Animals? anybody

Hello i am looking for some common everyday animals to use. Why? you may ask because well I just like them. I like to base characters and familiars of some outrageous themes. Like i have a had a druid barabarian raised by badgers. I am currnetly oplaying a fighter wizard who has a oppossum cause he is a [prize fighter who takes the fall alot.
 

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Ferret

Explorer
Sheeeeeeeeeeeeeeeeeep

The thread with all my animals is down, but I have a lot of other in my folder.

Dire camel
Huge animal
HD: 5d8+25 (Hp 47)
Speed: 50ft
Initiative: +3 (+3 Dex)
AC: 14 ( -2 size +3 Dex +3 Natural)
Attacks: Bite +13
Damage: 2d6 + 15
Face/Race: 10 ft by 20 ft/10 ft
Special attack: Spit
Special qualities: Scent
Abilities: Str 30 Dex 16 Con 20 Int 2 Wis 11 Cha 4
Skills: Listen +5 Spot +5
Save: Fort +9 Refl +7 Will +1
Climate/Terrain: Any desert, hill, and mountains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement:-

Fierce and tough, a fearsome creature, and not a small enemy.

Spit (Ex): Conjuring a huge amount of saliva, the dire camel is capable of spiting a dangerous and thick wad, dealing 1d4 subduel damage and 1 temporary Con damage. The range is 10ft, and can be used every 1d2+2 rounds.

Carrying Capacity: A light load for a Dire camel is up to 2128 pounds; a medium load, 2144-4256 pounds; a heavy load, 5272-6400 pounds. A Dire camel can drag 32,000 pounds

Dire Hedgehog
Small Animal (dire)
HD 3d8+3 (hp 16)
Initiative +2 (Dex);
Speed 10 ft;
AC 17 (+2 Dex, +2 size, +3 natural);
Attacks bite +4 melee;
Damage bite 1d6;
Face/Reach 5 ft by 5ft/5ft;
Special quality : Scent, Spines
Saves: Fort +4, Ref +5, Will +1;
Abilities: Str 11, Dex 14, Con 13, Int 4, Wis 12, Cha 4;
Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)

Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral
Advancement: None

This dire form of Hedgehog, is a larger, and more dangerous the it’s cousin. Roughly 3 foot long, with sharp spines.

Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1d4 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d6 points of damage

Thank you Boz

Dire sheep
Large Animal (dire)
Hit Dice: 4d8+16 (34 hp)
Initiative: +1 (Dex)
Speed: 30 ft
AC: 16 (+1 Dex, +6 natural, -1size)
Attacks: Bite +6 melee
Damage: Bite 1d6 +9
Face/Reach: 5 ft by 5 ft/5 ft
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Climate/Terrain: Any land
Organization: Solitary (1-2) Leader (1+10-100 normal sheep)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-9 HD (Large) 10-12 HD (Huge)
A colossal version of the sheep, whose wool has mated and tangle to such an extent that it provides protection equal to that of banded mail, its fierce eyes glow a manic red, and the occasional froth at the mouth.
COMBAT
More the usual the leader of the pack, this sheep attacks fiercely all who stand in its herd’s way, often savaging bodies that it’s fellow sheep cannot digest.

And now plethora of others animals; this bit is long! To end

Dire Hedgehog
Small Animal (dire)
HD 3d8+3 (hp 16)
Initiative +2 (Dex);
Speed 10 ft;
AC 17 (+2 Dex, +2 size, +3 natural);
Attacks bite +4 melee;
Damage bite 1d6;
Face/Reach 5 ft by 5ft/5ft;
Special quality : Scent, Spines
Saves: Fort +4, Ref +5, Will +1;
Abilities: Str 11, Dex 14, Con 13, Int 4, Wis 12, Cha 4;
Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)

Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral
Advancement: None

This dire form of Hedgehog, is a larger, and more dangerous the it’s cousin. Roughly 3 foot long, with sharp spines.

Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1d4 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d6 points of damage

Thank you Boz

Hedgehog
Tiny Animal
HD 1/4d8 (hp 1)
Initiative +2 (Dex);
Speed 10 ft;
AC 15 (+2 Dex, +2 size, +1 natural);
Attacks bite +4 melee;
Damage bite 1d3-4;
Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft;
Special quality : Scent, Spines
Saves: Fort +2, Ref +4, Will +1;
Abilities: Str 3, Dex 14, Con 11, Int 2, Wis 12, Cha 4;
Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)

Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral
Advancement: None

Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d2 points of damage

Thank you Boz

Raccoon
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 15 (+1 size, +3 Dex, +1 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)

The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.

The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.

COMBAT
Raccoons attack with their forepaws and teeth.

Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.

Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.

ACTIVITY/ECOLOGY
Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young.

Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length.

As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites.

Special thanks to Graz’zt

Dire Raccoon
Medium sized Animal
Hit Dice: 3d8+6 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 17 (+1 size, +3 Dex, +3 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 1d6 +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)

The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.

The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.

Although its cousins may be timid, the larger and fiercer version is rough even in dire context.

COMBAT
Raccoons attack with their forepaws and teeth.

Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.

Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.

Special thanks to Graz’zt

Goat
Small-Size Animal
Hit Dice: ½d8 (3 hp)
Initiative: +2 (Dex)
Speed: 25 ft
AC: 14 (+2 Dex, +1 natural, +1 size)
Attacks: Gore +0 melee
Damage: Gore 1d4 -1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Dex 15, Con 10, Int 2, Wis 11, Cha 4
Skills: Listen +6, Spot +3
Climate/Terrain: Any land
Organization: Herd (3-12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)
The statistics here describe the common goat.
Combat
A goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. The size rules apply as normal to a knockback; since a goat is Small, it can only knockback Small creatures or smaller.
Improved Charge (Ex): A goat goat can charge if he moves in a straight line for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.

Thank you Bknight(?)

Goat, Dire
Medium-Size Animal
Hit Dice: 3d8 + 6 (19 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: Gore +5 melee
Damage: Gore 1d8 +3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 16, Dex 15, Con 14, Int 4, Wis 12, Cha 4
Skills: Listen +8, Spot +5
Climate/Terrain: Any land
Organization: Solitary or Herd (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large-size)
The dire goat has a reputation for a nasty temperament.
Combat
A dire goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a dire goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The dire goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge.
Improved Charge (Ex): A dire goat can charge if he moves in a straight line of at least 15 feet for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.

Thank you bknight(?)

Dire Shrew
Small Animal
HD: 3d8+15 (hp 16)
Initiative: +3 (Dex)
Speed: 50 ft, climb 15 ft
AC 17 (+3 Dex, +1 size, +3 natural);
Attacks: 2 claws +4 melee, bite -1 melee
Damage: claw 1d4-1, bite 1d8-1 plus poison
Face/Reach: 5 ft by 5ft/5ft
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +6, Ref +4, Will +2;
Abilities: Str 9, Dex 16, Con 20, Int 1, Wis 12, Cha 6
Skills: Hide +10, Jump +6, Move Silently +6
Feats: Weapon Finesse(Bite)
Climate/Terrain: Any temperate forest and underground
Organization: Solitary or frenzy(6-12)
Challenge Rating: 3
Treasure: none
Alignment: Always Neutral
Advancement: 4-5 HD(Medium-sized); 6-7 HD(Large)

Dire shrews are much larger and much more tenacious versions of the minute little insectivores we have come to know.

At a length of three-feet, these beasts are not very intimidating at first glance, but when the beast opens its toothy maw you can see its many razor-sharp fangs that are capable of inflicting great pain. These fierce animals prey on anything
that they can bring down. Usual victims are deer, dire rats, badgers, moose’s, black bears, and even humanoids.

