Baboon Skulker
Level 1 Skirmisher
Small Natural Beast
XP 100
Initiative +3
Senses Perception +1
HP 30; Bloodied 15
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6, climb 5
M Bite (Standard; at-will)
+6 vs. AC; 1d10 + 3 damage
Pack Assault
+1 to damage for every baboon attacking the same target, and within 2 spaces.
Ambush (encounter)
When attacking from surprise, the skulker gets a +2 to hit and damage.
Alignment Unaligned
Languages
Skills Nature +7 , Stealth +9
Str 12 (+1)
Dex 16 (+3)
Wis 13 (+1)
Con 14 (+2)
Int 7 (-2)
Cha 13 (+1)
Baboon Brawler
Level 2 Brute
Small Natural Beast
XP 125
Initiative +3
Senses Perception +2
HP 46; Bloodied 23
AC 14; Fortitude 15, Reflex 14, Will 14
Speed 6, climb 5
M Bite (Standard; at-will)
+5 vs. AC; 1d10 + 3 damage
m Pounce (Move; at-will)
The brawler leaps and tears at the target; charge does +1d6 damage target is grappled (escape ends); and +3 vs. For .; target is knocked Prone.
Pack Assault
+1 to damage for every baboon attacking the same target, and within 2 spaces.
Alignment Unaligned
Languages
Skills Nature +8 , Stealth +9
Str 14 (+3)
Dex 15 (+3)
Wis 13 (+2)
Con 16 (+4)
Int 7 (-1)
Cha 10 (+1)
Boar, Wild
Level 2 Elite Soldier
Medium Natural Beast
XP 250
Initiative +2
Senses Perception +1
HP 84; Bloodied 42
AC 20; Fortitude 18, Reflex 15, Will 12
Resist 5 poison
Saving Throws +2
Speed 7
Action Points 1
M Gore (Standard; at-will)
+9 vs. AC; 1d10 + 3 damage
m Brutal Charge (Move)
Charge; +11 vs. AC; 2d6 + 5 damage; Target is Dazed until end of boar's next turn.
Alignment Unaligned
Languages
Skills Stealth +9
Str 15 (+3)
Dex 12 (+2)
Wis 10 (+1)
Con 18 (+5)
Int 3 (-3)
Cha 10 (+1)
Boar, Dire
Level 15 Elite Brute
Large Natural Beast
XP 2,400
Initiative +10
Senses Perception +10
HP 360; Bloodied 180
AC 29; Fortitude 31, Reflex 27, Will 25
Immune poison; Resist 5 all weapons
Saving Throws +2
Speed 8
Action Points 1
M Gore (Standard; at-will)
+18 vs. AC; 2d8 + 6 damage
m Trample (Immediate Reaction; encounter) ♦ after successful charge
+16 vs. For.; 3d6 + 6 damage; Target is Stunned until end of boar's next turn.
Berserk (Immediate Reaction; daily) ♦ Bloodied
When Bloodied the boar gets +1 to saves, speed and to hit, + 3 to damage, 45 Temporary Hit Points, and -2 to all defenses
Alignment Unaligned
Languages
Skills Stealth +15
Str 24 (+14)
Dex 16 (+10)
Wis 16 (+10)
Con 20 (+12)
Int 4 (+4)
Cha 8 (+6)
Crabman Grazer
Level 5 Skirmisher
Large Natural Humanoid (aquatic)
XP 200
Initiative +4
Senses Perception +3
HP 64; Bloodied 32
AC 19; Fortitude 18, Reflex 17, Will 16
Speed 4, swim 3
M Claw (Standard; at-will)
+10 vs. AC; 1d6 + 4 damage
m Dual Claw Strike (Standard; at-will)
Can attack twice with claw on single target
Alignment Unaligned
Languages Crabman
Skills Nature +6 , Stealth +9
Str 18 (+6)
Dex 15 (+4)
Wis 13 (+3)
Con 16 (+5)
Int 9 (+1)
Cha 10 (+2)
Crabman Chieftein
Level 5 Elite Soldier (Leader)
Large Natural Humanoid (aquatic)
XP 400
Initiative +4
Senses Perception +3
HP 132; Bloodied 66
