Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Giant Squirrel
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sylrae" data-source="post: 3919658" data-attributes="member: 48520"><p>Giant Squirrel</p><p>Large Magical Beast</p><p>Hit Dice: <s>7d10 +21(59 hp)</s> <strong>Revised 7d8 + 21 (53 hp)</strong> </p><p>Initiative: +3</p><p>Speed: 50 ft. (4 squares), climb 50 ft.</p><p>Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 13, flat-footed 15</p><p>Base Attack/Grapple: 6/10</p><p>Attack: Bite +4 Melee (2d6+5)</p><p>Full Attack: Bite +4 Melee </p><p>(1d8+5) 2 Claws +2 (1d6)</p><p>Space/Reach: 5 ft/5ft (standing) or <strong>10 ft/5 ft (all fours)</strong></p><p>Special Attacks: Attach</p><p>Special Qualities: Dark vision, Low-light vision, Scent</p><p>Saves: Fort 8, Ref 8, Will 4</p><p>Abilities: Str 21, Dex 16, Con 17, Int 7, Wis 14, Cha 5</p><p>Skills: 10 Points + Racial</p><p>Feats: Improved Disarm (Bite), Improved Natural Attack (Bite), Multiattack</p><p>Environment: Warm forests</p><p>Organization: Solitary</p><p>Challenge Rating: 5</p><p>Alignment: Usually Neutral</p><p>Advancement: 8-16 HD (Large)</p><p>Level Adjustment: <s>0</s> <strong>+2</strong> </p><p></p><p>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.</p><p> Giant Squirrels speak Sylvan</p><p>Combat</p><p>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.</p><p>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.</p><p> 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.</p><p>Giant Squirrels as Characters</p><p>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.</p><p> Giant squirrel characters possess the following racial traits. </p><p>- +10 Strength, +6 Dexterity, +6 Constitution, -4 Intelligence, +4 Wisdom</p><p>-Large Size</p><p>-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.</p><p>-Darkvision out to 60 feet.</p><p>-Low-light vision.</p><p>-Racial Hit Dice</p><p>-Racial Hit Dice: A giant squirrel begins with seven levels of magical beast, which provide <s>7d10</s> <strong>7d8</strong> Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, Will +2.</p><p>-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.</p><p>-Racial Feats: A giant squirrel’s magical beast levels give it three feats.</p><p>- +5 natural armor.</p><p>-Special Attacks (See Above): Attach.</p><p>-Special Qualities (See Above): Scent.</p><p>-Automatic Languages: Sylvan, Bonus Languages: Elven, Common, Druidic, *Squirrel.</p><p>-Favored Class: Scout.</p><p></p><p><strong>Well?</strong></p><p></p><p>And here's my take on a Weresquirrel</p><p>Weresquirrel</p><p></p><p>Weresquirrels in animal or hybrid from gain +4 racial bonus to Climb, Hide, and Move Silently checks.</p><p>COMBAT:</p><p>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.</p><p>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.</p><p>This ability applies in Hybrid form as well</p><p>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.</p><p>Damage Reduction (Ex): A Weresquirrel in animal or hybrid form gains damage reduction 5/silver if afflicted, and 10/silver if natural.</p><p>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”.</p><p>Low Light Vision: A weresquirrel has low light vision in any form</p><p>Scent: A weresquirrel has the scent ability in any form.</p><p>Base Save Bonuses: Add +2 Fortitude, +2 Reflex,</p><p>Abilities: +2 to Wisdom.</p><p>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.</p><p>See the Monster Manual 3.5 for more information on the Lycanthrope template.</p><p>+2 Natural Armor in all forms</p><p>Level Adjust: A weresquirrel has a Level Adjustment of +2 if a natural lycanthrope, or +1 otherwise.</p><p>*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.</p><p></p><p><strong>And here are the Squirrel Monsters by <u>The Jester</u>, so you dont need to find them Below.</strong></p><p></p><p>DIRE SQUIRREL</p><p>Small Animal</p><p>Hit Dice: 2d8 (9 hp)</p><p>Initiative: +5</p><p>Speed: 30’, climb 20’</p><p>Armor Class: 20 (+1 size, +4 natural, +5 dex), touch 16, flat-footed 15</p><p>Base Attack/Grapple: +1/-4</p><p>Attack: Bite +7 melee (1d4-1) or rock +7 ranged (1d4-1)</p><p>Full Attack: Bite +7 melee (1d4-1) or rock +7 ranged (1d4-1)</p><p>Space/Reach: 5’/5’</p><p>Special Qualities: Cheek-pouches, low-light vision, scent</p><p>Saves: Fort +3, Ref +8, Will +1</p><p>Abilities: Str 8, Dex 20, Con 11, Int 2, Wis 13, Cha 11</p><p>Skills*: Climb +13, Hide +9, Listen +3, Move Silently +6, Spot +3</p><p>Feats: Weapon Finesse</p><p>Environment: Any forest</p><p>Organization: Solitary, pair or nuisance (3-10)</p><p>Challenge Rating: 1/2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement Range: 3-4 HD (small), 5-6 HD (medium)</p><p>Level Adjustment: -</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Combat</p><p>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.</p><p></p><p>Cheek-Pouches (Ex): A dire squirrel can stuff each of its cheeks with up to one cubic foot of material.