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Giant Squirrel

Sylrae

First Post
Giant Squirrel
Large Magical Beast
Hit Dice: 7d10 +21(59 hp) Revised 7d8 + 21 (53 hp)
Initiative: +3
Speed: 50 ft. (4 squares), climb 50 ft.
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: 6/10
Attack: Bite +4 Melee (2d6+5)
Full Attack: Bite +4 Melee
(1d8+5) 2 Claws +2 (1d6)
Space/Reach: 5 ft/5ft (standing) or 10 ft/5 ft (all fours)
Special Attacks: Attach
Special Qualities: Dark vision, Low-light vision, Scent
Saves: Fort 8, Ref 8, Will 4
Abilities: Str 21, Dex 16, Con 17, Int 7, Wis 14, Cha 5
Skills: 10 Points + Racial
Feats: Improved Disarm (Bite), Improved Natural Attack (Bite), Multiattack
Environment: Warm forests
Organization: Solitary
Challenge Rating: 5
Alignment: Usually Neutral
Advancement: 8-16 HD (Large)
Level Adjustment: 0 +2

The massive beast before you stands at a whopping 9 ½ ft. tall, covered in dark brown fur. Two of its massive and razor sharp teeth glint with saliva. Its powerful tail is pointed upwards, and the fur shags out in all directions, even more than the fur on the rest of the beast’s body.
Giant Squirrels speak Sylvan
Combat
Attach (Ex): If a giant squirrel 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 giant squirrel loses its Dexterity bonus to Armor Class and has an AC of 15.
An attached giant squirrel can be struck with a weapon or grappled itself. To remove an attached giant squirrel through grappling, the opponent must achieve a pin against the creature.
Skills: giant squirrels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. A giant squirrel can always choose to take 10 on a Climb check, even if rushed or threatened.
Giant Squirrels as Characters
Although unusual, a giant squirrel would make a good scout, fighter, or barbarian. Their powerful jaws give them an edge not afforded to most other large creatures.
Giant squirrel characters possess the following racial traits.
- +10 Strength, +6 Dexterity, +6 Constitution, -4 Intelligence, +4 Wisdom
-Large Size
-A giant squirrel’s base land speed is 50 feet on all fours, or 30 feet standing. It also has a climb speed of 50 feet.
-Darkvision out to 60 feet.
-Low-light vision.
-Racial Hit Dice
-Racial Hit Dice: A giant squirrel begins with seven levels of magical beast, which provide 7d10 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, Will +2.
-Racial Skills: A giant squirrel’s magical beast levels give it skill points equal to 10 X (2+Int modifier). Its class skills are Balance, Climb, Move Silently, Listen, and Spot. A giant squirrel has a +4 racial bonus to Move Silently, and a +8 racial bonus to Balance and Climb.
-Racial Feats: A giant squirrel’s magical beast levels give it three feats.
- +5 natural armor.
-Special Attacks (See Above): Attach.
-Special Qualities (See Above): Scent.
-Automatic Languages: Sylvan, Bonus Languages: Elven, Common, Druidic, *Squirrel.
-Favored Class: Scout.

Well?

And here's my take on a Weresquirrel
Weresquirrel

Weresquirrels in animal or hybrid from gain +4 racial bonus to Climb, Hide, and Move Silently checks.
COMBAT:
Attach (Ex): If a weresquirrel 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 weresquirrel loses its Dexterity bonus to Armor Class and has an AC of 15.
An attached weresquirrel can be struck with a weapon or grappled itself. To remove an attached giant squirrel through grappling, the opponent must achieve a pin against the creature.
This ability applies in Hybrid form as well
Alternate Form (Su): In addition to their humanoid form Weresquirrels can assume the form of a squirrel and that of a hybrid between the two. While in Squirrel or Hybrid form the Base character gains the following ability score modifiers: Str -8, Dex +6,Con +2.
Damage Reduction (Ex): A Weresquirrel in animal or hybrid form gains damage reduction 5/silver if afflicted, and 10/silver if natural.
Lycanthropic Empathy (Ex): any form, a weresquirrel can communicate and empathize with normal or dire squirrels. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, sich as “friend”, “foe”, “flee”, and “attack”.
Low Light Vision: A weresquirrel has low light vision in any form
Scent: A weresquirrel has the scent ability in any form.
Base Save Bonuses: Add +2 Fortitude, +2 Reflex,
Abilities: +2 to Wisdom.
Curse of Lycanthropy (Su): A humanoid or giant hit by a weresquirrel’s bite attack in animal or hybrid form must succeed a DC 15 Fortitude save or contract Lycanthropy. If the victim is not within 1 size category of the lycanthrope, they cannot contract lycanthropy from that lycanthrope.
See the Monster Manual 3.5 for more information on the Lycanthrope template.
+2 Natural Armor in all forms
Level Adjust: A weresquirrel has a Level Adjustment of +2 if a natural lycanthrope, or +1 otherwise.
*Note: A Weresquirrel's Hit dice are small enough that they do not add additional levels /Hit Dice (or hit points) to the player character.