AC 23; Fortitude 21, Reflex 19, Will 16
Saving Throws +2
Speed 4, swim 3
Action Points 1
M Claw (Standard; at-will)
+12 vs. AC; 1d10 + 4 damage
m Dual Claw Strike (Standard; at-will)
Can attack twice with claw on single target
Take it on the Shell (Immediate Reaction; daily) ♦ Bloodied
The first attack that would bloody the chieftein is ignored
Alignment Unaligned
Languages Crabman
Skills Nature +7 , Stealth +9
Str 20 (+7)
Dex 15 (+4)
Wis 13 (+3)
Con 18 (+6)
Int 10 (+2)
Cha 12 (+3)
Crocodile, Freshwater
Level 4 Lurker
Large Natural Beast (aquatic)
XP 175
Initiative +4
Senses Perception +4
HP 45; Bloodied 22
AC 18; Fortitude 17, Reflex 16, Will 16
Speed 7, swim 4
M Bite (Standard; at-will)
+9 vs. AC; +9 vs. AC; 2d8 + 4 damage; Secondary Attack Secondary Attack: +7 vs. Ref. Target is Grabbed
Crushing Jaws
The crocodile adds 5 to its For. and Ref. defenses in order to maintain a grab
Stealthy Killer (encounter)
The crocodile gains a +2 to hit if attacking from surprise.
Alignment Unaligned
Languages
Skills Stealth +8, Endurance +9
Str 18 (+6)
Dex 15 (+4)
Wis 15 (+4)
Con 15 (+4)
Int 2 (-2)
Cha 10 (+2)
Crocodile, Giant Saltwater
Level 12 Brute
Huge Natural Beast (aquatic)
XP 700
Initiative +8
Senses Perception +9
HP 150; Bloodied 75
AC 24; Fortitude 24, Reflex 22, Will 23
Speed 7, swim 5
M Bite (Standard; at-will)
+15 vs. AC; 3d6 + 5 damage; Secondary Attack Secondary Attack: +13 vs. Ref. Target is Grabbed
m Battering Charge (Move; encounter) ♦ charge
Must charge; +13 vs. For; 3d8 +5 target is Stunned until end of crocodile's next turn; Miss: Target is Dazed until end of crocodile's next turn.
Crushing Jaws
The crocodile adds 5 to its For. and Ref. defenses in order to maintain a grab
Alignment Unaligned
Languages
Skills Stealth +13, Endurance +16
Str 20 (+11)
Dex 14 (+8)
Wis 16 (+9)
Con 20 (+11)
Int 4 (+3)
Cha 12 (+7)
Dolphin
Level 6 Skirmisher
Large Natural Beast (aquatic)
XP 250
Initiative +6
Senses Perception +6, blindsight 30
HP 73; Bloodied 36
AC 20; Fortitude 19, Reflex 18, Will 18
Speed swim 8
M Bite (Standard; at-will)
+11 vs. AC; 1d6 + 4 damage
m Ram (Move; at-will) ♦ charge
Must charge; +11 vs. AC; 1d10+ 4 target is Dazed until end of dolphins's next turn
Alignment Unaligned
Languages
Skills Stealth +13, Endurance +16
Str 18 (+7)
Dex 16 (+6)
Wis 16 (+6)
Con 17 (+6)
Int 8 (+2)
Cha 14 (+5)
Eagle
Level 1 Skirmisher
Medium Natural Beast
XP 100
Initiative +2
Senses Perception +7
HP 29; Bloodied 14
AC 15; Fortitude 13, Reflex 13, Will 13
Speed 1, fly 8
M Clawing at the Face (Standard; at-will)
+6 vs. AC; 1d6 + 3 damage; Secondary Attack Secondary: +4 vs.Ref.; Target is Blinded until end of eagle's next action
m Stoop (Move; at-will) ♦ charge
Must charge; target must be size Small or smaller; +4 vs. Ref; 1d6 damage, and Target is Grabbed (escape ends) and Dazed (save ends); eagle may continue with any unused movement after attack.
Alignment Unaligned
Languages
Str 8 (-1)
Dex 14 (+2)
Wis 14 (+2)
Con 13 (+1)
Int 2 (-4)
Cha 8 (-1)