Though usually solitary, these creatures sometimes go into feeding frenzies. This is when they are most dangerous.

Combat: Dire shrews are not particularly strong creatures, but are quite venomous. When their poison fails them, dire shrews must rely on their sharp claws and powerful teeth to tear the victim to shreds.
Poison(Ex): Bite; Fortitude save(DC 16); Any creature that fails the save takes 1d6 temporary strength damage, 1d8 temporary dexterity damage, and 1d6 temporary constitution damage. Secondary damage is the same.
Feeding frenzy(Ex): Whilst within a group, and against a creature(if it is a group only that creatures counts and is attacked) of equal, lower or +1 of there el rating, they have +1%, for each round spent against that creature, chance of going crazy and berserking (in the same way a golem might)

Thank you moosekickedmysisterstooth

Rabbit
Tiny animal
HD: 1/4 d8 (2 hp)
Init: +4 dex
Speed: 40 ft.
AC: 14 (+4 dex)
Attacks: bite +4 melee
Damage: bite 1d3-4
Special Qualities: low light vision
Face/Reach:
Saves: reflex +6, fort +0, will +0
Abilities: str 3, dex 18, con 11, int 2, wis 10, cha 4
Skills: listen +7, spot +7, escape artist +9, jump + 4,
Feats: alertness B, weapon finesse (bite)
CR: 1/10

Thank you *forgotten*

Dire Rabbit
Medium Animal

Hit Dice: 3d8 (13 hp)
Initative: +4 (Dex)
Speed: 50 ft., burrow 10 ft.
AC: 16 (+4 Dex, +2 Natural)
Attacks: Bite (+6 Melee)
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Leap Attack
Special Qualities: Scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 12, Dex 19, Con 12,
Int 2, Wis 12, Cha 10
Skills: Hide +10, Move Silently +8,
Spot +8, Listen +14
Feats: Weapon Finesse (bite)

Climate/Terrain: Any forest, hill,
and plains
Organization: Solitary or Warren (20-50)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Large)

Dire rabbits normally flee at the first sign of danger and can leap 80 ft. once every three rounds to aid their escape, they sometimes associate with halflings. Young dire rabbits can be trained and are prized by some halflings as mounts. If trained for battle they can use their leap as a charge attack and gain an additional +2 to damage beyond normal charge bonuses. Training a dire rabbit as a war mount requires a successful Handle Animal check (DC 25 for a young one or DC 35 for an adult). Riding a dire rabbit requires an exotic saddle and imposes a -4 to Ride checks while running and jumping due to the odd gait of the creatures. Dire rabbits receive a +6 racial bonus to listen checks. The voracious appetite of an entire warren, a pelt worth 30 gold pieces, and their tastiness to humanoids and predators keeps their numbers low outside areas protected by halflings.

Thank you *forgotten*

Kiwi
Tiny Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft.
AC: 17 (+2 size, +4 Dex, +1 natural)
Attacks: 2 Claws +6 melee
Damage: Claw 1d2-3
Face/Reach: 2 1/2 ft./0 ft.
Special Qualities: Low-light vision*, Scent
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 4, Dex 18, Con 10, Int 1, Wis 12, Cha 6
Skills: Hide +18, Listen +6, Move Silently +9
Feats: Weapon Finesse (claw)

Climate/Terrain: Temperate forest and shrubland
Organization: 2 adults, or 2 adults + 1d2 chicks
Challenge Rating: 1/4
Treasure: none (large eggs)
Alignment: Always neutral
Advancement: none


The kiwi is a tiny, flightless bird. Despite having a long beak, it defends itself with sharp-clawed feet; and even with short legs, it can outpace the typical human.

Combat

*Low-light Vision (Ex): Kiwis can see twice as far at night than during the day

Scent (Ex): Under windless conditions, kiwis can detect opponents by sense of smell.

Skills: Kiwis gain a +4 racial bonus to Hide checks.

Thank you *forgotten*
 
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