><p><strong><span style="color: magenta">Speed</span></strong>: 5 ft. (1 square), climb 5 ft.</p><p><strong><span style="color: magenta">Armor Class</span></strong>: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12</p><p><strong><span style="color: magenta">Base Attack/Grapple</span></strong>: +3</p><p><strong><span style="color: magenta">Attack</span></strong>: Bite +3 melee (2d4)</p><p><strong><span style="color: magenta">Full Attack</span></strong>: Bite +3 melee (2d4)</p><p><strong><span style="color: magenta">Space/Reach</span></strong>: 5 ft./5 ft. (10 ft. when striking from protective cyst)</p><p><strong><span style="color: magenta">Special Attacks</span></strong>: --</p><p><strong><span style="color: magenta">Special Qualities</span></strong>: Blindsight 20 ft., low-light vision, protective cyst</p><p><strong><span style="color: magenta">Saves</span></strong>: Fort +5, Ref +4, Will +5</p><p><strong><span style="color: magenta">Abilities</span></strong>: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 2</p><p><strong><span style="color: magenta">Skills</span></strong>: Climb +15</p><p><strong><span style="color: magenta">Feats</span></strong>: Combat Reflexes, Toughness</p><p><strong><span style="color: magenta">Environment</span></strong>: Any underground</p><p><strong><span style="color: magenta">Organization</span></strong>: Colony (4-16)</p><p><strong><span style="color: magenta">Challenge Rating</span></strong>: 2</p><p><strong><span style="color: magenta">Advancement</span></strong>: 5-8 HD (Medium); 9-12 HD (Large)</p><p><strong><span style="color: magenta">Level Adjustment</span></strong>: --</p><p></p><p>Cave morays appear to be a strange cross between slug and serpent. Their bodies are covered with slimy, brown scales, and they have bulbous eyes. Cave morays dwell in cyst-like growths adhered to cavern walls. While a cave moray can strike from its cyst with great speed, they are extremely slow moving otherwise. </p><p></p><p><strong><span style="color: magenta">COMBAT</span></strong></p><p></p><p>Cave morays wait patiently in their protective cysts until prey comes within reach. Then the cave morays spring forth to bite.</p><p></p><p><strong><span style="color: magenta">Blindsight (Ex)</span></strong>: Cave morays ascertain all foes within 20 feet using sound, scent, and vibration.</p><p></p><p><strong><span style="color: magenta">Protective Cyst (Ex)</span></strong>: A cave moray spends most of its time coiled within an immobile, protective cyst of rock-like substance slowly excreted from the creature as it grows to maturity. When within its cyst, a cave moray has cover (+4 to AC) except when attacking. It is also virtually impossible to flank a cave moray except when it is attacking. An intelligent foe readies an action to time its attack with the cave moray's attack. It is possible to attack a cave moray's cyst. Treat this as attacking an object (although it does provoke attacks of opportunity if the attacker doesn't have Improved Sunder). A protective cyst is hardness 8 with 30 hit points (these hit points are separate from the cave moray's hit points).</p><p></p><p>A protective cyst may be mistaken for a normal rock formation. A DC 15 Knowledge (dungeoneering) check recognizes a protective cyst for what it is. A dwarf or other approrpiate creature can use stonecunning to distinguish a protective cyst from normal rock (Search DC 15).</p><p></p><p><strong><span style="color: magenta">Skills</span></strong>: A cave moray has a +8 racial bonus on Climb checks, and it can take 10 on Climb checks even when rushed or threatened.