And here are the Squirrel Monsters by The Jester, so you dont need to find them Below.

DIRE SQUIRREL
Small Animal
Hit Dice: 2d8 (9 hp)
Initiative: +5
Speed: 30’, climb 20’
Armor Class: 20 (+1 size, +4 natural, +5 dex), touch 16, flat-footed 15
Base Attack/Grapple: +1/-4
Attack: Bite +7 melee (1d4-1) or rock +7 ranged (1d4-1)
Full Attack: Bite +7 melee (1d4-1) or rock +7 ranged (1d4-1)
Space/Reach: 5’/5’
Special Qualities: Cheek-pouches, low-light vision, scent
Saves: Fort +3, Ref +8, Will +1
Abilities: Str 8, Dex 20, Con 11, Int 2, Wis 13, Cha 11
Skills*: Climb +13, Hide +9, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Any forest
Organization: Solitary, pair or nuisance (3-10)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement Range: 3-4 HD (small), 5-6 HD (medium)
Level Adjustment: -

A dire squirrel is a carnivorous and primitive form of squirrel. It is dangerous even to humans, for though it is usually content to ignore them, it will attack if hungry or molested.

A dire squirrel has a matted and tangled coat of fur. Its bushy tail seems ragged and unkempt. It often stuffs its cheeks with rocks to throw. A dire squirrel is usually about 3’ long with another 3’ of puffy tail. A dire squirrel usually weighs around 60 lbs.

Combat
When aggravated, dire squirrels prefer to climb high in a tree and pelt enemies with rocks (range increment 20’). If cornered or unable to flee a dire squirrel will defend itself with its bite.

Cheek-Pouches (Ex): A dire squirrel can stuff each of its cheeks with up to one cubic foot of material.

Skills: A dire squirrel gets a +8 bonus to Climb checks and can take ten on Climb checks even if rushed or threatened. It uses its Dexterity bonus rather than its Strength bonus on Climb checks.

SIDEBAR: Adventure Ideas: While the pcs are sleeping in an ancient forest a dire squirrel steals a very valuable and delicate object from them, stuffing it in its cheek-pouches, and it must be retrieved delicately or it will break. A nuisance of dire squirrels guards the entrance to an enclave of primitive elves who have the only antidote to a deadly poison. A gnome druid prefers the company of squirrels of all types and sizes.

MEGALOSQUIRREL
Gargantuan Animal
Hit Dice: 24d8+219 (327 hp)
Initiative: +6
Speed: 40’, climb 30’
Armor Class: 24 (-4 size, +2 dex, +16 natural), touch 8, flat-footed 22
Base Attack/Grapple: +18/+45
Attack: Bite +26 (3d6+11) or rock +16 (2d8+11)
Full Attack: Bite +26 melee (3d6+11) and 2 claws +20 melee (2d4+5); or rock +16/11/6 ranged (2d8+11); or rock +14/14/9/4 ranged (2d8+11)
Space/Reach: 20’/15’
Special Attacks: Improved grab, cheek-stuff
Special Qualities: Cheek pouches, low-light vision, scent
Saves: Fort +14 base, +9 con, Ref +14 base, +2 dex, Will +8 base, +2 wis, +2 iron will
Abilities: Str 32, Dex 14, Con 28, Int 2, Wis 15, Cha 11
Skills: Climb +19, Jump +13, Listen +12, Spot +12, Tumble +15,
Feats: Acrobatic, Alertness, Far Shot, Improved Initiative, Iron Will, Point Blank Shot, Rapid Shot, Toughness, Weapon Focus (bite)
Environment: Any forest
Organization: Solitary or disaster (2-4)
Challenge Rating: 15
Treasure: 50% coins, 50% goods, 50% items
Alignment: Always neutral
Advancement: 25-.35 HD (gargantuan); 36-48 HD (colossal)
Level Adjustment: -

Before you is the largest squirrel you’ve ever seen. Its body must be forty feet long and its bushy tail spreads out behind it like a small forest. It chitters loudly, puffing its gigantic cheeks out.