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>MEGALOSQUIRREL</p><p>Gargantuan Animal</p><p>Hit Dice: 24d8+219 (327 hp)</p><p>Initiative: +6</p><p>Speed: 40’, climb 30’</p><p>Armor Class: 24 (-4 size, +2 dex, +16 natural), touch 8, flat-footed 22</p><p>Base Attack/Grapple: +18/+45</p><p>Attack: Bite +26 (3d6+11) or rock +16 (2d8+11)</p><p>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)</p><p>Space/Reach: 20’/15’</p><p>Special Attacks: Improved grab, cheek-stuff</p><p>Special Qualities: Cheek pouches, low-light vision, scent</p><p>Saves: Fort +14 base, +9 con, Ref +14 base, +2 dex, Will +8 base, +2 wis, +2 iron will</p><p>Abilities: Str 32, Dex 14, Con 28, Int 2, Wis 15, Cha 11</p><p>Skills: Climb +19, Jump +13, Listen +12, Spot +12, Tumble +15,</p><p>Feats: Acrobatic, Alertness, Far Shot, Improved Initiative, Iron Will, Point Blank Shot, Rapid Shot, Toughness, Weapon Focus (bite)</p><p>Environment: Any forest</p><p>Organization: Solitary or disaster (2-4)</p><p>Challenge Rating: 15</p><p>Treasure: 50% coins, 50% goods, 50% items</p><p>Alignment: Always neutral</p><p>Advancement: 25-.35 HD (gargantuan); 36-48 HD (colossal)</p><p>Level Adjustment: -</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>Skills: A megalosquirrel has a +8 racial bonus to Climb checks and can take 10 on Climb checks even while distracted or threatened.</p><p></p><p>---------------------Here are other Squirrel's I've found, just to be useful</p><p></p><p>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.</p><p></p><p>Skills: Climb +15, Hide +22, Move Silently +11, Listen +9. Squirrels gain +4 racial bonus to Climb, Hide, and Move Silently checks.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Squirel as a familiar: Master gains a +2 bonus to Reflex saves.</p><p></p><p>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.</p><p></p><p>And <a href="http://www.pitbullarmory.com/Squirrel-armor.html" target="_blank">this</a> , because its hilarious.</p><p></p><p>the <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=875" target="_blank">Kercpa</a> 1-1.5 foot tall squirrel people. what makes them worth a +3 LA is seriously beyond me. Amusing nonetheless.</p><p></p><p>---------------------------------------------------------</p><p>And <a href="http://www.enworld.org/showthread.php?t=43010" target="_blank">Squirrel Spells</a> , by Michael Morris</p><p></p><p>Avalanche of Squirrels</p><p>Conjuration (Summoning)</p><p>Level: Green 3, Druid 3</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Medium (100' + 10' level)</p><p>Area: 20' radius</p><p>Duration: 1 round / level</p><p>Saving Throw: None.</p><p>Spell Resistance: No.</p><p></p><p>"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.</p><p></p><p>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.</p><p></p><p>Material Component: A sack of nuts, preferably acorns.</p><p></p><p>Reminder: Squirrels have the same stats as rats from the MM except that they have a climb speed of 30'</p><p></p><p></p><p>Squirrel Riot</p><p>Transmutation (Enhancement)</p><p>Level: Green 3</p><p>Components: V, S,</p><p>Casting Time: One Action</p><p>Range: Personal</p><p>Effect: See Text</p><p>Duration: 1 round / level (D) (see text)</p><p>Saving Throw: Will Neg. (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>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.</p><p></p><p></p><p>Chatter of the Squirrel</p><p>Conjuration (Summoning)</p><p>Level: Drd 0, Green 0</p><p>Components: V, S, M</p><p>Casting Time: 1 round</p><p>Range: Close (25' + 5' / 2 levels)</p><p>Effect: One squirrel</p><p>Duration: 1 round / level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No.</p><p></p><p>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.</p><p>Material Component: An acorn.</p><p></p><p></p><p>Squirrel Growth</p><p>Transmutation (Physical)</p><p>Level: Drd 1, Green 1</p><p>Components: V, S, M</p><p>Casting Time: 1 round</p><p>Range: Close (25' + 5' / 2 levels)</p><p>Effect: One squirrel / 2 levels</p><p>Duration: 1 round / level (D)</p><p>Saving Throw: Fort Neg. (Harmless)</p><p>Spell Resistance: Yes.</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px">Squirrelform[/b]</span></p><p><span style="font-size: 12px">Transmutation (Physical) [polymorph]</span></p><p><span style="font-size: 12px">Level: Drd 3, Green 3</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">As polymorph self, but you only can become a squirrel.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Yay for all things squirrel related. Squirrely Wrath abounds!</span></p></blockquote><p></p>
[QUOTE="Sylrae, post: 3919658, member: 48520"] Giant Squirrel Large Magical Beast Hit Dice: [S]7d10 +21(59 hp)[/S] [B]Revised 7d8 + 21 (53 hp)[/B] 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 [B]10 ft/5 ft (all fours)[/B] 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: [S]0[/S] [B]+2[/B] 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 [S]7d10[/S] [B]7d8[/B] 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. [B]Well?[/B] 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. [B]And here are the Squirrel Monsters by [U]The Jester[/U], so you dont need to find them Below.[/B] 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 [URL=http://www.pitbullarmory.com/Squirrel-armor.html]this[/URL] , because its hilarious. the [URL=http://www.enworld.org/cc/converted/view_c.php?CreatureID=875]Kercpa[/URL] 1-1.5 foot tall squirrel people. what makes them worth a +3 LA is seriously beyond me. Amusing nonetheless. --------------------------------------------------------- And [URL=http://www.enworld.org/showthread.php?t=43010]Squirrel Spells[/URL] , 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. [size=3]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![/size] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Giant Squirrel
Top