</p><p></p><p></p><p><strong><span style="color: cyan">ELECTRIC EEL, GIANT </span></strong></p><p>Large Animal (Aquatic)</p><p><strong><span style="color: cyan">Hit Dice</span></strong>: 5d8+5 (27 hp)</p><p><strong><span style="color: cyan">Initiative</span></strong>: +3</p><p><strong><span style="color: cyan">Speed</span></strong>: Swim 30 ft. (6 squares)</p><p><strong><span style="color: cyan">Armor Class</span></strong>: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13</p><p><strong><span style="color: cyan">Base Attack/Grapple</span></strong>: +3/+9</p><p><strong><span style="color: cyan">Attack</span></strong>: Bite +4 melee (1d4+3)</p><p><strong><span style="color: cyan">Full Attack</span></strong>: Bite +4 melee (1d4+3)</p><p><strong><span style="color: cyan">Space/Reach</span></strong>: 10 ft./5 ft.</p><p><strong><span style="color: cyan">Special Attacks</span></strong>: Jolt</p><p><strong><span style="color: cyan">Special Qualities</span></strong>: Blindsense 30 ft., immune to electricity, low-light vision</p><p><strong><span style="color: cyan">Saves</span></strong>: Fort +5, Ref +9, Will +2</p><p><strong><span style="color: cyan">Abilities</span></strong>: Str 15, Dex 16, Con 13, Int 1, Wis 12, Cha 5</p><p><strong><span style="color: cyan">Skills</span></strong>: Listen +7, Spot +3, Swim +14</p><p><strong><span style="color: cyan">Feats</span></strong>: Alertness, Lightning Reflexes</p><p><strong><span style="color: cyan">Environment</span></strong>: Warm aquatic</p><p><strong><span style="color: cyan">Organization</span></strong>: Solitary, pair, or group (3-5)</p><p><strong><span style="color: cyan">Challenge Rating</span></strong>: 4</p><p><strong><span style="color: cyan">Advancement</span></strong>: 6-10 HD (Large); 11-15 HD (Huge)</p><p><strong><span style="color: cyan">Level Adjustment</span></strong>: --</p><p></p><p>The giant electric eel lives in deep, warm fresh water rivers and lakes, where it prefers to lurk in areas of thick vegetation. They aren't actually eels, but are a type of fish. Electric eels prey most only fish and shrimp, but will eat refuse as well. There is a picture of an electric eel at this <a href="http://www.whozoo.org/Intro2000/tashcorm/LNC_ELECTRIC_EEL.htm" target="_blank">link</a>.</p><p></p><p>A giant electric eel grows to a length of 18 feet and weighs about 600 pounds.</p><p></p><p><strong><span style="color: cyan">COMBAT</span></strong></p><p></p><p>Giant electric eels release a powerful electric jolt if frightened or molested. They also use this jolt to capture their prey. They can bite, but their jaws are surprisingly weak and they have no teeth.</p><p></p><p><strong><span style="color: cyan">Jolt (Ex)</span></strong>: Once every 1d6 rounds, a giant electric eel can generate a powerful jolt of electricity. Creatures within 5 feet of the eel suffer 6d8 points of electricity damage and is stunned for 1d6 rounds. Those within 10 feet suffer 4d8 points of electricity damage and is stunned for 1d3 rounds. Creatures no farther away than 15 feet suffer 2d8 points of electricity damage and is stunned for 1 round. A DC 14 Fortitude save halves this damage and negates stunning.</p><p></p><p><strong><span style="color: cyan">Blindsense (Ex)</span></strong>: A giant electric eel uses electrical pulses as a form of echolocation to pinpoint creatures within 30 feet. Opponents still have total concealment against the eel unless it can actually see them.</p><p></p><p><strong><span style="color: cyan">Skills</span></strong>: A giant electric eel 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.</p><p></p><p></p><p><strong><span style="color: silver">HIPPOCAMPUS</span></strong></p><p>Large Animal (Aquatic)</p><p><strong><span style="color: silver">Hit Dice</span></strong>: 4d8+12 (30 hp)</p><p><strong><span style="color: silver">Initiative</span></strong>: +1</p><p><strong><span style="color: silver">Speed</span></strong>: Swim 60 ft. (12 squares)</p><p><strong><span style="color: silver">Armor Class</span></strong>: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15</p><p><strong><span style="color: silver">Base Attack/Grapple</span></strong>: +3/+10</p><p><strong><span style="color: silver">Attack</span></strong>: Forefin +5 melee (1d4+3)</p><p><strong><span style="color: silver">Full Attack</span></strong>: 2 forefins +5 melee (1d4+3) and bite +0 melee (1d3+1)</p><p><strong><span style="color: silver">Space/Reach</span></strong>: 10 ft./5 ft.