A megalosquirrel is a rare creature. They are usually only found in areas full of megafauna overrun with huge predators. Megalosquirrels feed on just about everything, from man-sized morsels of meat to delicate treetops. They tend to stuff interesting things in their cheeks, and this is where any treasure it might have will typically be. Megalosquirrels love to play with shiny objects.

Combat

A megalosquirrel will usually try to stuff anything interesting or dangerous into its cheeks, hopefully neutralizing it for later examination. If battle opens at a distance, the megalosquirrel will happily pelt its enemies with rocks.

Improved Grab (Ex): When the megalosquirrel hits an enemy two or more sizes smaller than itself with its bite attack, the megalosquirrel may make a grapple check without provoking an attack of opportunity or making a touch attack. If the megalosquirrel gets a hold, it may immediately make another opposed grapple check to try to stuff the victim in its cheeks.

Cheek-Stuff (Ex): A creature stuffed in the megalosquirrel’s cheek is considered grappled, but the megalosquirrel is not. The victim may attempt an opposed grapple check to get free on its turn each round; she’s stuffed in pretty tightly, and usually being squished against a significant mass of debris. Therefore attacking the megalosquirrel’s cheek is only possible with a natural bite attack or a light weapon already in hand. A successful opposed grapple check will allow a trapped creature to draw a light weapon as a full-round action. A creature within the megalosquirrel’s cheek suffers 1d6+5 points of nonlethal damage each round and must hold its breath or start to suffocate in 1d4 rounds. If the victim is rendered unconscious he begins suffering 1d6+5 points of lethal damage each round instead.

Cheek Pouches (Ex): A megalosquirrel has two cheek pouches, and each can hold one large, two medium, four small or sixteen tiny or smaller creatures or an equivalent volume of nonliving matter (about 3500 cubic feet).

Skills: A megalosquirrel has a +8 racial bonus to Climb checks and can take 10 on Climb checks even while distracted or threatened.

---------------------Here are other Squirrel's I've found, just to be useful

Squirrel: CR -; Diminutive Animal; HD 1/4 d8; hp 1; Init +3 (Dex); Spd 10 ft., climb 15 ft.; AC 17 (+4 size, +3 Dex); Atk none; SQ Scent; Face 1 ft. by 1 ft.; Reach 0 ft.; SV Fort +2, Ref +5, Will +1; Str 2, Dex 16, Con 11, Int 2, Wis 12, Cha 4.

Skills: Climb +15, Hide +22, Move Silently +11, Listen +9. Squirrels gain +4 racial bonus to Climb, Hide, and Move Silently checks.

Squirrels are excellent climbers and jumpers with teeth strong enough to gnaw through half solid material such as soft wood, leather, or rope, given a few minutes.

With their dextrous paws they are able to pick up small objects but they can't walk away with them because they walk on all fours. Thier diet consists of fruits, nuts, and grains.

Squirel as a familiar: Master gains a +2 bonus to Reflex saves.

this one apparently came from a dragon mag - if anyone knows which dragon mag ill give them a cookie. I dont want to have to look for it.

And this , because its hilarious.

the Kercpa 1-1.5 foot tall squirrel people. what makes them worth a +3 LA is seriously beyond me. Amusing nonetheless.

---------------------------------------------------------
And Squirrel Spells , by Michael Morris

Avalanche of Squirrels
Conjuration (Summoning)
Level: Green 3, Druid 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100' + 10' level)
Area: 20' radius
Duration: 1 round / level
Saving Throw: None.
Spell Resistance: No.

"Cute doesn't mean harmless," Teresa warned. Timmon ignored her and reached out to pet the squirrel. She smiled at his screams of pain from the bite.

You summon 1d10 squirrels / level into the area of effect, up to 10d10. This swarm somehow manages to deal 1 point of damage for each 5 squirrels attacking, and you may divide the squirrels as you see fit among the creatures you want attacked in the area of effect. Creatures with natural armor may count their natural armor bonus as DR against the attacks of this mob of squirrels, and a creature with a +5 natural AC bonus or greater is immune to this attack. That said, those swarmed by squirrels still need to make a concentration check DC 10+ 1 per 5 squirrels attacking them to cast any spell.

Material Component: A sack of nuts, preferably acorns.

