Grandmaster Cow
First Post
Dire Shrew
Small Animal
HD: 3d8+3 (hp 16)
Initiative: +3 (Dex)
Speed: 50 ft, climb 15 ft
AC 17 (+3 Dex, +1 size, +3 natural);
Attacks: 2 claws +2 melee, bite +3 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 +4, Ref +5, Will +1;
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, mooses, 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 vitim 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.
Small Animal
HD: 3d8+3 (hp 16)
Initiative: +3 (Dex)
Speed: 50 ft, climb 15 ft
AC 17 (+3 Dex, +1 size, +3 natural);
Attacks: 2 claws +2 melee, bite +3 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 +4, Ref +5, Will +1;
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, mooses, 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 vitim 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.