</p><p><strong><span style="color: silver">Special Attacks</span></strong>: --</p><p><strong><span style="color: silver">Special Qualities</span></strong>: Low-light vision, scent</p><p><strong><span style="color: silver">Saves</span></strong>: Fort +7, Ref +5, Will +2</p><p><strong><span style="color: silver">Abilities</span></strong>: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6</p><p><strong><span style="color: silver">Skills</span></strong>: Listen +5, Spot +4, Swim +11</p><p><strong><span style="color: silver">Feats</span></strong>: Endurance, Run</p><p><strong><span style="color: silver">Environment</span></strong>: Any water</p><p><strong><span style="color: silver">Organization</span></strong>: Domesticated or herd (2-8)</p><p><strong><span style="color: silver">Challenge Rating</span></strong>: 2</p><p><strong><span style="color: silver">Advancement</span></strong>: 5-8 HD (Large)</p><p><strong><span style="color: silver">Level Adjustment</span></strong>: --</p><p></p><p>The hippocampus is the most prized of marine steeds. They are strong and swift. A hippocampus has the rear body of a great fish and the forebody of a horse, except that its forelegs end in fins. Its rear body is covered with fine scales, while the foreparts are covered with thick fur. A hippocampus's mane, however, is not hair, but is a thick, waving mass of fins. Hippocampi are omnivores, feeding on both sea plants as well as small fish.</p><p></p><p><strong><span style="color: silver">COMBAT</span></strong></p><p></p><p>Unlike terrestrial horses, hippocampi are aggressive, lashing out with forefins and biting as well.</p><p></p><p><strong><span style="color: silver">Carrying Capacity</span></strong>: A light load for a hippocampus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A hippocampus can drag 4,500 pounds.</p><p></p><p><strong><span style="color: silver">Skills</span></strong>: A hippocampus 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.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2109890, member: 2795"] [b][color=lightblue]Animal Traits[/color][/b][color=lightblue][/color]: 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. [b][color=lightblue]AXE BEAK[/color][/b][color=lightblue][/color] Large Animal [b][color=lightblue]Hit Dice[/color][/b][color=lightblue][/color]: 3d8+6 (19 hp) [b][color=lightblue]Initiative[/color][/b][color=lightblue][/color]: +2 [b][color=lightblue]Speed[/color][/b][color=lightblue][/color]: 40 ft. (8 squares) [b][color=lightblue]Armor Class[/color][/b][color=lightblue][/color]: 14 (-1 size, +2 Dex, +3 natural), touch 13, flat-footed 12 [b][color=lightblue]Base Attack/Grapple[/color][/b][color=lightblue][/color]: +2/+9 [b][color=lightblue]Attack[/color][/b][color=lightblue][/color]: Beak +5 melee (1d8+3/x3) [b][color=lightblue]Full Attack[/color][/b][color=lightblue][/color]: Beak +5 melee (1d8+3/x3) and 2 claws +0 melee (1d3+1) [b][color=lightblue]Space/Reach[/color][/b][color=lightblue][/color]: 10 ft./10 ft. [b][color=lightblue]Special Attacks[/color][/b][color=lightblue][/color]: Increased critical [b][color=lightblue]Special Qualities[/color][/b][color=lightblue][/color]: Low-light vision [b][color=lightblue]Saves[/color][/b][color=lightblue][/color]: Fort +5, Ref +5, Will +2 [b][color=lightblue]Abilities[/color][/b][color=lightblue][/color]: Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 8 [b][color=lightblue]Skills[/color][/b][color=lightblue][/color]: Listen +6, Spot +6 [b][color=lightblue]Feats[/color][/b][color=lightblue][/color]: Alertness, Weapon Focus (beak) [b][color=lightblue]Environment[/color][/b][color=lightblue][/color]: Warm or temperate plains [b][color=lightblue]Organization[/color][/b][color=lightblue][/color]: Solitary, pair, or pack (3-10) [b][color=lightblue]Challenge Rating[/color][/b][color=lightblue][/color]: 2 [b][color=lightblue]Advancement[/color][/b][color=lightblue][/color]: 4-6 HD (Large) [b][color=lightblue]Level Adjustment[/color][/b][color=lightblue][/color]: -- The axe beak is a large, vicious species of flightless bird distantly related to the ostrich, but having a temperment closer to that of the wolverine. Dedicated carnivores, axe beaks hunt grasslands in packs very much like wolves. In fact, an axe beak pack even has an alpha male. Axe beaks get their name from their oversized bony beak that resembles a crudely formed battle axe head. [b][color=lightblue]COMBAT[/color][/b][color=lightblue][/color] Axe beaks don't bite so much as they hack at their prey, swinging their beaks with their powerful, sinewy necks. [b][color=lightblue]Increased Critical (Ex)[/color][/b][color=lightblue][/color]: On a successful critical hit, an axe beak inflicts triple damage. [b][color=orange]BARRACUDA, GIANT[/color][/b][color=orange][/color] Huge Animal (Aquatic) [b][color=orange]Hit Dice[/color][/b][color=orange][/color]: 8d8+24 (60 hp) [b][color=orange]Initiative[/color][/b][color=orange][/color]: +5 [b][color=orange]Speed[/color][/b][color=orange][/color]: Swim 90 ft. [b][color=orange]Armor Class[/color][/b][color=orange][/color]: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13 [b][color=orange]Base Attack/Grapple[/color][/b][color=orange][/color]: +6/+21 [b][color=orange]Attack[/color][/b][color=orange][/color]: Bite +11 melee (2d8+10) [b][color=orange]Full Attack[/color][/b][color=orange][/color]: Bite +11 melee (2d8+10) [b][color=orange]Space/Reach[/color][/b][color=orange][/color]: 15 ft./10 ft. [b][color=orange]Special Attacks[/color][/b][color=orange][/color]: Improved grab, savage [b][color=orange]Special Qualities[/color][/b][color=orange][/color]: Low-light vision, scent [b][color=orange]Saves[/color][/b][color=orange][/color]: Fort +9, Ref +7, Will +3 [b][color=orange]Abilities[/color][/b][color=orange][/color]: Str 24, Dex 13, Con 16, Int 1, Wis 13, Cha 7 [b][color=orange]Skills[/color][/b][color=orange][/color]: Listen +8, Spot +8, Swim +17 [b][color=orange]Feats[/color][/b][color=orange][/color]: Alertness, Dodge, Improved Initiative [b][color=orange]Environment[/color][/b][color=orange][/color]: Warm aquatic [b][color=orange]Organization[/color][/b][color=orange][/color]: School (2-12) [b][color=orange]Challenge Rating[/color][/b][color=orange][/color]: 5 [b][color=orange]Advancement[/color][/b][color=orange][/color]: 9-16 HD (Huge); 16-24 HD (Gargantuan) [b][color=orange]Level Adjustment[/color][/b][color=orange][/color]: -- Giant barracuda inhabit warm salt waters. Lightning quick and highly predatory, they attack any prey which is injured, appears helpless, or is relatively small. Giant barracuda reach lengths between 20 to 25 feet long. (There is a photograph of a barracuda at this [url=http://www.keyshistory.org/fish-great-barracuda.jpg]link[/url].) [b][color=orange]COMBAT[/color][/b][color=orange][/color] The giant barracuda rushes into attack with its powerful jaws. It tries to catch its prey in these jaws so that it can savage the prey with thrashing about and grinding with its teeth. [b][color=orange]Improved Grab (Ex)[/color][/b][color=orange][/color]: To use this ability, a giant barracuda 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 succeeds on the grapple check, it can savage. [b][color=orange]Savage (Ex)[/color][/b][color=orange][/color]: A giant barracuda