Reminder: Squirrels have the same stats as rats from the MM except that they have a climb speed of 30'


Squirrel Riot
Transmutation (Enhancement)
Level: Green 3
Components: V, S,
Casting Time: One Action
Range: Personal
Effect: See Text
Duration: 1 round / level (D) (see text)
Saving Throw: Will Neg. (Harmless)
Spell Resistance: Yes (Harmless)

Whenever you are wounded a squirrel is formed for every 4 hit points you lose (and it has hit points equal to your loss, up to 4). The squirrels created by this spell are under your control and will attack whomever you designate fearlessly, though if they are not enhanced the usefulness of their attacks is dubious (they can flank a foe for you though). The squirrels created by this spell remain permanently, ending the spell prematurely only breaks your control over them.


Chatter of the Squirrel
Conjuration (Summoning)
Level: Drd 0, Green 0
Components: V, S, M
Casting Time: 1 round
Range: Close (25' + 5' / 2 levels)
Effect: One squirrel
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No.

This spell summons a single squirrel who attacks your enemies (though it's usefulness in this capacity is dubious). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ablity. If you can communicate with the squirrel, you can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.
Material Component: An acorn.


Squirrel Growth
Transmutation (Physical)
Level: Drd 1, Green 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25' + 5' / 2 levels)
Effect: One squirrel / 2 levels
Duration: 1 round / level (D)
Saving Throw: Fort Neg. (Harmless)
Spell Resistance: Yes.

You cause a number of squirrels to grow to medium size. They take on the stats of a dire rat - except that they have a climb speed of 60' and do not possess a disease attack.


Squirrelform[/b]
Transmutation (Physical) [polymorph]
Level: Drd 3, Green 3

As polymorph self, but you only can become a squirrel.

Yay for all things squirrel related. Squirrely Wrath abounds!
 
Last edited:

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You left out the "stuff cheeks" exceptional ability.

On a more serious note, I use dire squirrels, megalosquirrels and squirrel swarms imc.
 

Seriously? Wanna post those stats? or email me them? sylraedimanna@gmail.com

And this was for my MD Campaign. I used 2e encounter tables and I think there was a giant squirrel in them. or it was to replace some 2e monster I thought was stupid. one or the other.

Ive done alot of FR 2e-FR 3e/3.5 converting.

This I made from scratch. :)
 


Why is the favored class scout? Don't they use ranged attacks to deal skirmish damage or can it be melee too?

Maybe it should get +x to survival when gathering nuts.
 

If you have a better Idea I'm open to suggestions. If you give it class levels its going to have weapon proficiencies, and ranger was too beefy, but I thought the nature theme still should be there. I suppose we could go druid :P
 


Sorry, I forgot to do this yesterday. :o

DIRE SQUIRREL

Small Animal
Hit Dice: 2d8 (9 hp)
Initiative: +5
Speed: 30’, climb 20’
Armor Class: 20 (+1 size, +4 natural, +5 dex), touch 16, flat-footed 15
Base Attack/Grapple: +1/-4
Attack: Bite +7 melee (1d4-1) or rock +7 ranged (1d4-1)
Full Attack: Bite +7 melee (1d4-1) or rock +7 ranged (1d4-1)
Space/Reach: 5’/5’
Special Qualities: Cheek-pouches, low-light vision, scent
Saves: Fort +3, Ref +8, Will +1
Abilities: Str 8, Dex 20, Con 11, Int 2, Wis 13, Cha 11
Skills*: Climb +13, Hide +9, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Any forest
Organization: Solitary, pair or nuisance (3-10)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement Range: 3-4 HD (small), 5-6 HD (medium)
Level Adjustment: -

A dire squirrel is a carnivorous and primitive form of squirrel. It is dangerous even to humans, for though it is usually content to ignore them, it will attack if hungry or molested.

A dire squirrel has a matted and tangled coat of fur. Its bushy tail seems ragged and unkempt. It often stuffs its cheeks with rocks to throw. A dire squirrel is usually about 3’ long with another 3’ of puffy tail. A dire squirrel usually weighs around 60 lbs.

Combat

When aggravated, dire squirrels prefer to climb high in a tree and pelt enemies with rocks (range increment 20’). If cornered or unable to flee a dire squirrel will defend itself with its bite.

Cheek-Pouches (Ex):
A dire squirrel can stuff each of its cheeks with up to one cubic foot of material.

Skills: A dire squirrel gets a +8 bonus to Climb checks and can take ten on Climb checks even if rushed or threatened. It uses its Dexterity bonus rather than its Strength bonus on Climb checks.