deals 2d8+10 points of damage with a successful grapple check. [b][color=orange]Skills[/color][/b][color=orange][/color]: A giant barracuda 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. [b][color=sandybrown]BOOBRIE[/color][/b][color=sandybrown][/color] Large Animal [b][color=sandybrown]Hit Dice[/color][/b][color=sandybrown][/color]: 9d8+27 (67 hp) [b][color=sandybrown]Initiative[/color][/b][color=sandybrown][/color]: +0 [b][color=sandybrown]Speed[/color][/b][color=sandybrown][/color]: 40 ft. (8 squares), fly 40 ft. (poor) [b][color=sandybrown]Armor Class[/color][/b][color=sandybrown][/color]: 15 (-1 size, +6 natural), touch 9, flat-footed 15 [b][color=sandybrown]Base Attack/Grapple[/color][/b][color=sandybrown][/color]: +6/+16 [b][color=sandybrown]Attack[/color][/b][color=sandybrown][/color]: Bite +11 melee (1d10+6) [b][color=sandybrown]Full Attack[/color][/b][color=sandybrown][/color]: Bite +11 melee (1d10+6) and 2 claws +9 melee (1d3+3) [b][color=sandybrown]Space/Reach[/color][/b][color=sandybrown][/color]: 10 ft./10 ft. [b][color=sandybrown]Special Attacks[/color][/b][color=sandybrown][/color]: Pounce [b][color=sandybrown]Special Qualities[/color][/b][color=sandybrown][/color]: Low-light vision, poison immunity [b][color=sandybrown]Saves[/color][/b][color=sandybrown][/color]: Fort +11, Ref +3, Will +8 [b][color=sandybrown]Abilities[/color][/b][color=sandybrown][/color]: Str 22, Dex 11, Con 16, Int 2, Wis 14, Cha 6 [b][color=sandybrown]Skills[/color][/b][color=sandybrown][/color]: Listen +10, Spot +10 [b][color=sandybrown]Feats[/color][/b][color=sandybrown][/color]: Alertness, Great Fortitude, Multiattack, Run [b][color=sandybrown]Environment[/color][/b][color=sandybrown][/color]: Any marsh [b][color=sandybrown]Organization[/color][/b][color=sandybrown][/color]: Solitary or mated pair [b][color=sandybrown]Challenge Rating[/color][/b][color=sandybrown][/color]: 5 [b][color=sandybrown]Advancement[/color][/b][color=sandybrown][/color]: 10-18 HD (Large); 19-27 HD (Huge) [b][color=sandybrown]Level Adjustment[/color][/b][color=sandybrown][/color]: -- The gigantic boobrie - an adult stands about 12 feet tall - is a marsh-dwelling relative of the roc. A boobrie resembles an enormous heron with a hooked beak. It has a number of small, sharp teeth along the edges of its beak. Its favorite foods, other than huge marsh catfish, are humans and sheep. It also preys on all manner of poisonous snakes and amphibians. A boobrie's long legs permit fast running and easy movement over swampy ground. The boobrie's flight is relatively slow and clumsy. [b][color=sandybrown]COMBAT[/color][/b][color=sandybrown][/color] A boobrie's main attack is by means of its long, hooked beak. It prefers to pounce on its prey. [b][color=sandybrown]Pounce (Ex)[/color][/b][color=sandybrown][/color]: If a boobrie charges a foe, it can make a full attack. [b][color=yellow]CARNIVOROUS FLYING SQUIRREL[/color][/b][color=yellow][/color] Tiny Animal [b][color=yellow]Hit Dice[/color][/b][color=yellow][/color]: 1d8 (4 hp) [b][color=yellow]Initiative[/color][/b][color=yellow][/color]: +3 [b][color=yellow]Speed[/color][/b][color=yellow][/color]: 30 ft. (6 squares), climb 30 ft. [b][color=yellow]Armor Class[/color][/b][color=yellow][/color]: 15 (+2 size, +3 Dex), touch 15, flat-footed 12 [b][color=yellow]Base Attack/Grapple[/color][/b][color=yellow][/color]: +0/-10 [b][color=yellow]Attack[/color][/b][color=yellow][/color]: Bite +5 melee (1d4-2) [b][color=yellow]Full Attack[/color][/b][color=yellow][/color]: Bite +5 melee (1d4-2) and 2 claws +0 melee (1d3-2) [b][color=yellow]Space/Reach[/color][/b][color=yellow][/color]: 2-1/2 ft./0 ft. [b][color=yellow]Special Attacks[/color][/b][color=yellow][/color]: -- [b][color=yellow]Special Qualities[/color][/b][color=yellow][/color]: Low-light vision [b][color=yellow]Saves[/color][/b][color=yellow][/color]: Fort +2, Ref +5, Will +1 [b][color=yellow]Abilities[/color][/b][color=yellow][/color]: Str 6, Dex 17, Con 10, Int 2, Wis 12, Cha 7 [b][color=yellow]Skills[/color][/b][color=yellow][/color]: Climb +6, Jump +10, Listen +5 [b][color=yellow]Feats[/color][/b][color=yellow][/color]: Dodge (B), Mobility (B), Weapon Finesse [b][color=yellow]Environment[/color][/b][color=yellow][/color]: Temperate forests [b][color=yellow]Organization[/color][/b][color=yellow][/color]: Pack (3-18) [b][color=yellow]Challenge Rating[/color][/b][color=yellow][/color]: 1/4 [b][color=yellow]Advancement[/color][/b][color=yellow][/color]: 2-3 HD (Tiny) [b][color=yellow]Level Adjustment[/color][/b][color=yellow][/color]: -- Carnivorous flying squirrels are dangerous pack rodents. A carnivorous flying squirrel appears very much like a common squirrel, except that its head is noticeably lupine, including a mouth full of tiny but sharp canines. They usually travel through the trees, leaping from branch to branch, climbing by means of their strong toes and hooked claws. Despite their name, these animals don't really fly, but are capable of amazing jumps assisted by the flaps of skin growing between fore- and hindlegs. They prey mainly on birds, other small mammals, and lizards, but packs have been known to attack small, domesticated animals and even small humanoids (such as halflings or human children). [b][color=yellow]COMBAT[/color][/b][color=yellow][/color] Carnivorous flying squirrels leap at their prey (usually provoking attacks of opportunity). [b][color=yellow]Skills[/color][/b][color=yellow][/color]: A carnivorous flying squirrel has a +8 racial bonus on Climb checks, and it can take 10 on Climb checks even when rushed or threatened. These animals are prodigious leapers, having a +12 racial bonus on Jump checks. [b][color=magenta]CAVE MORAY[/color][/b][color=magenta][/color] Medium Animal [b][color=magenta]Hit Dice[/color][/b][color=magenta][/color]: 4d8+7 (25 hp) [b][color=magenta]Initiative[/color][/b][color=magenta][/color]: +3 [b][color=magenta]Speed[/color][/b][color=magenta][/color]: 5 ft. (1 square), climb 5 ft. [b][color=magenta]Armor Class[/color][/b][color=magenta][/color]: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 [b][color=magenta]Base Attack/Grapple[/color][/b][color=magenta][/color]: +3 [b][color=magenta]Attack[/color][/b][color=magenta][/color]: Bite +3 melee (2d4) [b][color=magenta]Full Attack[/color][/b][color=magenta][/color]: Bite +3 melee (2d4) [b][color=magenta]Space/Reach[/color][/b][color=magenta][/color]: 5 ft./5 ft. (10 ft. when striking from protective cyst) [b][color=magenta]Special Attacks[/color][/b][color=magenta][/color]: -- [b][color=magenta]Special Qualities[/color][/b][color=magenta][/color]: Blindsight 20 ft., low-light vision, protective cyst [b][color=magenta]Saves[/color][/b][color=magenta][/color]: Fort +5, Ref +4, Will +5 [b][color=magenta]Abilities[/color][/b][color=magenta][/color]: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 2 [b][color=magenta]Skills[/color][/b][color=magenta][/color]: Climb +15 [b][color=magenta]Feats[/color][/b][color=magenta][/color]: Combat Reflexes, Toughness [b][color=magenta]Environment[/color][/b][color=magenta][/color]: Any underground [b][color=magenta]Organization[/color][/b][color=magenta][/color]: Colony (4-16) [b][color=magenta]Challenge Rating[/color][/b][color=magenta][/color]: 2 [b][color=magenta]Advancement[/color][/b][color=magenta][/color]: 5-8 HD (Medium); 9-12 HD (Large) [b][color=magenta]Level Adjustment[/color][/b][color=magenta][/color]: -- Cave morays appear to be a strange cross between slug and serpent. Their bodies are covered with slimy, brown scales, and they have bulbous eyes. Cave morays dwell in cyst-like growths adhered to cavern walls. While a cave moray can strike from its cyst with great speed, they are extremely slow moving otherwise. [b][color=magenta]COMBAT[/color][/b][color=magenta][/color] Cave morays wait patiently in their protective cysts until prey comes within reach. Then the cave morays spring forth to bite. [b][color=magenta]Blindsight (Ex)[/color][/b][color=magenta][/color]: Cave morays ascertain all foes within 20 feet using sound, scent, and vibration. [b][color=magenta]Protective Cyst (Ex)[/color][/b][color=magenta][/color]: A cave moray spends most of its time coiled within an immobile, protective cyst of rock-like substance slowly excreted from the creature as it grows to maturity. When within its cyst, a cave moray has cover (+4 to AC) except when attacking. It is also virtually impossible to flank a cave moray except when it is attacking. An intelligent foe readies an action to time its attack with the cave moray's attack. It is possible to attack a cave moray's cyst. Treat this as attacking an object (although it does provoke attacks of opportunity if the attacker doesn't have Improved Sunder). A protective cyst is hardness 8 with 30 hit points (these hit points are separate from the cave moray's hit points). A protective cyst may be mistaken for a normal rock formation. A DC 15 Knowledge (dungeoneering) check recognizes a protective cyst for what it is. A dwarf or other approrpiate creature can use stonecunning to distinguish a protective cyst from normal rock (Search DC 15). [b][color=magenta]Skills[/color][/b][color=magenta][/color]: A cave moray has a +8 racial bonus on Climb checks, and it can take 10 on Climb checks even when rushed or threatened. [b][color=cyan]ELECTRIC EEL, GIANT [/color][/b][color=cyan][/color] Large Animal (Aquatic) [b][color=cyan]Hit Dice[/color][/b][color=cyan][/color]: 5d8+5 (27 hp) [b][color=cyan]Initiative[/color][/b][color=cyan][/color]: +3 [b][color=cyan]Speed[/color][/b][color=cyan][/color]: Swim 30 ft. (6 squares) [b][color=cyan]Armor Class[/color][/b][color=cyan][/color]: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 [b][color=cyan]Base Attack/Grapple[/color][/b][color=cyan][/color]: +3/+9 [b][color=cyan]Attack[/color][/b][color=cyan][/color]: Bite +4 melee (1d4+3) [b][color=cyan]Full Attack[/color][/b][color=cyan][/color]: Bite +4 melee (1d4+3) [b][color=cyan]Space/Reach[/color][/b][color=cyan][/color]: 10 ft./5 ft. [b][color=cyan]Special Attacks[/color][/b][color=cyan][/color]: Jolt [b][color=cyan]Special Qualities[/color][/b][color=cyan][/color]: Blindsense 30 ft., immune to electricity, low-light vision [b][color=cyan]Saves[/color][/b][color=cyan][/color]: Fort +5, Ref +9, Will +2 [b][color=cyan]Abilities[/color][/b][color=cyan][/color]: Str 15, Dex 16, Con 13, Int 1, Wis 12, Cha 5 [b][color=cyan]Skills[/color][/b][color=cyan][/color]: Listen +7, Spot +3, Swim +14 [b][color=cyan]Feats[/color][/b][color=cyan][/color]: Alertness, Lightning Reflexes [b][color=cyan]Environment[/color][/b][color=cyan][/color]: Warm aquatic [b][color=cyan]Organization[/color][/b][color=cyan][/color]: Solitary, pair, or group (3-5) [b][color=cyan]Challenge Rating[/color][/b][color=cyan][/color]: 4 [b][color=cyan]Advancement[/color][/b][color=cyan][/color]: 6-10 HD (Large); 11-15 HD (Huge) [b][color=cyan]Level Adjustment[/color][/b][color=cyan][/color]: -- The giant electric eel lives in deep, warm fresh water rivers and lakes, where it prefers to lurk in areas of thick vegetation. They aren't actually eels, but are a type of fish. Electric eels prey most only fish and shrimp, but will eat refuse as well. There is a picture of an electric eel at this [url=http://www.whozoo.org/Intro2000/tashcorm/LNC_ELECTRIC_EEL.htm]link[/url]. A giant electric eel grows to a length of 18 feet and weighs about 600 pounds. [b][color=cyan]COMBAT[/color][/b][color=cyan][/color] Giant electric eels release a powerful electric