SIDEBAR: Adventure Ideas: While the pcs are sleeping in an ancient forest a dire squirrel steals a very valuable and delicate object from them, stuffing it in its cheek-pouches, and it must be retrieved delicately or it will break. A nuisance of dire squirrels guards the entrance to an enclave of primitive elves who have the only antidote to a deadly poison. A gnome druid prefers the company of squirrels of all types and sizes.

MEGALOSQUIRREL
Gargantuan Animal
Hit Dice: 24d8+219 (327 hp)
Initiative: +6
Speed: 40’, climb 30’
Armor Class: 24 (-4 size, +2 dex, +16 natural), touch 8, flat-footed 22
Base Attack/Grapple: +18/+45
Attack: Bite +26 (3d6+11) or rock +16 (2d8+11)
Full Attack: Bite +26 melee (3d6+11) and 2 claws +20 melee (2d4+5); or rock +16/11/6 ranged (2d8+11); or rock +14/14/9/4 ranged (2d8+11)
Space/Reach: 20’/15’
Special Attacks: Improved grab, cheek-stuff
Special Qualities: Cheek pouches, low-light vision, scent
Saves: Fort +14 base, +9 con, Ref +14 base, +2 dex, Will +8 base, +2 wis, +2 iron will
Abilities: Str 32, Dex 14, Con 28, Int 2, Wis 15, Cha 11
Skills: Climb +19, Jump +13, Listen +12, Spot +12, Tumble +15,
Feats: Acrobatic, Alertness, Far Shot, Improved Initiative, Iron Will, Point Blank Shot, Rapid Shot, Toughness, Weapon Focus (bite)
Environment: Any forest
Organization: Solitary or disaster (2-4)
Challenge Rating: 15
Treasure: 50% coins, 50% goods, 50% items
Alignment: Always neutral
Advancement: 25-.35 HD (gargantuan); 36-48 HD (colossal)
Level Adjustment: -

Before you is the largest squirrel you’ve ever seen. Its body must be forty feet long and its bushy tail spreads out behind it like a small forest. It chitters loudly, puffing its gigantic cheeks out.

A megalosquirrel is a rare creature. They are usually only found in areas full of megafauna overrun with huge predators. Megalosquirrels feed on just about everything, from man-sized morsels of meat to delicate treetops. They tend to stuff interesting things in their cheeks, and this is where any treasure it might have will typically be. Megalosquirrels love to play with shiny objects.

Combat

A megalosquirrel will usually try to stuff anything interesting or dangerous into its cheeks, hopefully neutralizing it for later examination. If battle opens at a distance, the megalosquirrel will happily pelt its enemies with rocks.

Improved Grab (Ex): When the megalosquirrel hits an enemy two or more sizes smaller than itself with its bite attack, the megalosquirrel may make a grapple check without provoking an attack of opportunity or making a touch attack. If the megalosquirrel gets a hold, it may immediately make another opposed grapple check to try to stuff the victim in its cheeks.

Cheek-Stuff (Ex): A creature stuffed in the megalosquirrel’s cheek is considered grappled, but the megalosquirrel is not. The victim may attempt an opposed grapple check to get free on its turn each round; she’s stuffed in pretty tightly, and usually being squished against a significant mass of debris. Therefore attacking the megalosquirrel’s cheek is only possible with a natural bite attack or a light weapon already in hand. A successful opposed grapple check will allow a trapped creature to draw a light weapon as a full-round action. A creature within the megalosquirrel’s cheek suffers 1d6+5 points of nonlethal damage each round and must hold its breath or start to suffocate in 1d4 rounds. If the victim is rendered unconscious he begins suffering 1d6+5 points of lethal damage each round instead.

Cheek Pouches (Ex): A megalosquirrel has two cheek pouches, and each can hold one large, two medium, four small or sixteen tiny or smaller creatures or an equivalent volume of nonliving matter (about 3500 cubic feet).

Skills:
A megalosquirrel has a +8 racial bonus to Climb checks and can take 10 on Climb checks even while distracted or threatened.
 

the Jester said:
I never joke... about squirrels.

I'm not so sure about that.

You left out the "stuff cheeks" exceptional ability.

Aha! So you show your true colors! A joke! about squirrels!

Thanks for the stats. will save them to use on my PCs. I'm about to start a drow campaign (january) so I'll have to make them underdark squirrels. so that means they get darkvision, spell resistance, and psionic abilities :P maybe I should just load these abilities up on regular squirrels - it will be hilarious.
 


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