jolt if frightened or molested. They also use this jolt to capture their prey. They can bite, but their jaws are surprisingly weak and they have no teeth. [b][color=cyan]Jolt (Ex)[/color][/b][color=cyan][/color]: Once every 1d6 rounds, a giant electric eel can generate a powerful jolt of electricity. Creatures within 5 feet of the eel suffer 6d8 points of electricity damage and is stunned for 1d6 rounds. Those within 10 feet suffer 4d8 points of electricity damage and is stunned for 1d3 rounds. Creatures no farther away than 15 feet suffer 2d8 points of electricity damage and is stunned for 1 round. A DC 14 Fortitude save halves this damage and negates stunning. [b][color=cyan]Blindsense (Ex)[/color][/b][color=cyan][/color]: A giant electric eel uses electrical pulses as a form of echolocation to pinpoint creatures within 30 feet. Opponents still have total concealment against the eel unless it can actually see them. [b][color=cyan]Skills[/color][/b][color=cyan][/color]: A giant electric eel 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. [b][color=silver]HIPPOCAMPUS[/color][/b][color=silver][/color] Large Animal (Aquatic) [b][color=silver]Hit Dice[/color][/b][color=silver][/color]: 4d8+12 (30 hp) [b][color=silver]Initiative[/color][/b][color=silver][/color]: +1 [b][color=silver]Speed[/color][/b][color=silver][/color]: Swim 60 ft. (12 squares) [b][color=silver]Armor Class[/color][/b][color=silver][/color]: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 [b][color=silver]Base Attack/Grapple[/color][/b][color=silver][/color]: +3/+10 [b][color=silver]Attack[/color][/b][color=silver][/color]: Forefin +5 melee (1d4+3) [b][color=silver]Full Attack[/color][/b][color=silver][/color]: 2 forefins +5 melee (1d4+3) and bite +0 melee (1d3+1) [b][color=silver]Space/Reach[/color][/b][color=silver][/color]: 10 ft./5 ft. [b][color=silver]Special Attacks[/color][/b][color=silver][/color]: -- [b][color=silver]Special Qualities[/color][/b][color=silver][/color]: Low-light vision, scent [b][color=silver]Saves[/color][/b][color=silver][/color]: Fort +7, Ref +5, Will +2 [b][color=silver]Abilities[/color][/b][color=silver][/color]: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 [b][color=silver]Skills[/color][/b][color=silver][/color]: Listen +5, Spot +4, Swim +11 [b][color=silver]Feats[/color][/b][color=silver][/color]: Endurance, Run [b][color=silver]Environment[/color][/b][color=silver][/color]: Any water [b][color=silver]Organization[/color][/b][color=silver][/color]: Domesticated or herd (2-8) [b][color=silver]Challenge Rating[/color][/b][color=silver][/color]: 2 [b][color=silver]Advancement[/color][/b][color=silver][/color]: 5-8 HD (Large) [b][color=silver]Level Adjustment[/color][/b][color=silver][/color]: -- The hippocampus is the most prized of marine steeds. They are strong and swift. A hippocampus has the rear body of a great fish and the forebody of a horse, except that its forelegs end in fins. Its rear body is covered with fine scales, while the foreparts are covered with thick fur. A hippocampus's mane, however, is not hair, but is a thick, waving mass of fins. Hippocampi are omnivores, feeding on both sea plants as well as small fish. [b][color=silver]COMBAT[/color][/b][color=silver][/color] Unlike terrestrial horses, hippocampi are aggressive, lashing out with forefins and biting as well. [b][color=silver]Carrying Capacity[/color][/b][color=silver][/color]: A light load for a hippocampus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A hippocampus can drag 4,500 pounds. [b][color=silver]Skills[/color][/b][color=silver][/color]: A hippocampus 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. [/QUOTE]
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[1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)
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